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https://github.com/mod-playerbots/mod-playerbots
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core_merge_changes (#1747)
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257
src/strategy/actions/PetsAction.cpp
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257
src/strategy/actions/PetsAction.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "PetsAction.h"
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#include "CharmInfo.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Pet.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "SharedDefines.h"
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bool PetsAction::Execute(Event event)
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{
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// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
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std::string param = event.getParam();
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if (param.empty() && !defaultCmd.empty())
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{
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param = defaultCmd;
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}
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if (param.empty())
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{
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// If no parameter is provided, show usage instructions and return.
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botAI->TellError("Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
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return false;
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}
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Player* bot = botAI->GetBot();
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// Collect all controlled pets and guardians, except totems, into the targets vector.
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std::vector<Creature*> targets;
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Pet* pet = bot->GetPet();
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if (pet)
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targets.push_back(pet);
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for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
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{
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Creature* creature = dynamic_cast<Creature*>(*itr);
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if (!creature)
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continue;
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if (pet && creature == pet)
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continue;
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if (creature->IsTotem())
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continue;
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targets.push_back(creature);
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}
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// If no pets or guardians are found, notify and return.
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if (targets.empty())
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{
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botAI->TellError("You have no pet or guardian pet.");
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return false;
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}
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ReactStates react;
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std::string stanceText;
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// Handle stance commands: aggressive, defensive, or passive.
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if (param == "aggressive")
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{
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react = REACT_AGGRESSIVE;
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stanceText = "aggressive";
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}
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else if (param == "defensive")
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{
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react = REACT_DEFENSIVE;
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stanceText = "defensive";
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}
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else if (param == "passive")
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{
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react = REACT_PASSIVE;
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stanceText = "passive";
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}
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// The "stance" command simply reports the current stance of each pet/guardian.
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else if (param == "stance")
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{
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for (Creature* target : targets)
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{
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std::string type = target->IsPet() ? "pet" : "guardian";
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std::string name = target->GetName();
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std::string stance;
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switch (target->GetReactState())
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{
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case REACT_AGGRESSIVE:
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stance = "aggressive";
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break;
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case REACT_DEFENSIVE:
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stance = "defensive";
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break;
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case REACT_PASSIVE:
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stance = "passive";
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break;
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default:
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stance = "unknown";
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break;
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}
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botAI->TellMaster("Current stance of " + type + " \"" + name + "\": " + stance + ".");
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}
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return true;
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}
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// The "attack" command forces pets/guardians to attack the master's selected target.
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else if (param == "attack")
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{
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// Try to get the master's selected target.
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Player* master = botAI->GetMaster();
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Unit* targetUnit = nullptr;
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if (master)
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{
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ObjectGuid masterTargetGuid = master->GetTarget();
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if (!masterTargetGuid.IsEmpty())
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{
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targetUnit = botAI->GetUnit(masterTargetGuid);
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}
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}
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// If no valid target is selected, show an error and return.
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if (!targetUnit)
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{
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botAI->TellError("No valid target selected by master.");
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return false;
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}
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if (!targetUnit->IsAlive())
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{
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botAI->TellError("Target is not alive.");
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return false;
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}
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if (!bot->IsValidAttackTarget(targetUnit))
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{
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botAI->TellError("Target is not a valid attack target for the bot.");
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return false;
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}
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bool didAttack = false;
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// For each controlled pet/guardian, command them to attack the selected target.
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for (Creature* petCreature : targets)
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{
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CharmInfo* charmInfo = petCreature->GetCharmInfo();
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if (!charmInfo)
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continue;
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petCreature->ClearUnitState(UNIT_STATE_FOLLOW);
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// Only command attack if not already attacking the target, or if not currently under command attack.
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if (petCreature->GetVictim() != targetUnit ||
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(petCreature->GetVictim() == targetUnit && !charmInfo->IsCommandAttack()))
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{
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if (petCreature->GetVictim())
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petCreature->AttackStop();
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if (!petCreature->IsPlayer() && petCreature->ToCreature()->IsAIEnabled)
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{
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// For AI-enabled creatures (NPC pets/guardians): issue attack command and set flags.
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charmInfo->SetIsCommandAttack(true);
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charmInfo->SetIsAtStay(false);
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charmInfo->SetIsFollowing(false);
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charmInfo->SetIsCommandFollow(false);
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charmInfo->SetIsReturning(false);
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petCreature->ToCreature()->AI()->AttackStart(targetUnit);
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didAttack = true;
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}
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else // For charmed player pets/guardians
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{
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if (petCreature->GetVictim() && petCreature->GetVictim() != targetUnit)
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petCreature->AttackStop();
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charmInfo->SetIsCommandAttack(true);
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charmInfo->SetIsAtStay(false);
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charmInfo->SetIsFollowing(false);
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charmInfo->SetIsCommandFollow(false);
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charmInfo->SetIsReturning(false);
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petCreature->Attack(targetUnit, true);
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didAttack = true;
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}
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}
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}
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// Inform the master if the command succeeded or failed.
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if (didAttack && sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet commanded to attack your target.");
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else if (!didAttack)
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botAI->TellError("Pet did not attack. (Already attacking or unable to attack target)");
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return didAttack;
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}
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// The "follow" command makes all pets/guardians follow the bot.
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else if (param == "follow")
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{
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botAI->PetFollow();
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if (sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet commanded to follow.");
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return true;
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}
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// The "stay" command causes all pets/guardians to stop and stay in place.
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else if (param == "stay")
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{
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for (Creature* target : targets)
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{
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// If not already in controlled motion, stop movement and set to idle.
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bool controlledMotion =
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target->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE;
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if (!controlledMotion)
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{
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target->StopMovingOnCurrentPos();
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target->GetMotionMaster()->Clear(false);
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target->GetMotionMaster()->MoveIdle();
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}
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CharmInfo* charmInfo = target->GetCharmInfo();
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if (charmInfo)
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{
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// Set charm/pet state flags for "stay".
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charmInfo->SetCommandState(COMMAND_STAY);
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charmInfo->SetIsCommandAttack(false);
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charmInfo->SetIsCommandFollow(false);
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charmInfo->SetIsFollowing(false);
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charmInfo->SetIsReturning(false);
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charmInfo->SetIsAtStay(!controlledMotion);
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charmInfo->SaveStayPosition(controlledMotion);
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if (target->ToPet())
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target->ToPet()->ClearCastWhenWillAvailable();
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charmInfo->SetForcedSpell(0);
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charmInfo->SetForcedTargetGUID();
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}
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}
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if (sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet commanded to stay.");
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return true;
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}
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// Unknown command: show usage instructions and return.
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else
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{
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botAI->TellError("Unknown pet command: " + param +
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". Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
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return false;
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}
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// For stance commands, apply the chosen stance to all targets.
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for (Creature* target : targets)
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{
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target->SetReactState(react);
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CharmInfo* charmInfo = target->GetCharmInfo();
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if (charmInfo)
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charmInfo->SetPlayerReactState(react);
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}
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// Inform the master of the new stance if debug is enabled.
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if (sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet stance set to " + stanceText + ".");
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return true;
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}
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