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authorYehonal <yehonal.azeroth@gmail.com>2025-09-20 03:49:50 +0200
committerGitHub <noreply@github.com>2025-09-20 03:49:50 +0200
commit09b79f45f20ab937ce36bb3d3accdb2a3d0913ec (patch)
treec78621577ba5db2a9d6058491dc56baafded74ab /src/server/game/AI
parent857559616cf93afbdf6a8d944a185acb9d2c7104 (diff)
feat(NPC): add configuration for creature repositioning during NPC combat (#22973)
Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com>
Diffstat (limited to 'src/server/game/AI')
-rw-r--r--src/server/game/AI/CreatureAI.cpp19
1 files changed, 15 insertions, 4 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 0f74877007..12698c35dc 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -27,6 +27,7 @@
#include "Player.h"
#include "ScriptMgr.h"
#include "TemporarySummon.h"
+#include "World.h"
#include "Vehicle.h"
#include "ZoneScript.h"
#include <functional>
@@ -364,13 +365,18 @@ void CreatureAI::MoveCircleChecks()
if (
!victim ||
!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
- !me->IsWithinMeleeRange(victim) || me == victim->GetVictim() ||
- (!victim->IsPlayer() && !victim->IsPet()) // only player & pets to save CPU
+ !me->IsWithinMeleeRange(victim) || me == victim->GetVictim()
)
{
return;
}
+ /**
+ * optimization, disable circling movement for NPC vs NPC combat
+ */
+ if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet())
+ return;
+
me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
}
@@ -378,8 +384,13 @@ void CreatureAI::MoveBackwardsChecks()
{
Unit *victim = me->GetVictim();
- if (!victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
- (!victim->IsPlayer() && !victim->IsPet()))
+ if (!victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT))
+ return;
+
+ /**
+ * optimization, disable backwards movement for NPC vs NPC combat
+ */
+ if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet())
{
return;
}