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

View File

@@ -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);
}
}