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[Core] - Leash Longer than before. #20994

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TheSCREWEDSoftware opened this issue Dec 21, 2024 · 4 comments
Open

[Core] - Leash Longer than before. #20994

TheSCREWEDSoftware opened this issue Dec 21, 2024 · 4 comments
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@TheSCREWEDSoftware
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TheSCREWEDSoftware commented Dec 21, 2024

Issue linked from CC: chromiecraft/chromiecraft#7636

Triage Notes: Probably Related: #20859

Original Post Below:


What client do you play on?

enGB

Faction

Alliance

Content Phase:

1-19

Current Behaviour

Follow range was at least five times longer than usual for this gnoll pack in Elwyn Forest. This pack is located northwest of Stonecairn Lake.

See video:
https://drive.google.com/file/d/1Rlxw6WPi0qtAnFV2RF6scOI-vKEgX5aw/view

Expected Blizzlike Behaviour

Leash range should release about 1/4th-1/5th of the way that they actually followed me.

Source

None.

Steps to reproduce the problem

Follow the same steps I did in video.

  1. Aggro gnoll pack in accordande to video linked.
  2. Run south. They should release aggro at second line of trees.
  3. They continued alot further than those trees and was approximately 4-5 times longer than usual aggro range.

Extra Notes

Video link:
https://drive.google.com/file/d/1Rlxw6WPi0qtAnFV2RF6scOI-vKEgX5aw/view

AC rev. hash/commit

chromiecraft@5f020de

Operating system

Ubuntu 22.04

Modules

Customizations

None

Server

ChromieCraft

@Grimdhex
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Grimdhex commented Dec 23, 2024

I don't remember all cases for leash but here, it doesn't look like an issue where the mobs can attack far enough away? Because here the player looks as hit several time.

@zeonos
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zeonos commented Dec 28, 2024

Its easy to test on the Treants (Feral Tender) in the blood elves starting zone.

Even without hitting them once they will follow you until you die and far longer than any retail/classic leach.

They will reset If you do manage to gain enough distance between you and them, like going up a ledge and jumping down.

Once they reset they also "Fly" back to their spawn with a falling animation.

@YggdrasilWotLK
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YggdrasilWotLK commented Jan 2, 2025

This doesn't seem like a leashing issue to me, creature leashes extend every time a creature hits a player or gets hit by a player (DOTs exempt afaik). (And quite possibly, the rare elite should not have a leash radius as many elites and rare elites don't, and by extension it keeps the whole pack's leash in check). There's no verifiable reference to the intended range in this report, are retail/classic references available for this pack?

@heyitsbench
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So here's the thing. This pack likely was just hitting the player who made the report as they were running away, which resets the leash currently on AC (it should not, only if the player is practically standing still when hit or when hostile actions are taken against the creature should reset the leash). The issue is due to SetInCombatWith, as when this happens SetInCombatWith is called for both the player and the creature. Removing the leash extension inside SetInCombatWith does resolve this issue, but it breaks leash resets for non-damaging spells (e.g. Curse of Elements spam should reset leashes, removing the extension would cause it not to). This doesn't happen in the vMaNGOS implementation because their leash extension happens in SetInCombatWithAggressor and provides a better frame of reference for who is responsible for the action, but AC has no such method.

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