fix(Core/Unit): restore immediate combat engagement for non-controllable guardians (#26654)

This commit is contained in:
EricksOliveira
2026-07-17 07:26:29 +00:00
committed by GitHub
parent ea96cb4b4d
commit 0cb715b766
+9 -6
View File
@@ -7425,15 +7425,17 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
else if (victim->IsCreature())
victim->ToCreature()->UpdateLeashExtensionTime();
// set position before any AI calls/assistance
//if (IsCreature())
// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
// player-controlled creatures (pets, charms) enter combat on contact instead
// (melee swing execution or spell launch/hit, see Unit::AtTargetAttacked)
if (creature && !IsControlledByPlayer())
// Player-controlled creatures (pets, charms) enter combat on contact instead
// (melee swing execution or spell launch/hit, see Unit::AtTargetAttacked).
// Non-controllable guardians (e.g. Shaman Elementals, Infernal) have no attack
// command and must engage immediately so their AI can chase and attack.
if (creature && (!IsControlledByPlayer() || (IsGuardian() && !IsControllableGuardian())))
{
EngageWithTarget(victim);
if (!IsControlledByPlayer())
{
creature->SendAIReaction(AI_REACTION_HOSTILE);
/// @todo: Implement aggro range, detection range and assistance range templates
@@ -7444,6 +7446,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
}
}
// delay offhand weapon attack by 50% of the base attack time
if (HasOffhandWeaponForAttack() && isAttackReady(OFF_ATTACK))