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>
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2 changed files with 269 additions and 74 deletions
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src/test/server/game/Combat/SnakeTrapEvadeTest.cpp
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src/test/server/game/Combat/SnakeTrapEvadeTest.cpp
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation; either version 2 of the License, or (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, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the 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 along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CombatManager.h"
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#include "ThreatManager.h"
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#include "CreatureAI.h"
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#include "DBCStores.h"
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#include "TestCreature.h"
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#include "TestMap.h"
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#include "WorldMock.h"
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#include "gmock/gmock.h"
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#include "gtest/gtest.h"
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using namespace testing;
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namespace
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{
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// ============================================================================
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// Regression test for snake trap evade recursion crash.
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//
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// The old npc_pet_hunter_snake_trap::EnterEvadeMode called CombatStop(true)
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// which triggers ClearInCombat -> EndAllCombat -> CombatReference::EndCombat
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// -> JustExitedCombat -> EnterEvadeMode, causing deep recursion and a
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// freeze-detector crash during Battleground::EndBattleground.
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//
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// The fix removes the custom EnterEvadeMode override entirely, using the base
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// CreatureAI::EnterEvadeMode which properly guards against recursion via
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// UNIT_STATE_EVADE before calling CombatStop.
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//
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// This test verifies that ending combat on a creature with multiple PvE refs
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// does not cause unbounded recursion or leave stale combat state.
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// ============================================================================
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class SnakeTrapEvadeTest : public ::testing::Test
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{
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protected:
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void SetUp() override
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{
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_previousWorld = std::move(sWorld);
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_worldMock = new NiceMock<WorldMock>();
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ON_CALL(*_worldMock, getIntConfig(_)).WillByDefault(Return(0));
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ON_CALL(*_worldMock, getFloatConfig(_)).WillByDefault(Return(1.0f));
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ON_CALL(*_worldMock, getBoolConfig(_)).WillByDefault(Return(false));
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static std::string emptyString;
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ON_CALL(*_worldMock, GetDataPath()).WillByDefault(ReturnRef(emptyString));
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sWorld.reset(_worldMock);
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// Create two mutually hostile factions
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auto* factionA = new FactionTemplateEntry{};
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factionA->ID = 90001;
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factionA->faction = 90001;
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factionA->factionFlags = 0;
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factionA->ourMask = 1;
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factionA->friendlyMask = 0;
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factionA->hostileMask = 2;
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for (auto& e : factionA->enemyFaction) e = 0;
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for (auto& f : factionA->friendFaction) f = 0;
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sFactionTemplateStore.SetEntry(90001, factionA);
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auto* factionB = new FactionTemplateEntry{};
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factionB->ID = 90002;
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factionB->faction = 90002;
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factionB->factionFlags = 0;
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factionB->ourMask = 2;
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factionB->friendlyMask = 0;
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factionB->hostileMask = 1;
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for (auto& e : factionB->enemyFaction) e = 0;
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for (auto& f : factionB->friendFaction) f = 0;
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sFactionTemplateStore.SetEntry(90002, factionB);
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TestMap::EnsureDBC();
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_map = new TestMap();
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// Simulate a "snake trap snake" — a creature with multiple combat refs
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_snake = new TestCreature();
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_snake->SetupForCombatTest(_map, 1, 19833); // NPC_VENOMOUS_SNAKE entry
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_snake->SetFaction(90001);
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// Simulate two enemy targets (e.g., players in a BG)
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_targetA = new TestCreature();
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_targetA->SetupForCombatTest(_map, 2, 50001);
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_targetA->SetFaction(90002);
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_targetB = new TestCreature();
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_targetB->SetupForCombatTest(_map, 3, 50002);
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_targetB->SetFaction(90002);
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}
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void TearDown() override
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{
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_snake->CleanupCombatState();
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_targetA->CleanupCombatState();
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_targetB->CleanupCombatState();
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delete _snake;
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delete _targetA;
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delete _targetB;
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delete _map;
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sWorld = std::move(_previousWorld);
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}
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std::unique_ptr<IWorld> _previousWorld;
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NiceMock<WorldMock>* _worldMock = nullptr;
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TestMap* _map = nullptr;
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TestCreature* _snake = nullptr;
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TestCreature* _targetA = nullptr;
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TestCreature* _targetB = nullptr;
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};
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// Verify that ending all combat on a creature with multiple refs completes
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// without hanging or leaving stale state (regression: recursive EnterEvadeMode)
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// cppcheck-suppress syntaxError
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TEST_F(SnakeTrapEvadeTest, EndAllCombat_WithMultipleRefs_DoesNotRecurse)
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{
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// Put the snake in combat with both targets
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_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
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_snake->TestGetCombatMgr().SetInCombatWith(_targetB);
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ASSERT_TRUE(_snake->TestGetCombatMgr().HasCombat());
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ASSERT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetA));
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ASSERT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetB));
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// This is the call path that caused the crash:
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// EndAllCombat -> EndCombat -> JustExitedCombat -> EnterEvadeMode -> CombatStop -> EndAllCombat
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// With the old custom EnterEvadeMode, this would recurse unboundedly.
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_snake->TestGetCombatMgr().EndAllPvECombat();
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// All combat state should be cleanly resolved
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EXPECT_FALSE(_snake->TestGetCombatMgr().HasCombat());
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EXPECT_FALSE(_targetA->TestGetCombatMgr().HasCombat());
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EXPECT_FALSE(_targetB->TestGetCombatMgr().HasCombat());
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}
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// Verify that CombatStop on a target also clears the snake's refs cleanly
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TEST_F(SnakeTrapEvadeTest, TargetCombatStop_ClearsSnakeRefs)
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{
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_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
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_snake->TestGetCombatMgr().SetInCombatWith(_targetB);
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ASSERT_TRUE(_snake->TestGetCombatMgr().HasCombat());
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// Simulate what Battleground::EndBattleground does: CombatStop on the target
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// This triggers ClearInCombat -> EndAllCombat on _targetA, which calls
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// EndCombat on the ref(targetA, snake), which triggers JustExitedCombat
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// on the snake if it's the snake's last ref.
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_targetA->TestGetCombatMgr().EndAllPvECombat();
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// targetA should be out of combat
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EXPECT_FALSE(_targetA->TestGetCombatMgr().HasCombat());
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// Snake should still be in combat with targetB
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EXPECT_TRUE(_snake->TestGetCombatMgr().HasCombat());
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EXPECT_TRUE(_snake->TestGetCombatMgr().IsInCombatWith(_targetB));
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// Now end targetB's combat too
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_targetB->TestGetCombatMgr().EndAllPvECombat();
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// Everything clean
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EXPECT_FALSE(_snake->TestGetCombatMgr().HasCombat());
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EXPECT_FALSE(_targetB->TestGetCombatMgr().HasCombat());
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}
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// Verify that adding threat during evade is rejected (guards against
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// the old Reset() -> AddThreat -> re-enter combat pattern)
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TEST_F(SnakeTrapEvadeTest, AddThreat_DuringEvade_IsRejected)
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{
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_snake->TestGetCombatMgr().SetInCombatWith(_targetA);
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_snake->TestGetThreatMgr().AddThreat(_targetA, 100.0f);
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ASSERT_TRUE(_snake->TestGetThreatMgr().IsThreatenedBy(_targetA));
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// Enter evade state
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_snake->AddUnitState(UNIT_STATE_EVADE);
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// AddThreat should be rejected while in evade
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_snake->TestGetThreatMgr().ClearAllThreat();
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_snake->AddThreat(_targetB, 100000.0f);
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// Should NOT have threat on targetB because UNIT_STATE_EVADE blocks AddThreat
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EXPECT_FALSE(_snake->TestGetThreatMgr().IsThreatenedBy(_targetB));
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_snake->ClearUnitState(UNIT_STATE_EVADE);
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}
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} // namespace
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