From 34f9666f209ab3f281bf81de92c4bc1a164b0059 Mon Sep 17 00:00:00 2001 From: Treeston Date: Tue, 28 Aug 2018 12:52:50 +0200 Subject: [PATCH] Core/Unit: Some charm fixes: * Properly restore react state after possession expires. Closes #20769. * Possessed creatures now don't override player control with random/waypoint motion * SmartAI creatures now properly re-aggress charmer after charm expires (cherry picked from commit da21ca80fc35a325df0fb0ef2f687a91121d42de) --- src/server/game/AI/SmartScripts/SmartAI.cpp | 9 ++- src/server/game/Entities/Unit/Unit.cpp | 73 ++++++++----------- src/server/game/Entities/Unit/UnitDefines.h | 2 +- .../RandomMovementGenerator.cpp | 2 +- .../WaypointMovementGenerator.cpp | 2 +- 5 files changed, 41 insertions(+), 47 deletions(-) diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 76b3778b06..39657dc78b 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -681,8 +681,13 @@ void SmartAI::OnCharmed(bool /*isNew*/) else me->SetWalk(!mRun); - if (Unit* charmer = me->GetCharmer()) - AttackStart(charmer); + if (!me->LastCharmerGUID.IsEmpty()) + { + if (!me->HasReactState(REACT_PASSIVE)) + if (Unit* lastCharmer = ObjectAccessor::GetUnit(*me, me->LastCharmerGUID)) + me->EngageWithTarget(lastCharmer); + me->LastCharmerGUID.Clear(); + } } GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, charmed); diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 6f738188dc..c507376f0b 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -9234,10 +9234,10 @@ CharmInfo::CharmInfo(Unit* unit) for (uint8 i = 0; i < MAX_SPELL_CHARM; ++i) _charmspells[i].SetActionAndType(0, ACT_DISABLED); - if (_unit->GetTypeId() == TYPEID_UNIT) + if (Creature* creature = _unit->ToCreature()) { - _oldReactState = _unit->ToCreature()->GetReactState(); - _unit->ToCreature()->SetReactState(REACT_PASSIVE); + _oldReactState = creature->GetReactState(); + creature->SetReactState(REACT_PASSIVE); } } @@ -10885,26 +10885,12 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL); StopMoving(); - - // AI will schedule its own change if appropriate - if (UnitAI* ai = GetAI()) - ai->OnCharmed(false); - else - ScheduleAIChange(); } else if (Player* player = ToPlayer()) { if (player->isAFK()) player->ToggleAFK(); - if (charmer->GetTypeId() == TYPEID_UNIT) // we are charmed by a creature - { - // change AI to charmed AI on next Update tick - if (UnitAI* ai = GetAI()) - ai->OnCharmed(false); - else - player->ScheduleAIChange(); - } player->SetClientControl(this, false); } @@ -10965,6 +10951,15 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au } AddUnitState(UNIT_STATE_CHARMED); + + if ((GetTypeId() != TYPEID_PLAYER) || (charmer->GetTypeId() != TYPEID_PLAYER)) + { + // AI will schedule its own change if appropriate + if (UnitAI* ai = GetAI()) + ai->OnCharmed(false); + else + ScheduleAIChange(); + } return true; } @@ -10973,15 +10968,12 @@ void Unit::RemoveCharmedBy(Unit* charmer) if (!IsCharmed()) return; - if (!charmer) + if (charmer) + ASSERT(charmer == GetCharmer()); + else charmer = GetCharmer(); - if (charmer != GetCharmer()) // one aura overrides another? - { -// TC_LOG_FATAL("entities.unit", "Unit::RemoveCharmedBy: this: " UI64FMTD " true charmer: " UI64FMTD " false charmer: " UI64FMTD, -// GetGUID(), GetCharmerGUID(), charmer->GetGUID()); -// ABORT(); - return; - } + + ASSERT(charmer); CharmType type; if (HasUnitState(UNIT_STATE_POSSESSED)) @@ -11007,11 +10999,7 @@ void Unit::RemoveCharmedBy(Unit* charmer) // Vehicle should not attack its passenger after he exists the seat if (type != CHARM_TYPE_VEHICLE) - LastCharmerGUID = ASSERT_NOTNULL(charmer)->GetGUID(); - - // If charmer still exists - if (!charmer) - return; + LastCharmerGUID = charmer->GetGUID(); ASSERT(type != CHARM_TYPE_POSSESS || charmer->GetTypeId() == TYPEID_PLAYER); ASSERT(type != CHARM_TYPE_VEHICLE || (GetTypeId() == TYPEID_UNIT && IsVehicle())); @@ -11054,6 +11042,19 @@ void Unit::RemoveCharmedBy(Unit* charmer) } } + if (Player* player = ToPlayer()) + player->SetClientControl(this, true); + + if (playerCharmer && this != charmer->GetFirstControlled()) + playerCharmer->SendRemoveControlBar(); + + // a guardian should always have charminfo + if (!IsGuardian()) + DeleteCharmInfo(); + + // reset confused movement for example + ApplyControlStatesIfNeeded(); + if (GetTypeId() != TYPEID_PLAYER || charmer->GetTypeId() == TYPEID_UNIT) { if (UnitAI* charmedAI = GetAI()) @@ -11061,18 +11062,6 @@ void Unit::RemoveCharmedBy(Unit* charmer) else ScheduleAIChange(); } - - if (Player* player = ToPlayer()) - player->SetClientControl(this, true); - - // a guardian should always have charminfo - if (playerCharmer && this != charmer->GetFirstControlled()) - playerCharmer->SendRemoveControlBar(); - else if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && !IsGuardian())) - DeleteCharmInfo(); - - // reset confused movement for example - ApplyControlStatesIfNeeded(); } void Unit::RestoreFaction() diff --git a/src/server/game/Entities/Unit/UnitDefines.h b/src/server/game/Entities/Unit/UnitDefines.h index c87d1afb91..c9cdaaa195 100644 --- a/src/server/game/Entities/Unit/UnitDefines.h +++ b/src/server/game/Entities/Unit/UnitDefines.h @@ -373,7 +373,7 @@ enum ReactStates REACT_ASSIST = 3 }; -static char const* DescribeReactState(ReactStates state) +inline char const* DescribeReactState(ReactStates state) { switch (state) { diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp index fd59667193..6599b12703 100644 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp @@ -85,7 +85,7 @@ void RandomMovementGenerator::SetRandomLocation(Creature* owner) if (!owner) return; - if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting()) + if (owner->HasUnitState(UNIT_STATE_NOT_MOVE | UNIT_STATE_LOST_CONTROL) || owner->IsMovementPreventedByCasting()) { AddFlag(MOVEMENTGENERATOR_FLAG_INTERRUPTED); owner->StopMoving(); diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp index c6056806c8..863b7656da 100644 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp @@ -138,7 +138,7 @@ bool WaypointMovementGenerator::DoUpdate(Creature* owner, uint32 diff) if (HasFlag(MOVEMENTGENERATOR_FLAG_FINALIZED | MOVEMENTGENERATOR_FLAG_PAUSED) || !_path || _path->nodes.empty()) return true; - if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting()) + if (owner->HasUnitState(UNIT_STATE_NOT_MOVE | UNIT_STATE_LOST_CONTROL) || owner->IsMovementPreventedByCasting()) { AddFlag(MOVEMENTGENERATOR_FLAG_INTERRUPTED); owner->StopMoving();