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fix(Core/SmartAI): Unify code format and fix some potential null pointer crashes#25302

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PkllonG:IsSmart
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fix(Core/SmartAI): Unify code format and fix some potential null pointer crashes#25302
PkllonG wants to merge 1 commit intoazerothcore:masterfrom
PkllonG:IsSmart

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@PkllonG PkllonG commented Mar 29, 2026

Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).
  • Database (SAI, creatures, etc).

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@github-actions github-actions bot added CORE Related to the core file-cpp Used to trigger the matrix build labels Mar 29, 2026
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Pull request overview

This PR targets SmartAI/SmartScript stability by adding SmartAI-type guards and adjusting some SmartAI calls to reduce potential null-pointer/dynamic-cast crashes, while also aiming to unify formatting in a few action handlers.

Changes:

  • Added IsSmart() guards to several SmartScript::ProcessAction cases to avoid operating on non-SmartAI/non-SmartGameObjectAI sources.
  • Simplified SMART_ACTION_COMBAT_STOP to call SetSuppressEvade() directly after a SmartAI check.
  • Added an IsSmart() guard before SMART_ACTION_CUSTOM_CAST.

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Comment on lines +635 to +640
if (targets.empty())
break;

if (!IsSmart())
break;

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SMART_ACTION_CAST now unconditionally bails out on !IsSmart(). For AreaTrigger-based SmartScripts (mScriptType == SMART_SCRIPT_TYPE_AREATRIGGER), both me and go are null, so IsSmart() always returns false and this prevents AreaTrigger scripts from ever executing SMART_ACTION_CAST (even though the code below has explicit e.IsAreatriggerScript() handling via unit->SummonTrigger(...)). Consider changing the guard to only require IsSmart() when the action will actually rely on SmartAI (e.g., when me is set), or otherwise exempt AreaTrigger scripts so casts still work.

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Co-Authored-By: blinkysc <[email protected]>
// JustExitedCombat does not trigger EnterEvadeMode.
if (SmartAI* sai = CAST_AI(SmartAI, me->AI()))
sai->SetSuppressEvade(true);
if (IsSmart())
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CAST_AI is just dynamic_cast. Old code is already null safe? This replaces one dynamic_cast with two? Maybe only thing is probably the null guard for SMARTCAST_COMBAT_MOVE

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Just for the sake of format consistency

failedSpellCast = true; // Mark spellcast as failed so we can retry it later

if (me->IsRooted()) // Rooted inhabit type, never move/reposition
if (me->IsRooted() || !IsSmart()) // Rooted inhabit type, never move/reposition
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I haven't tested with an ASSERT for this, but maybe that would be better then have a silent bug?

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We also have ASSERT here.

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