*Fix the bug that event ai mobs sometimes chase victims even when polymorphed.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-01-28 00:01:52 -06:00
parent f9754e3630
commit 6de869d8f6
3 changed files with 6 additions and 17 deletions
@@ -1225,7 +1225,7 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
void UpdateAI(const uint32 diff)
{
//Check if we are in combat (also updates calls threat update code)
bool Combat = InCombat ? (m_creature->SelectHostilTarget() && m_creature->getVictim()) : false;
bool Combat = InCombat ? m_creature->SelectHostilTarget() : false;
//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
if (!m_creature->isAlive())
@@ -1233,11 +1233,9 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
if (IsFleeing)
{
if(TimetoFleeLeft < diff
|| m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE
&& m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLEEING_MOTION_TYPE)
if(TimetoFleeLeft < diff)
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->SetControlled(false, UNIT_STAT_FLEEING);
m_creature->SetNoCallAssistance(false);
m_creature->CallAssistance();
if(m_creature->getVictim())
+2 -12
View File
@@ -1870,22 +1870,12 @@ void Creature::DoFleeToGetAssistance(float radius) // Optional parameter
return;
Creature* pCreature = NULL;
CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this,getVictim(),radius);
Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(pCreature, u_check);
TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *(GetMap()));
VisitNearbyGridObject(radius, searcher);
if(!pCreature)
GetMotionMaster()->MoveFleeing(getVictim());
SetControlled(true, UNIT_STAT_FLEEING);
else
GetMotionMaster()->MovePoint(0,pCreature->GetPositionX(),pCreature->GetPositionY(),pCreature->GetPositionZ());
}
+1
View File
@@ -12904,6 +12904,7 @@ void Unit::SetFeared(bool apply)
Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR);
if(!fearAuras.empty())
caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
if(!caster) caster = getVictim();
GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
}
else