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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Pathfinding): Improve - Point movement (#3658)
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@@ -47,6 +47,8 @@
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#include "LuaEngine.h"
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#endif
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constexpr uint32 DEF_CANNOT_REACH = 5 * IN_MILLISECONDS; // this is when creatures are in los / no path to the target, 5s wait time then they return to spawn pos with evade
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TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
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{
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TrainerSpellMap::const_iterator itr = spellList.find(spell_id);
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@@ -164,7 +166,7 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
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m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
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m_DBTableGuid(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
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m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
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m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(0)
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m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(0), m_cannotReachTarget(false), m_cannotReachTimer(0)
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{
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m_regenTimer = CREATURE_REGEN_INTERVAL;
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m_valuesCount = UNIT_END;
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@@ -610,6 +612,16 @@ void Creature::Update(uint32 diff)
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m_regenTimer += CREATURE_REGEN_INTERVAL;
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}
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if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid())
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{
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m_cannotReachTimer += diff;
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if (m_cannotReachTimer >= DEF_CANNOT_REACH && IsAIEnabled)
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{
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AI()->EnterEvadeMode();
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}
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}
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break;
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}
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default:
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@@ -499,6 +499,7 @@ public:
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uint8 getLevelForTarget(WorldObject const* target) const override; // overwrite Unit::getLevelForTarget for boss level support
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bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }
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bool IsEvadingAttacks() const { return IsInEvadeMode() || CanNotReachTarget(); }
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bool AIM_Initialize(CreatureAI* ai = nullptr);
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void Motion_Initialize();
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@@ -664,6 +665,9 @@ public:
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return m_charmInfo->GetCharmSpell(pos)->GetAction();
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}
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void SetCannotReachTarget(bool cannotReach) { if (cannotReach == m_cannotReachTarget) return; m_cannotReachTarget = cannotReach; m_cannotReachTimer = 0; }
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bool CanNotReachTarget() const { return m_cannotReachTarget; }
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void SetPosition(float x, float y, float z, float o);
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void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
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@@ -784,6 +788,9 @@ private:
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time_t _lastDamagedTime; // Part of Evade mechanics
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bool m_cannotReachTarget;
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uint32 m_cannotReachTimer;
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Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
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};
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@@ -665,7 +665,7 @@ bool Unit::HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel) cons
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void Unit::DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb)
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{
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if (!victim || !victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim || !victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks()))
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{
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if (absorb)
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*absorb += damage;
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@@ -1237,7 +1237,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
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if (!victim)
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return;
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if (!victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks()))
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return;
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SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID);
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@@ -1468,7 +1468,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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{
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Unit* victim = damageInfo->target;
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if (!victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim->IsAlive() || victim->IsInFlight() || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks()))
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return;
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// Hmmmm dont like this emotes client must by self do all animations
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@@ -2224,7 +2224,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackTy
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MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const
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{
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if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
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if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())
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return MELEE_HIT_EVADE;
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int32 attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(victim);
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@@ -2897,7 +2897,7 @@ SpellMissInfo Unit::SpellHitResult(Unit* victim, SpellInfo const* spell, bool Ca
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return SPELL_MISS_NONE;
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// Return evade for units in evade mode
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if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode() && !spell->HasAura(SPELL_AURA_CONTROL_VEHICLE))
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if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks() && !spell->HasAura(SPELL_AURA_CONTROL_VEHICLE))
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return SPELL_MISS_EVADE;
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// Try victim reflect spell
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@@ -9586,7 +9586,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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}
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else
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{
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if (victim->ToCreature()->IsInEvadeMode())
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if (victim->ToCreature()->IsEvadingAttacks())
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return false;
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}
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