mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-28 08:06:23 +00:00
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:
@@ -387,6 +387,7 @@ void MotionMaster::MoveBackwards(Unit* target, float dist)
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(point.x, point.y, point.z, false);
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init.SetWalk(true);
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init.SetFacing(target);
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init.SetOrientationInversed();
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init.Launch();
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@@ -469,7 +470,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
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*
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* For transition movement between the ground and the air, use MoveLand or MoveTakeoff instead.
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*/
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot, float orientation /* = 0.0f*/)
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z, ForcedMovement forcedMovement, float speed, float orientation, bool generatePath, bool forceDestination, MovementSlot slot)
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{
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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@@ -477,16 +478,16 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted point (ID: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
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}
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}
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void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
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void MotionMaster::MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement)
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{
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// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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@@ -494,15 +495,15 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
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if (_owner->IsPlayer())
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{
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Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
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Mutate(new EscortMovementGenerator<Player>(forcedMovement, path), MOTION_SLOT_ACTIVE);
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}
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else
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{
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Mutate(new EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE);
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Mutate(new EscortMovementGenerator<Creature>(forcedMovement, path), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveSplinePath(uint32 path_id)
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void MotionMaster::MoveSplinePath(uint32 path_id, ForcedMovement forcedMovement)
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{
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// convert the path id to a Movement::PointsArray*
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Movement::PointsArray* points = new Movement::PointsArray();
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@@ -514,7 +515,7 @@ void MotionMaster::MoveSplinePath(uint32 path_id)
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}
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// pass the new PointsArray* to the appropriate MoveSplinePath function
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MoveSplinePath(points);
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MoveSplinePath(points, forcedMovement);
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}
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/**
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@@ -539,8 +540,8 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0
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}
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init.SetAnimation(Movement::ToGround);
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
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Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
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}
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/**
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@@ -569,16 +570,12 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* =
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init.MoveTo(x, y, z);
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if (speed > 0.0f)
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{
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init.SetVelocity(speed);
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}
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if (!skipAnimation)
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{
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init.SetAnimation(Movement::ToFly);
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}
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
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Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
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}
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/**
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@@ -612,8 +609,8 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
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init.SetParabolic(max_height, 0);
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init.SetOrientationFixed(true);
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init.SetVelocity(speedXY);
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init.Launch();
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Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
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Mutate(new EffectMovementGenerator(init, 0), MOTION_SLOT_CONTROLLED);
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}
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/**
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@@ -652,8 +649,8 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee
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init.SetVelocity(speedXY);
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if (target)
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init.SetFacing(target);
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
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Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
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}
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/**
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@@ -695,8 +692,8 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverHeight());
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init.SetFall();
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
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Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
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}
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/**
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@@ -713,12 +710,12 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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}
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}
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@@ -80,6 +80,15 @@ enum RotateDirection
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ROTATE_DIRECTION_RIGHT
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};
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enum ForcedMovement
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{
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FORCED_MOVEMENT_NONE = 0,
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FORCED_MOVEMENT_WALK = 1,
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FORCED_MOVEMENT_RUN = 2,
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FORCED_MOVEMENT_MAX
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};
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struct ChaseRange
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{
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ChaseRange(float range);
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@@ -210,11 +219,11 @@ public:
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void MoveForwards(Unit* target, float dist);
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void MoveConfused();
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void MoveFleeing(Unit* enemy, uint32 time = 0);
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void MovePoint(uint32 id, const Position& pos, bool generatePath = true, bool forceDestination = true)
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{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
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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);
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void MoveSplinePath(Movement::PointsArray* path);
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void MoveSplinePath(uint32 path_id);
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void MovePoint(uint32 id, const Position& pos, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE, float speed = 0.f, bool generatePath = true, bool forceDestination = true)
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{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, forcedMovement, speed, pos.GetOrientation(), generatePath, forceDestination, MOTION_SLOT_ACTIVE); }
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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);
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void MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE);
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void MoveSplinePath(uint32 path_id, ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE);
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// These two movement types should only be used with creatures having landing/takeoff animations
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void MoveLand(uint32 id, Position const& pos, float speed = 0.0f);
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@@ -146,6 +146,7 @@ bool ConfusedMovementGenerator<T>::DoUpdate(T* unit, uint32 diff)
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float z = i_waypoints[i_nextMove][2];
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Movement::MoveSplineInit init(unit);
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init.MoveTo(x, y, z, true);
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init.SetWalk(true);
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init.Launch();
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}
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}
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@@ -36,6 +36,11 @@ void EscortMovementGenerator<T>::DoInitialize(T* unit)
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else if (m_precomputedPath.size())
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init.MovebyPath(m_precomputedPath);
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if (_forcedMovement == FORCED_MOVEMENT_WALK)
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init.SetWalk(true);
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else if (_forcedMovement == FORCED_MOVEMENT_RUN)
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init.SetWalk(false);
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init.Launch();
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_splineId = unit->movespline->GetId();
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@@ -79,6 +84,11 @@ bool EscortMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
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init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true);
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}
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if (_forcedMovement == FORCED_MOVEMENT_WALK)
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init.SetWalk(true);
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else if (_forcedMovement == FORCED_MOVEMENT_RUN)
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init.SetWalk(false);
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init.Launch();
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// Xinef: Override spline Id on recalculate launch
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_splineId = unit->movespline->GetId();
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@@ -24,7 +24,7 @@ template<class T>
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class EscortMovementGenerator : public MovementGeneratorMedium< T, EscortMovementGenerator<T> >
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{
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public:
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EscortMovementGenerator(Movement::PointsArray* _path = nullptr) : i_recalculateSpeed(false)
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EscortMovementGenerator(ForcedMovement forcedMovement, Movement::PointsArray* _path = nullptr) : i_recalculateSpeed(false), _forcedMovement(forcedMovement)
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{
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if (_path)
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m_precomputedPath = *_path;
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@@ -46,6 +46,7 @@ private:
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Movement::PointsArray m_precomputedPath;
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uint32 _splineId;
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ForcedMovement _forcedMovement;
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};
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#endif
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@@ -31,8 +31,6 @@ void HomeMovementGenerator<Creature>::DoFinalize(Creature* owner)
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owner->ClearUnitState(UNIT_STATE_EVADE);
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if (arrived)
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{
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// Xinef: npc run by default
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//owner->SetWalk(true);
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owner->LoadCreaturesAddon(true);
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owner->AI()->JustReachedHome();
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}
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@@ -84,6 +84,11 @@ void PointMovementGenerator<T>::DoInitialize(T* unit)
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if (speed > 0.0f)
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init.SetVelocity(speed);
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if (_forcedMovement == FORCED_MOVEMENT_WALK)
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init.SetWalk(true);
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else if (_forcedMovement == FORCED_MOVEMENT_RUN)
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init.SetWalk(false);
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if (i_orientation > 0.0f)
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{
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init.SetFacing(i_orientation);
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@@ -142,6 +147,11 @@ bool PointMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
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if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
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init.SetVelocity(speed);
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if (_forcedMovement == FORCED_MOVEMENT_WALK)
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init.SetWalk(true);
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else if (_forcedMovement == FORCED_MOVEMENT_RUN)
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init.SetWalk(false);
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if (i_orientation > 0.0f)
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{
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init.SetFacing(i_orientation);
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@@ -228,6 +238,11 @@ bool EffectMovementGenerator::Update(Unit* unit, uint32)
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return !unit->movespline->Finalized();
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}
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void EffectMovementGenerator::Initialize(Unit*)
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{
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i_spline.Launch();
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}
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void EffectMovementGenerator::Finalize(Unit* unit)
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{
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if (!unit->IsCreature())
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@@ -20,15 +20,16 @@
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#include "Creature.h"
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#include "MovementGenerator.h"
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#include "MoveSplineInit.h"
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template<class T>
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class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
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{
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public:
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PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr,
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bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty)
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: id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination),
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_chargeTargetGUID(chargeTargetGUID)
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PointMovementGenerator(uint32 _id, float _x, float _y, float _z, ForcedMovement forcedMovement, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr,
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bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty, bool reverseOrientation = false, ObjectGuid facingTargetGuid = ObjectGuid())
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: id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination), _reverseOrientation(reverseOrientation),
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_chargeTargetGUID(chargeTargetGUID), _forcedMovement(forcedMovement), _facingTargetGuid(facingTargetGuid)
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{
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if (_path)
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m_precomputedPath = *_path;
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@@ -55,14 +56,17 @@ private:
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Movement::PointsArray m_precomputedPath;
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bool _generatePath;
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bool _forceDestination;
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bool _reverseOrientation;
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ObjectGuid _chargeTargetGUID;
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ForcedMovement _forcedMovement;
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ObjectGuid _facingTargetGuid;
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};
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class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
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{
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public:
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AssistanceMovementGenerator(float _x, float _y, float _z) :
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PointMovementGenerator<Creature>(0, _x, _y, _z) {}
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PointMovementGenerator<Creature>(0, _x, _y, _z, FORCED_MOVEMENT_NONE) {}
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MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
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void Finalize(Unit*);
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@@ -72,14 +76,15 @@ public:
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class EffectMovementGenerator : public MovementGenerator
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{
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public:
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explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {}
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void Initialize(Unit*) override {}
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explicit EffectMovementGenerator(Movement::MoveSplineInit& spline, uint32 Id) : m_Id(Id), i_spline(spline) {}
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void Initialize(Unit*) override;
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void Finalize(Unit*) override;
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void Reset(Unit*) override {}
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bool Update(Unit*, uint32) override;
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MovementGeneratorType GetMovementGeneratorType() override { return EFFECT_MOTION_TYPE; }
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private:
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uint32 m_Id;
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Movement::MoveSplineInit i_spline;
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};
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#endif
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@@ -51,7 +51,21 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
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Movement::MoveSplineInit init(creature);
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init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
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init.SetWalk(true);
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bool walk = true;
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switch (creature->GetMovementTemplate().GetRandom())
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{
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case CreatureRandomMovementType::CanRun:
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walk = creature->IsWalking();
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break;
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case CreatureRandomMovementType::AlwaysRun:
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walk = false;
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break;
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default:
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break;
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}
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init.SetWalk(walk);
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init.Launch();
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), 0);
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@@ -270,7 +284,6 @@ template<>
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void RandomMovementGenerator<Creature>::DoFinalize(Creature* creature)
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{
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creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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creature->SetWalk(false);
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}
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template<>
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@@ -365,7 +365,6 @@ void ChaseMovementGenerator<Creature>::DoInitialize(Creature* owner)
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_lastTargetPosition.reset();
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i_recheckDistance.Reset(0);
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i_leashExtensionTimer.Reset(owner->GetAttackTime(BASE_ATTACK));
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owner->SetWalk(false);
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owner->AddUnitState(UNIT_STATE_CHASE);
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}
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@@ -56,7 +56,6 @@ void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
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void WaypointMovementGenerator<Creature>::DoFinalize(Creature* creature)
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{
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creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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creature->SetWalk(false);
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}
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void WaypointMovementGenerator<Creature>::DoReset(Creature* creature)
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