fix(Core/Unit): rework Walk/Run mode (#22988)

Co-authored-by: sudlud <sudlud@users.noreply.github.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
killerwife
2025-10-14 22:54:19 +02:00
committed by GitHub
parent c28f635408
commit 10d5a3c553
104 changed files with 373 additions and 362 deletions

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@@ -552,6 +552,11 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
}
}
void ScriptedAI::SetRun(bool run)
{
me->SetWalk(!run);
}
enum eNPCs
{
NPC_BROODLORD = 12017,

View File

@@ -227,6 +227,8 @@ struct ScriptedAI : public CreatureAI
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
void SetRun(bool run);
enum class Axis
{
AXIS_X,

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@@ -33,7 +33,6 @@ npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
m_pQuestForEscort(nullptr),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
m_bCanInstantRespawn(false),
m_bCanReturnToStart(false),
DespawnAtEnd(true),
@@ -186,9 +185,8 @@ void npc_escortAI::JustRespawned()
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
me->SetWalk(false);
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z, FORCED_MOVEMENT_RUN);
}
void npc_escortAI::EnterEvadeMode(EvadeReason /*why*/)
@@ -329,7 +327,6 @@ void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
{
LOG_DEBUG("scripts.ai", "EscortAI has returned to original position before combat");
me->SetWalk(!m_bIsRunning);
RemoveEscortState(STATE_ESCORT_RETURNING);
if (!m_uiWPWaitTimer)
@@ -418,28 +415,8 @@ void npc_escortAI::FillPointMovementListForCreature()
}
}
void npc_escortAI::SetRun(bool on)
{
if (on)
{
if (!m_bIsRunning)
me->SetWalk(false);
else
LOG_DEBUG("scripts.ai", "EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me->SetWalk(true);
else
LOG_DEBUG("scripts.ai", "EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = on;
}
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, ObjectGuid playerGUID /* = ObjectGuid::Empty */, Quest const* quest /* = nullptr */, bool instantRespawn /* = false */, bool canLoopPath /* = false */, bool resetWaypoints /* = true */)
void npc_escortAI::Start(bool isActiveAttacker /* = true*/, ObjectGuid playerGUID /* = ObjectGuid::Empty */, Quest const* quest /* = nullptr */, bool instantRespawn /* = false */, bool canLoopPath /* = false */, bool resetWaypoints /* = true */)
{
if (me->GetVictim())
{
@@ -469,7 +446,6 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
m_uiPlayerGUID = playerGUID;
m_pQuestForEscort = quest;
@@ -495,17 +471,11 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
me->SetImmuneToNPC(false);
}
LOG_DEBUG("scripts.ai", "EscortAI started with {} waypoints. ActiveAttacker = {}, Run = {}, PlayerGUID = {}",
uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString());
LOG_DEBUG("scripts.ai", "EscortAI started with {} waypoints. ActiveAttacker = {}, PlayerGUID = {}",
uint64(WaypointList.size()), m_bIsActiveAttacker, m_uiPlayerGUID.ToString());
CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
me->SetWalk(false);
else
me->SetWalk(true);
AddEscortState(STATE_ESCORT_ESCORTING);
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();

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@@ -90,9 +90,8 @@ public:
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) {}
void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
void Start(bool isActiveAttacker = true, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
void SetRun(bool on = true);
void SetEscortPaused(bool on);
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
@@ -130,7 +129,6 @@ private:
std::list<Escort_Waypoint>::iterator CurrentWP;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;

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@@ -43,9 +43,6 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mCanRepeatPath = false;
// spawn in run mode
// Xinef: spawn in run mode and set mRun to run... this overrides SetWalk EVERYWHERE
mRun = true;
mEvadeDisabled = false;
mCanAutoAttack = true;
@@ -190,7 +187,7 @@ void SmartAI::GenerateWayPointArray(Movement::PointsArray* points)
}
}
void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
void SmartAI::StartPath(ForcedMovement forcedMovement, uint32 path, bool repeat, Unit* invoker)
{
if (HasEscortState(SMART_ESCORT_ESCORTING))
StopPath();
@@ -208,7 +205,6 @@ void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
{
AddEscortState(SMART_ESCORT_ESCORTING);
mCanRepeatPath = repeat;
SetRun(run);
if (invoker && invoker->IsPlayer())
{
@@ -219,7 +215,7 @@ void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
Movement::PointsArray pathPoints;
GenerateWayPointArray(&pathPoints);
me->GetMotionMaster()->MoveSplinePath(&pathPoints);
me->GetMotionMaster()->MoveSplinePath(&pathPoints, forcedMovement);
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_START, nullptr, wp->id, GetScript()->GetPathId());
}
}
@@ -256,7 +252,6 @@ void SmartAI::PausePath(uint32 delay, bool forced)
if (forced && !mWPReached)
{
mForcedPaused = forced;
SetRun(mRun);
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
@@ -362,7 +357,7 @@ void SmartAI::EndPath(bool fail)
if (mCanRepeatPath)
{
if (IsAIControlled())
StartPath(mRun, GetScript()->GetPathId(), true);
StartPath(FORCED_MOVEMENT_NONE, GetScript()->GetPathId(), true);
}
else
GetScript()->SetPathId(0);
@@ -373,8 +368,6 @@ void SmartAI::EndPath(bool fail)
void SmartAI::ResumePath()
{
SetRun(mRun);
if (mLastWP)
{
Movement::PointsArray pathPoints;
@@ -389,10 +382,9 @@ void SmartAI::ReturnToLastOOCPos()
if (!IsAIControlled())
return;
me->SetWalk(false);
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, x, y, z);
me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, x, y, z, FORCED_MOVEMENT_RUN);
}
void SmartAI::UpdatePath(const uint32 diff)
@@ -469,7 +461,6 @@ void SmartAI::UpdatePath(const uint32 diff)
EndPath();
else if (GetNextWayPoint())
{
SetRun(mRun);
// xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
if (me->movespline->Finalized())
ResumePath();
@@ -629,7 +620,6 @@ void SmartAI::MovepointReached(uint32 id)
EndPath();
else if (GetNextWayPoint())
{
SetRun(mRun);
// xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
if (me->movespline->Finalized())
ResumePath();
@@ -675,7 +665,6 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); //must be after aura clear so we can cast spells from db
SetRun(mRun);
if (HasEscortState(SMART_ESCORT_ESCORTING))
{
AddEscortState(SMART_ESCORT_RETURNING);
@@ -850,7 +839,6 @@ void SmartAI::AttackStart(Unit* who)
{
if (!me->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
{
@@ -952,9 +940,7 @@ void SmartAI::OnCharmed(bool /* apply */)
if (!charmed && !me->IsInEvadeMode())
{
if (mCanRepeatPath)
StartPath(mRun, GetScript()->GetPathId(), true);
else
me->SetWalk(!mRun);
StartPath(FORCED_MOVEMENT_NONE, GetScript()->GetPathId(), true);
if (Unit* charmer = me->GetCharmer())
AttackStart(charmer);
@@ -1002,12 +988,6 @@ ObjectGuid SmartAI::GetGUID(int32 /*id*/) const
return ObjectGuid::Empty;
}
void SmartAI::SetRun(bool run)
{
me->SetWalk(!run);
mRun = run;
}
void SmartAI::SetFly(bool fly)
{
// xinef: set proper flag!
@@ -1108,7 +1088,6 @@ void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, ui
mFollowArrivedEntry = end;
mFollowArrivedAlive = !aliveState; // negate - 0 is alive
mFollowCreditType = creditType;
SetRun(mRun);
me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
}

View File

@@ -52,7 +52,7 @@ public:
bool IsAIControlled() const;
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
void StartPath(ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
bool LoadPath(uint32 entry);
void PausePath(uint32 delay, bool forced = false);
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
@@ -175,9 +175,6 @@ public:
// Called at movepoint reached
void MovepointReached(uint32 id);
// Makes the creature run/walk
void SetRun(bool run = true);
void SetFly(bool fly = true);
void SetSwim(bool swim = true);
@@ -240,7 +237,6 @@ private:
uint32 mEscortNPCFlags;
uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
bool mCanRepeatPath;
bool mRun;
bool mEvadeDisabled;
bool mCanAutoAttack;
bool mForcedPaused;

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@@ -1683,10 +1683,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
{
if (IsCreature(target))
{
if (IsSmart(target->ToCreature()))
CAST_AI(SmartAI, target->ToCreature()->AI())->SetRun(e.action.setRun.run);
else
target->ToCreature()->SetWalk(e.action.setRun.run ? false : true); // Xinef: reversed
target->ToCreature()->SetWalk(e.action.setRun.run ? false : true);
}
}
@@ -1731,7 +1728,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (!IsSmart())
break;
bool run = e.action.wpStart.run != 0;
ForcedMovement forcedMovement = static_cast<ForcedMovement>(e.action.wpStart.forcedMovement);
uint32 entry = e.action.wpStart.pathID;
bool repeat = e.action.wpStart.repeat != 0;
@@ -1745,7 +1742,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
}
me->SetReactState((ReactStates)e.action.wpStart.reactState);
CAST_AI(SmartAI, me->AI())->StartPath(run, entry, repeat, unit);
CAST_AI(SmartAI, me->AI())->StartPath(forcedMovement, entry, repeat, unit);
uint32 quest = e.action.wpStart.quest;
uint32 DespawnTime = e.action.wpStart.despawnTime;
@@ -1854,8 +1851,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (TransportBase* trans = me->GetDirectTransport())
trans->CalculatePassengerPosition(dest.x, dest.y, dest.z);
me->GetMotionMaster()->MovePoint(e.action.moveToPos.pointId, dest.x, dest.y, dest.z, true, isForced,
isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE, e.target.o);
me->GetMotionMaster()->MovePoint(e.action.moveToPos.pointId, dest.x, dest.y, dest.z, FORCED_MOVEMENT_NONE,
0.f, e.target.o, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
break;
}
@@ -1871,9 +1868,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
randomPoint.m_positionX,
randomPoint.m_positionY,
randomPoint.m_positionZ,
true,
isForced,
isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE
FORCED_MOVEMENT_NONE,
0.f, 0.f, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE
);
}
@@ -1897,7 +1893,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
else if (e.action.moveToPos.ContactDistance)
target->GetNearPoint(me, x, y, z, e.action.moveToPos.ContactDistance, 0, target->GetAngle(me));
me->GetMotionMaster()->MovePoint(e.action.moveToPos.pointId, x + e.target.x, y + e.target.y, z + e.target.z, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
me->GetMotionMaster()->MovePoint(e.action.moveToPos.pointId, x + e.target.x, y + e.target.y, z + e.target.z, FORCED_MOVEMENT_NONE,
0.f, 0.f, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
break;
}
@@ -1914,7 +1911,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
SAIBool isForced = !e.action.moveToPosTarget.disableForceDestination;
Creature* ctarget = target->ToCreature();
ctarget->GetMotionMaster()->MovePoint(e.action.moveToPosTarget.pointId, e.target.x, e.target.y, e.target.z, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
ctarget->GetMotionMaster()->MovePoint(e.action.moveToPosTarget.pointId, e.target.x, e.target.y, e.target.z, FORCED_MOVEMENT_NONE,
0.f, 0.f, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
}
}
@@ -2543,9 +2541,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (closestWpId)
{
bool repeat = e.action.startClosestWaypoint.repeat;
bool run = e.action.startClosestWaypoint.run;
ForcedMovement forcedMovement = static_cast<ForcedMovement>(e.action.startClosestWaypoint.forcedMovement);
CAST_AI(SmartAI, creature->AI())->StartPath(repeat, closestWpId, run);
CAST_AI(SmartAI, creature->AI())->StartPath(forcedMovement, closestWpId, repeat);
}
}
}

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@@ -1564,11 +1564,11 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
}
if (e.action.startClosestWaypoint.repeat > 1 || e.action.startClosestWaypoint.run > 1)
if (e.action.startClosestWaypoint.repeat > 1 || e.action.startClosestWaypoint.forcedMovement >= FORCED_MOVEMENT_MAX)
{
LOG_ERROR("sql.sql", "SmartAIMgr: Entry {} SourceType {} Event {} Action {} has invalid run ({}) or repeat ({}) parameter, must be 0 or 1.",
LOG_ERROR("sql.sql", "SmartAIMgr: Entry {} SourceType {} Event {} Action {} has invalid forcedMovement ({}) or repeat ({}) parameter, must be 0 or 1.",
e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(),
e.action.startClosestWaypoint.repeat, e.action.startClosestWaypoint.run);
e.action.startClosestWaypoint.repeat, e.action.startClosestWaypoint.forcedMovement);
return false;
}
break;
@@ -1745,8 +1745,13 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
return false;
}
return IsSAIBoolValid(e, e.action.wpStart.run) &&
IsSAIBoolValid(e, e.action.wpStart.repeat);
if (e.action.wpStart.forcedMovement >= FORCED_MOVEMENT_MAX)
{
LOG_ERROR("sql.sql", "SmartAIMgr: Creature {} Event {} Action {} uses invalid forcedMovement {}, skipped.", e.entryOrGuid, e.event_id, e.GetActionType(), e.action.wpStart.forcedMovement);
return false;
}
return IsSAIBoolValid(e, e.action.wpStart.repeat);
}
case SMART_ACTION_CREATE_TIMED_EVENT:
{

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@@ -1041,7 +1041,7 @@ struct SmartAction
struct
{
SAIBool run;
uint32 forcedMovement;
uint32 pathID;
SAIBool repeat;
uint32 quest;
@@ -1295,7 +1295,7 @@ struct SmartAction
uint32 pathId1;
uint32 pathId2;
uint32 repeat;
uint32 run;
uint32 forcedMovement;
} startClosestWaypoint;
struct

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@@ -99,18 +99,18 @@ enum class CreatureFlightMovementType : uint8
enum class CreatureChaseMovementType : uint8
{
Run,
CanWalk,
AlwaysWalk,
Run = 0,
CanWalk = 1,
AlwaysWalk = 2,
Max
};
enum class CreatureRandomMovementType : uint8
{
Walk,
CanRun,
AlwaysRun,
Walk = 0,
CanRun = 1,
AlwaysRun = 2,
Max
};

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@@ -1677,9 +1677,7 @@ public:
void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); }
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 TransitTime, SplineFlags sf = SPLINEFLAG_WALK_MODE); // pussywizard: need to just send packet, with no movement/spline
void MonsterMoveWithSpeed(float x, float y, float z, float speed);
//void SetFacing(float ori, WorldObject* obj = nullptr);
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
void MonsterMoveWithSpeed(float x, float y, float z, float speed); // Not to be used outside of cinematics
virtual bool SetWalk(bool enable);
virtual bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true);

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@@ -387,6 +387,7 @@ void MotionMaster::MoveBackwards(Unit* target, float dist)
Movement::MoveSplineInit init(_owner);
init.MoveTo(point.x, point.y, point.z, false);
init.SetWalk(true);
init.SetFacing(target);
init.SetOrientationInversed();
init.Launch();
@@ -469,7 +470,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
*
* For transition movement between the ground and the air, use MoveLand or MoveTakeoff instead.
*/
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot, float orientation /* = 0.0f*/)
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, ForcedMovement forcedMovement, float speed, float orientation, bool generatePath, bool forceDestination, MovementSlot slot)
{
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
@@ -477,16 +478,16 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted point (ID: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
}
}
void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
void MotionMaster::MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
@@ -494,15 +495,15 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
if (_owner->IsPlayer())
{
Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
Mutate(new EscortMovementGenerator<Player>(forcedMovement, path), MOTION_SLOT_ACTIVE);
}
else
{
Mutate(new EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE);
Mutate(new EscortMovementGenerator<Creature>(forcedMovement, path), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveSplinePath(uint32 path_id)
void MotionMaster::MoveSplinePath(uint32 path_id, ForcedMovement forcedMovement)
{
// convert the path id to a Movement::PointsArray*
Movement::PointsArray* points = new Movement::PointsArray();
@@ -514,7 +515,7 @@ void MotionMaster::MoveSplinePath(uint32 path_id)
}
// pass the new PointsArray* to the appropriate MoveSplinePath function
MoveSplinePath(points);
MoveSplinePath(points, forcedMovement);
}
/**
@@ -539,8 +540,8 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0
}
init.SetAnimation(Movement::ToGround);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
}
/**
@@ -569,16 +570,12 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* =
init.MoveTo(x, y, z);
if (speed > 0.0f)
{
init.SetVelocity(speed);
}
if (!skipAnimation)
{
init.SetAnimation(Movement::ToFly);
}
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
}
/**
@@ -612,8 +609,8 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
init.Launch();
Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
Mutate(new EffectMovementGenerator(init, 0), MOTION_SLOT_CONTROLLED);
}
/**
@@ -652,8 +649,8 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee
init.SetVelocity(speedXY);
if (target)
init.SetFacing(target);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
}
/**
@@ -695,8 +692,8 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverHeight());
init.SetFall();
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
}
/**
@@ -713,12 +710,12 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
}
}

View File

@@ -80,6 +80,15 @@ enum RotateDirection
ROTATE_DIRECTION_RIGHT
};
enum ForcedMovement
{
FORCED_MOVEMENT_NONE = 0,
FORCED_MOVEMENT_WALK = 1,
FORCED_MOVEMENT_RUN = 2,
FORCED_MOVEMENT_MAX
};
struct ChaseRange
{
ChaseRange(float range);
@@ -210,11 +219,11 @@ public:
void MoveForwards(Unit* target, float dist);
void MoveConfused();
void MoveFleeing(Unit* enemy, uint32 time = 0);
void MovePoint(uint32 id, const Position& pos, bool generatePath = true, bool forceDestination = true)
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE, float orientation = 0.0f);
void MoveSplinePath(Movement::PointsArray* path);
void MoveSplinePath(uint32 path_id);
void MovePoint(uint32 id, const Position& pos, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE, float speed = 0.f, bool generatePath = true, bool forceDestination = true)
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, forcedMovement, speed, pos.GetOrientation(), generatePath, forceDestination, MOTION_SLOT_ACTIVE); }
void MovePoint(uint32 id, float x, float y, float z, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE, float speed = 0.f, float orientation = 0.0f, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE);
void MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE);
void MoveSplinePath(uint32 path_id, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE);
// These two movement types should only be used with creatures having landing/takeoff animations
void MoveLand(uint32 id, Position const& pos, float speed = 0.0f);

View File

@@ -146,6 +146,7 @@ bool ConfusedMovementGenerator<T>::DoUpdate(T* unit, uint32 diff)
float z = i_waypoints[i_nextMove][2];
Movement::MoveSplineInit init(unit);
init.MoveTo(x, y, z, true);
init.SetWalk(true);
init.Launch();
}
}

View File

@@ -36,6 +36,11 @@ void EscortMovementGenerator<T>::DoInitialize(T* unit)
else if (m_precomputedPath.size())
init.MovebyPath(m_precomputedPath);
if (_forcedMovement == FORCED_MOVEMENT_WALK)
init.SetWalk(true);
else if (_forcedMovement == FORCED_MOVEMENT_RUN)
init.SetWalk(false);
init.Launch();
_splineId = unit->movespline->GetId();
@@ -79,6 +84,11 @@ bool EscortMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true);
}
if (_forcedMovement == FORCED_MOVEMENT_WALK)
init.SetWalk(true);
else if (_forcedMovement == FORCED_MOVEMENT_RUN)
init.SetWalk(false);
init.Launch();
// Xinef: Override spline Id on recalculate launch
_splineId = unit->movespline->GetId();

View File

@@ -24,7 +24,7 @@ template<class T>
class EscortMovementGenerator : public MovementGeneratorMedium< T, EscortMovementGenerator<T> >
{
public:
EscortMovementGenerator(Movement::PointsArray* _path = nullptr) : i_recalculateSpeed(false)
EscortMovementGenerator(ForcedMovement forcedMovement, Movement::PointsArray* _path = nullptr) : i_recalculateSpeed(false), _forcedMovement(forcedMovement)
{
if (_path)
m_precomputedPath = *_path;
@@ -46,6 +46,7 @@ private:
Movement::PointsArray m_precomputedPath;
uint32 _splineId;
ForcedMovement _forcedMovement;
};
#endif

View File

@@ -31,8 +31,6 @@ void HomeMovementGenerator<Creature>::DoFinalize(Creature* owner)
owner->ClearUnitState(UNIT_STATE_EVADE);
if (arrived)
{
// Xinef: npc run by default
//owner->SetWalk(true);
owner->LoadCreaturesAddon(true);
owner->AI()->JustReachedHome();
}

View File

@@ -84,6 +84,11 @@ void PointMovementGenerator<T>::DoInitialize(T* unit)
if (speed > 0.0f)
init.SetVelocity(speed);
if (_forcedMovement == FORCED_MOVEMENT_WALK)
init.SetWalk(true);
else if (_forcedMovement == FORCED_MOVEMENT_RUN)
init.SetWalk(false);
if (i_orientation > 0.0f)
{
init.SetFacing(i_orientation);
@@ -142,6 +147,11 @@ bool PointMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
init.SetVelocity(speed);
if (_forcedMovement == FORCED_MOVEMENT_WALK)
init.SetWalk(true);
else if (_forcedMovement == FORCED_MOVEMENT_RUN)
init.SetWalk(false);
if (i_orientation > 0.0f)
{
init.SetFacing(i_orientation);
@@ -228,6 +238,11 @@ bool EffectMovementGenerator::Update(Unit* unit, uint32)
return !unit->movespline->Finalized();
}
void EffectMovementGenerator::Initialize(Unit*)
{
i_spline.Launch();
}
void EffectMovementGenerator::Finalize(Unit* unit)
{
if (!unit->IsCreature())

View File

@@ -20,15 +20,16 @@
#include "Creature.h"
#include "MovementGenerator.h"
#include "MoveSplineInit.h"
template<class T>
class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
public:
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr,
bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty)
: id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination),
_chargeTargetGUID(chargeTargetGUID)
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, ForcedMovement forcedMovement, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr,
bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty, bool reverseOrientation = false, ObjectGuid facingTargetGuid = ObjectGuid())
: id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination), _reverseOrientation(reverseOrientation),
_chargeTargetGUID(chargeTargetGUID), _forcedMovement(forcedMovement), _facingTargetGuid(facingTargetGuid)
{
if (_path)
m_precomputedPath = *_path;
@@ -55,14 +56,17 @@ private:
Movement::PointsArray m_precomputedPath;
bool _generatePath;
bool _forceDestination;
bool _reverseOrientation;
ObjectGuid _chargeTargetGUID;
ForcedMovement _forcedMovement;
ObjectGuid _facingTargetGuid;
};
class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
{
public:
AssistanceMovementGenerator(float _x, float _y, float _z) :
PointMovementGenerator<Creature>(0, _x, _y, _z) {}
PointMovementGenerator<Creature>(0, _x, _y, _z, FORCED_MOVEMENT_NONE) {}
MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
void Finalize(Unit*);
@@ -72,14 +76,15 @@ public:
class EffectMovementGenerator : public MovementGenerator
{
public:
explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {}
void Initialize(Unit*) override {}
explicit EffectMovementGenerator(Movement::MoveSplineInit& spline, uint32 Id) : m_Id(Id), i_spline(spline) {}
void Initialize(Unit*) override;
void Finalize(Unit*) override;
void Reset(Unit*) override {}
bool Update(Unit*, uint32) override;
MovementGeneratorType GetMovementGeneratorType() override { return EFFECT_MOTION_TYPE; }
private:
uint32 m_Id;
Movement::MoveSplineInit i_spline;
};
#endif

View File

@@ -51,7 +51,21 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
init.SetWalk(true);
bool walk = true;
switch (creature->GetMovementTemplate().GetRandom())
{
case CreatureRandomMovementType::CanRun:
walk = creature->IsWalking();
break;
case CreatureRandomMovementType::AlwaysRun:
walk = false;
break;
default:
break;
}
init.SetWalk(walk);
init.Launch();
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), 0);
@@ -270,7 +284,6 @@ template<>
void RandomMovementGenerator<Creature>::DoFinalize(Creature* creature)
{
creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
creature->SetWalk(false);
}
template<>

View File

@@ -365,7 +365,6 @@ void ChaseMovementGenerator<Creature>::DoInitialize(Creature* owner)
_lastTargetPosition.reset();
i_recheckDistance.Reset(0);
i_leashExtensionTimer.Reset(owner->GetAttackTime(BASE_ATTACK));
owner->SetWalk(false);
owner->AddUnitState(UNIT_STATE_CHASE);
}

View File

@@ -56,7 +56,6 @@ void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
void WaypointMovementGenerator<Creature>::DoFinalize(Creature* creature)
{
creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
creature->SetWalk(false);
}
void WaypointMovementGenerator<Creature>::DoReset(Creature* creature)

View File

@@ -442,7 +442,7 @@ void Map::ScriptsProcess()
if (step.script->MoveTo.TravelTime != 0)
{
float speed = unit->GetDistance(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ) / ((float)step.script->MoveTo.TravelTime * 0.001f);
unit->MonsterMoveWithSpeed(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, speed);
unit->GetMotionMaster()->MovePoint(0, step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, FORCED_MOVEMENT_NONE, speed);
}
else
unit->NearTeleportTo(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, unit->GetOrientation());