fix(Scripts/Pet): Port TrinityCore snake trap AI to use CombatManager (#25232)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
Co-authored-by: Treeston <treeston.mmoc@gmail.com>
This commit is contained in:
blinkysc 2026-03-25 14:13:35 -05:00 committed by GitHub
parent 9c7cad84c6
commit 2f3a90e844
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2 changed files with 269 additions and 74 deletions

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@ -20,12 +20,15 @@
* Scriptnames of files in this file should be prefixed with "npc_pet_hun_".
*/
#include "CombatManager.h"
#include "Containers.h"
#include "CreatureScript.h"
#include "PetDefines.h"
#include "ScriptedCreature.h"
#include "SpellAuraEffects.h"
#include "SpellScript.h"
#include "SpellScriptLoader.h"
#include "TemporarySummon.h"
enum HunterSpells
{
@ -50,99 +53,94 @@ enum PetSpellsMisc
struct npc_pet_hunter_snake_trap : public ScriptedAI
{
npc_pet_hunter_snake_trap(Creature* creature) : ScriptedAI(creature) { _init = false; }
npc_pet_hunter_snake_trap(Creature* creature) : ScriptedAI(creature), _isViper(false), _spellTimer(0) { }
void Reset() override
void JustEngagedWith(Unit* /*who*/) override { }
void InitializeAI() override
{
_spellTimer = urand(1500, 3000);
_isViper = me->GetEntry() == NPC_VIPER;
// Start attacking attacker of owner on first ai update after spawn - move in line of sight may choose better target
if (!me->GetVictim())
if (Unit* tgt = me->SelectNearestTarget(10.0f))
{
me->AddThreat(tgt, 100000.0f);
AttackStart(tgt);
}
me->SetMaxHealth(uint32(107 * (me->GetLevel() - 40) * 0.025f));
// Add delta to make them not all hit the same time
me->SetAttackTime(BASE_ATTACK, me->GetAttackTime(BASE_ATTACK) + urandms(0, 6));
if (!_isViper && !me->HasAura(SPELL_HUNTER_DEADLY_POISON_PASSIVE))
DoCast(me, SPELL_HUNTER_DEADLY_POISON_PASSIVE, true);
// Glyph of Snake Trap — apply AoE damage reduction scaling
if (Unit* owner = me->GetOwner())
if (owner->GetAuraEffectDummy(SPELL_HUNTER_GLYPH_OF_SNAKE_TRAP))
me->CastSpell(me, SPELL_HUNTER_PET_SCALING, true);
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
// _EnterEvadeMode();
me->AddUnitState(UNIT_STATE_EVADE);
me->GetThreatMgr().ClearAllThreat();
me->CombatStop(true);
me->LoadCreaturesAddon(true);
me->SetLootRecipient(nullptr);
me->ResetPlayerDamageReq();
me->ClearLastLeashExtensionTimePtr();
me->GetMotionMaster()->MoveTargetedHome();
Reset();
}
//Redefined for random target selection:
void MoveInLineOfSight(Unit* who) override
{
if (!me->GetVictim() && who->isTargetableForAttack() && (me->IsHostileTo(who)) && who->isInAccessiblePlaceFor(me))
{
if (me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
if (me->IsWithinDistInMap(who, 10.0f))
{
me->AddThreat(who, 100000.0f);
AttackStart(who);
}
}
}
// Redefined for random target selection:
void MoveInLineOfSight(Unit* /*who*/) override { }
void UpdateAI(uint32 diff) override
{
if (me->GetVictim() && me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->GetThreatMgr().ClearFixate();
me->InterruptNonMeleeSpells(false);
me->AttackStop();
return;
}
if (me->IsSummon() && !me->GetThreatMgr().GetFixateTarget())
{
Unit* summoner = me->ToTempSummon()->GetSummonerUnit();
if (summoner)
{
std::vector<Unit*> targets;
auto addTargetIfValid = [this, &targets, summoner](CombatReference* ref) mutable
{
Unit* enemy = ref->GetOther(summoner);
if (!enemy->HasBreakableByDamageCrowdControlAura(me) && me->CanCreatureAttack(enemy) && me->IsWithinDistInMap(enemy, me->GetAttackDistance(enemy)))
targets.push_back(enemy);
};
for (auto const& [guid, ref] : summoner->GetCombatManager().GetPvPCombatRefs())
addTargetIfValid(ref);
if (targets.empty())
for (auto const& [guid, ref] : summoner->GetCombatManager().GetPvECombatRefs())
addTargetIfValid(ref);
for (Unit* target : targets)
me->EngageWithTarget(target);
if (!targets.empty())
{
Unit* target = Acore::Containers::SelectRandomContainerElement(targets);
me->GetThreatMgr().FixateTarget(target);
}
}
}
if (!UpdateVictim())
return;
if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
// Viper
if (_isViper)
{
me->InterruptNonMeleeSpells(false);
return;
}
if (_spellTimer <= diff)
{
if (!urand(0, 2)) // 33% chance to cast
DoCastVictim(RAND(SPELL_HUNTER_MIND_NUMBING_POISON, SPELL_HUNTER_CRIPPLING_POISON));
if (!_init)
{
_init = true;
uint32 health = uint32(107 * (me->GetLevel() - 40) * 0.025f);
me->SetCreateHealth(health);
me->SetStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, (float)health);
me->SetMaxHealth(health);
//Add delta to make them not all hit the same time
uint32 delta = urand(0, 700);
me->SetAttackTime(BASE_ATTACK, me->GetAttackTime(BASE_ATTACK) + delta);
if (me->GetEntry() == NPC_VENOMOUS_SNAKE)
DoCastSelf(SPELL_HUNTER_DEADLY_POISON_PASSIVE, true);
// Glyph of Snake Trap
if (Unit* owner = me->GetOwner())
if (owner->GetAuraEffectDummy(SPELL_HUNTER_GLYPH_OF_SNAKE_TRAP))
me->CastSpell(me, SPELL_HUNTER_PET_SCALING, true);
}
_spellTimer += diff;
if (_spellTimer >= 3000)
{
if (urand(0, 2) == 0) // 33% chance to cast
DoCastVictim(RAND(SPELL_HUNTER_MIND_NUMBING_POISON, SPELL_HUNTER_CRIPPLING_POISON));
_spellTimer = 0;
_spellTimer = 3000;
}
else
_spellTimer -= diff;
}
DoMeleeAttackIfReady();
}
private:
bool _init;
bool _isViper;
uint32 _spellTimer;
};

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@ -0,0 +1,197 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* 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 2 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/>.
*/
#include "CombatManager.h"
#include "ThreatManager.h"
#include "CreatureAI.h"
#include "DBCStores.h"
#include "TestCreature.h"
#include "TestMap.h"
#include "WorldMock.h"
#include "gmock/gmock.h"
#include "gtest/gtest.h"
using namespace testing;
namespace
{
// ============================================================================
// Regression test for snake trap evade recursion crash.
//
// The old npc_pet_hunter_snake_trap::EnterEvadeMode called CombatStop(true)
// which triggers ClearInCombat -> EndAllCombat -> CombatReference::EndCombat
// -> JustExitedCombat -> EnterEvadeMode, causing deep recursion and a
// freeze-detector crash during Battleground::EndBattleground.
//
// The fix removes the custom EnterEvadeMode override entirely, using the base
// CreatureAI::EnterEvadeMode which properly guards against recursion via
// UNIT_STATE_EVADE before calling CombatStop.
//
// This test verifies that ending combat on a creature with multiple PvE refs
// does not cause unbounded recursion or leave stale combat state.
// ============================================================================
class SnakeTrapEvadeTest : public ::testing::Test
{
protected:
void SetUp() override
{
_previousWorld = std::move(sWorld);
_worldMock = new NiceMock<WorldMock>();
ON_CALL(*_worldMock, getIntConfig(_)).WillByDefault(Return(0));
ON_CALL(*_worldMock, getFloatConfig(_)).WillByDefault(Return(1.0f));
ON_CALL(*_worldMock, getBoolConfig(_)).WillByDefault(Return(false));
static std::string emptyString;
ON_CALL(*_worldMock, GetDataPath()).WillByDefault(ReturnRef(emptyString));
sWorld.reset(_worldMock);
// Create two mutually hostile factions
auto* factionA = new FactionTemplateEntry{};
factionA->ID = 90001;
factionA->faction = 90001;
factionA->factionFlags = 0;
factionA->ourMask = 1;
factionA->friendlyMask = 0;
factionA->hostileMask = 2;
for (auto& e : factionA->enemyFaction) e = 0;
for (auto& f : factionA->friendFaction) f = 0;
sFactionTemplateStore.SetEntry(90001, factionA);
auto* factionB = new FactionTemplateEntry{};
factionB->ID = 90002;
factionB->faction = 90002;
factionB->factionFlags = 0;
factionB->ourMask = 2;
factionB->friendlyMask = 0;
factionB->hostileMask = 1;
for (auto& e : factionB->enemyFaction) e = 0;
for (auto& f : factionB->friendFaction) f = 0;
sFactionTemplateStore.SetEntry(90002, factionB);
TestMap::EnsureDBC();
_map = new TestMap();
// Simulate a "snake trap snake" — a creature with multiple combat refs
_snake = new TestCreature();
_snake->SetupForCombatTest(_map, 1, 19833); // NPC_VENOMOUS_SNAKE entry
_snake->SetFaction(90001);
// Simulate two enemy targets (e.g., players in a BG)
_targetA = new TestCreature();
_targetA->SetupForCombatTest(_map, 2, 50001);
_targetA->SetFaction(90002);
_targetB = new TestCreature();
_targetB->SetupForCombatTest(_map, 3, 50002);
_targetB->SetFaction(90002);
}
void TearDown() override
{
_snake->CleanupCombatState();
_targetA->CleanupCombatState();
_targetB->CleanupCombatState();
delete _snake;
delete _targetA;
delete _targetB;
delete _map;
sWorld = std::move(_previousWorld);
}
std::unique_ptr<IWorld> _previousWorld;
NiceMock<WorldMock>* _worldMock = nullptr;
TestMap* _map = nullptr;
TestCreature* _snake = nullptr;
TestCreature* _targetA = nullptr;
TestCreature* _targetB = nullptr;
};
// Verify that ending all combat on a creature with multiple refs completes
// without hanging or leaving stale state (regression: recursive EnterEvadeMode)
// cppcheck-suppress syntaxError
TEST_F(SnakeTrapEvadeTest, EndAllCombat_WithMultipleRefs_DoesNotRecurse)
{
// Put the snake in combat with both targets
_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
_snake->TestGetCombatMgr().SetInCombatWith(_targetB);
ASSERT_TRUE(_snake->TestGetCombatMgr().HasCombat());
ASSERT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetA));
ASSERT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetB));
// This is the call path that caused the crash:
// EndAllCombat -> EndCombat -> JustExitedCombat -> EnterEvadeMode -> CombatStop -> EndAllCombat
// With the old custom EnterEvadeMode, this would recurse unboundedly.
_snake->TestGetCombatMgr().EndAllPvECombat();
// All combat state should be cleanly resolved
EXPECT_FALSE(_snake->TestGetCombatMgr().HasCombat());
EXPECT_FALSE(_targetA->TestGetCombatMgr().HasCombat());
EXPECT_FALSE(_targetB->TestGetCombatMgr().HasCombat());
}
// Verify that CombatStop on a target also clears the snake's refs cleanly
TEST_F(SnakeTrapEvadeTest, TargetCombatStop_ClearsSnakeRefs)
{
_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
_snake->TestGetCombatMgr().SetInCombatWith(_targetB);
ASSERT_TRUE(_snake->TestGetCombatMgr().HasCombat());
// Simulate what Battleground::EndBattleground does: CombatStop on the target
// This triggers ClearInCombat -> EndAllCombat on _targetA, which calls
// EndCombat on the ref(targetA, snake), which triggers JustExitedCombat
// on the snake if it's the snake's last ref.
_targetA->TestGetCombatMgr().EndAllPvECombat();
// targetA should be out of combat
EXPECT_FALSE(_targetA->TestGetCombatMgr().HasCombat());
// Snake should still be in combat with targetB
EXPECT_TRUE(_snake->TestGetCombatMgr().HasCombat());
EXPECT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetB));
// Now end targetB's combat too
_targetB->TestGetCombatMgr().EndAllPvECombat();
// Everything clean
EXPECT_FALSE(_snake->TestGetCombatMgr().HasCombat());
EXPECT_FALSE(_targetB->TestGetCombatMgr().HasCombat());
}
// Verify that adding threat during evade is rejected (guards against
// the old Reset() -> AddThreat -> re-enter combat pattern)
TEST_F(SnakeTrapEvadeTest, AddThreat_DuringEvade_IsRejected)
{
_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
_snake->TestGetThreatMgr().AddThreat(_targetA, 100.0f);
ASSERT_TRUE(_snake->TestGetThreatMgr().IsThreatenedBy(_targetA));
// Enter evade state
_snake->AddUnitState(UNIT_STATE_EVADE);
// AddThreat should be rejected while in evade
_snake->TestGetThreatMgr().ClearAllThreat();
_snake->AddThreat(_targetB, 100000.0f);
// Should NOT have threat on targetB because UNIT_STATE_EVADE blocks AddThreat
EXPECT_FALSE(_snake->TestGetThreatMgr().IsThreatenedBy(_targetB));
_snake->ClearUnitState(UNIT_STATE_EVADE);
}
} // namespace