From 9c36dd7e947d483767b545b79e586c95e29e4305 Mon Sep 17 00:00:00 2001 From: treeston Date: Fri, 9 Sep 2016 15:01:42 +0200 Subject: AI/SmartAI: Fix an issue where SmartAI creatures would not properly follow their owner on evade. Also fix a bug where creatures with INHABIT_ROOT would get stuck in evade under certain conditions. This allows us to fix quest 12261 (No Place to Run). Closes #16291. (cherry picked from commit e69a483aa942c1c6c4bd9b5fa47139f89643b8d5) Derp. Build fix. (cherry picked from commit 9180bcd404ff0a89144bbe834a2efe189bd0eb86) --- src/server/game/AI/SmartScripts/SmartAI.cpp | 11 +++++++---- .../Movement/MovementGenerators/HomeMovementGenerator.cpp | 5 ++++- 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'src') diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 270a32e2c73..5decf1e87c7 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -449,14 +449,17 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/) AddEscortState(SMART_ESCORT_RETURNING); ReturnToLastOOCPos(); } - else if (!mFollowGuid.IsEmpty()) + else if (Unit* target = !mFollowGuid.IsEmpty() ? ObjectAccessor::GetUnit(*me, mFollowGuid) : nullptr) { - if (Unit* target = ObjectAccessor::GetUnit(*me, mFollowGuid)) - me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); - + me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle); // evade is not cleared in MoveFollow, so we can't keep it me->ClearUnitState(UNIT_STATE_EVADE); } + else if (Unit* owner = me->GetCharmerOrOwner()) + { + me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + me->ClearUnitState(UNIT_STATE_EVADE); + } else me->GetMotionMaster()->MoveTargetedHome(); diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp index 002e247dc14..4be89f9d5ce 100644 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp @@ -44,7 +44,10 @@ void HomeMovementGenerator::DoReset(Creature*) { } void HomeMovementGenerator::_setTargetLocation(Creature* owner) { if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) + { // if we are ROOT/STUNNED/DISTRACTED even after aura clear, immediately finalize - otherwise we would get stuck in evade + arrived = true; return; + } Movement::MoveSplineInit init(owner); float x, y, z, o; @@ -65,6 +68,6 @@ void HomeMovementGenerator::_setTargetLocation(Creature* owner) bool HomeMovementGenerator::DoUpdate(Creature* owner, const uint32 /*time_diff*/) { - arrived = owner->movespline->Finalized(); + arrived = arrived || owner->movespline->Finalized(); return !arrived; } -- cgit v1.2.3