Core/SAI: Fix SMART_EVENT_WAYPOINT_START not being called at every waypoint checking wrong path id parameter

Port From (https://github.com/TrinityCore/TrinityCore/commit/c2d2df96dbe8e31e27283f73bad576ab42a3d579)
This commit is contained in:
hondacrx
2022-04-28 10:36:37 -04:00
parent 4c6ba41fe8
commit ec88268d0f
3 changed files with 7 additions and 18 deletions
+2 -6
View File
@@ -334,12 +334,7 @@ namespace Game.AI
if (AIInfo.cooldown.TotalMilliseconds < spellInfo.RecoveryTime) if (AIInfo.cooldown.TotalMilliseconds < spellInfo.RecoveryTime)
AIInfo.cooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime); AIInfo.cooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime);
if (spellInfo.GetMaxRange(false) == 0) if (spellInfo.GetMaxRange(false) != 0)
{
if (AIInfo.target < AITarget.Self)
AIInfo.target = AITarget.Self;
}
else
{ {
foreach (var spellEffectInfo in spellInfo.GetEffects()) foreach (var spellEffectInfo in spellInfo.GetEffects())
{ {
@@ -370,6 +365,7 @@ namespace Game.AI
} }
} }
} }
AIInfo.realCooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime + spellInfo.StartRecoveryTime); AIInfo.realCooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime + spellInfo.StartRecoveryTime);
AIInfo.maxRange = spellInfo.GetMaxRange(false) * 3 / 4; AIInfo.maxRange = spellInfo.GetMaxRange(false) * 3 / 4;
+3 -10
View File
@@ -114,11 +114,9 @@ namespace Game.AI
if (invoker && invoker.IsPlayer()) if (invoker && invoker.IsPlayer())
{ {
_escortNPCFlags = me.m_unitData.NpcFlags[0]; _escortNPCFlags = me.m_unitData.NpcFlags[0];
me.SetNpcFlags((NPCFlags)0); me.SetNpcFlags(0);
} }
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, _currentWaypointNode, GetScript().GetPathId());
me.GetMotionMaster().MovePath(_path, _repeatWaypointPath); me.GetMotionMaster().MovePath(_path, _repeatWaypointPath);
} }
@@ -394,17 +392,12 @@ namespace Game.AI
public override void WaypointPathStarted(uint pathId) public override void WaypointPathStarted(uint pathId)
{ {
if (!HasEscortState(SmartEscortState.Escorting)) // SmartAI::WaypointStarted() already handles the case of starting the 1st waypoint
{
// @todo remove the constant 1 at some point, it's never anything different
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, 1, pathId);
return;
}
} }
public override void WaypointStarted(uint nodeId, uint pathId) public override void WaypointStarted(uint nodeId, uint pathId)
{ {
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, nodeId, pathId);
} }
public override void WaypointReached(uint nodeId, uint pathId) public override void WaypointReached(uint nodeId, uint pathId)
+2 -2
View File
@@ -3493,13 +3493,13 @@ namespace Game.AI
break; break;
} }
case SmartEvents.TransportRelocate: case SmartEvents.TransportRelocate:
case SmartEvents.WaypointStart:
{ {
if (e.Event.waypoint.pathID != 0 && var0 != e.Event.waypoint.pathID) if (e.Event.transportRelocate.pointID != 0 && var0 != e.Event.transportRelocate.pointID)
return; return;
ProcessAction(e, unit, var0); ProcessAction(e, unit, var0);
break; break;
} }
case SmartEvents.WaypointStart:
case SmartEvents.WaypointReached: case SmartEvents.WaypointReached:
case SmartEvents.WaypointResumed: case SmartEvents.WaypointResumed:
case SmartEvents.WaypointPaused: case SmartEvents.WaypointPaused: