Core/AI: Clean up charm AI handling.

Port From (https://github.com/TrinityCore/TrinityCore/commit/e4e8c1c59c8b37216814526b4d2551f23934f465)
This commit is contained in:
hondacrx
2021-10-31 13:55:26 -04:00
parent 7050fda482
commit 26940fa650
33 changed files with 472 additions and 443 deletions
+3 -4
View File
@@ -45,11 +45,11 @@ namespace Game.Maps
if (!c.HasUnitState(UnitState.Sightless))
{
if (c.IsAIEnabled && c.CanSeeOrDetect(u, false, true))
if (c.IsAIEnabled() && c.CanSeeOrDetect(u, false, true))
c.GetAI().MoveInLineOfSight_Safe(u);
else
{
if (u.IsTypeId(TypeId.Player) && u.HasStealthAura() && c.IsAIEnabled && c.CanSeeOrDetect(u, false, true, true))
if (u.IsTypeId(TypeId.Player) && u.HasStealthAura() && c.IsAIEnabled() && c.CanSeeOrDetect(u, false, true, true))
c.GetAI().TriggerAlert(u);
}
}
@@ -939,8 +939,7 @@ namespace Game.Maps
if (!u.IsWithinLOSInMap(i_enemy))
return;
if (u.GetAI() != null)
u.GetAI().AttackStart(i_enemy);
u.EngageWithTarget(i_enemy);
}
Unit i_funit;