Core/AI: Fix crashes caused by charmed Creatures having null AI for 1 map update tick

Port From (https://github.com/TrinityCore/TrinityCore/commit/8c25abca72772e2962bac7f460a567a943388a05)
This commit is contained in:
hondacrx
2022-05-30 14:56:15 -04:00
parent 1040f80181
commit f07b6fecd5
2 changed files with 65 additions and 4 deletions
@@ -0,0 +1,43 @@
/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
namespace Game.AI
{
class ScheduledChangeAI : CreatureAI
{
public ScheduledChangeAI(Creature creature) : base(creature) { }
public override void MoveInLineOfSight(Unit unit) { }
public override void AttackStart(Unit unit) { }
public override void JustStartedThreateningMe(Unit unit) { }
public override void JustEnteredCombat(Unit unit) { }
public override void UpdateAI(uint diff) { }
public override void JustAppeared() { }
public override void EnterEvadeMode(EvadeReason why) { }
public override void OnCharmed(bool isNew) { }
}
}
+22 -4
View File
@@ -196,7 +196,7 @@ namespace Game.Entities
// All position info based actions have been executed, reset info
_positionUpdateInfo.Reset();
if (GetAI() == null && (!IsPlayer() || (IsCharmed() && GetCharmerGUID().IsCreature())))
if (HasScheduledAIChange() && (!IsPlayer() || (IsCharmed() && GetCharmerGUID().IsCreature())))
UpdateCharmAI();
RefreshAI();
@@ -1223,11 +1223,11 @@ namespace Game.Entities
bool charmed = IsCharmed();
if (charmed)
PushAI(null);
PushAI(GetScheduledChangeAI());
else
{
RestoreDisabledAI();
PushAI(null); //This could actually be PopAI() to get the previous AI but it's required atm to trigger UpdateCharmAI()
PushAI(GetScheduledChangeAI()); //This could actually be PopAI() to get the previous AI but it's required atm to trigger UpdateCharmAI()
}
}
@@ -1235,10 +1235,28 @@ namespace Game.Entities
{
// Keep popping the stack until we either reach the bottom or find a valid AI
while (PopAI())
if (GetTopAI() != null)
if (GetTopAI() != null && GetTopAI() is not ScheduledChangeAI)
return;
}
UnitAI GetScheduledChangeAI()
{
Creature creature = ToCreature();
if (creature != null)
return new ScheduledChangeAI(creature);
else
return null;
}
bool HasScheduledAIChange()
{
UnitAI ai = GetAI();
if (ai != null)
return ai is ScheduledChangeAI;
else
return true;
}
public bool IsPossessedByPlayer()
{
return HasUnitState(UnitState.Possessed) && GetCharmerGUID().IsPlayer();