TrinityCore / TrinityCore/TrinityCore
[Creature] - Fixed auto attacks in the Passive rack caused by SmartAI
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- Dominant language
- C++
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Description
Description
When setting the NPC flag passive via SmartAI, the NPC does not know how to auto attack. Below is a fix that solves this problem.
https://gist.github.com/vahzxz/5cf24c07356494810eb9fb9418552de0
Close: #29783
Expected behaviour
The NPC must attack the target with the auto attack command
Steps to reproduce the problem
Set any NPC to a passive state and give him the command to attack.
Branch
3.3.5
TC rev. hash/commit
2ae8c0d32da8a5cb167de82e93c993a4f7145418
Operating system
Win Server 2022
Custom changes
No
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Review the linked fix gist and reproduce the issue on the 3.3.5 branch with an NPC set to passive through SmartAI. The work is done when the passive NPC executes the auto attack command against its target without regressing other creature behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100