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