feat(Core/SAI): enhance movement actions with force destination option (#22974)

This commit is contained in:
Yehonal
2025-09-20 13:15:45 +02:00
committed by GitHub
parent 32a501ca14
commit 403dacc885
3 changed files with 16 additions and 5 deletions

View File

@@ -1846,6 +1846,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
WorldObject* target = nullptr;
SAIBool isForced = !e.action.moveToPos.disableForceDestination;
switch (e.GetTargetType())
{
case SMART_TARGET_POSITION:
@@ -1855,7 +1857,7 @@ 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, true,
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);
break;
@@ -1873,7 +1875,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
randomPoint.m_positionY,
randomPoint.m_positionZ,
true,
true,
isForced,
isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE
);
@@ -1898,7 +1900,7 @@ 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, true, 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, true, isForced, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
break;
}
@@ -1912,8 +1914,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
{
if (IsCreature(target))
{
SAIBool isForced = !e.action.moveToPosTarget.disableForceDestination;
Creature* ctarget = target->ToCreature();
ctarget->GetMotionMaster()->MovePoint(e.action.moveToPos.pointId, e.target.x, e.target.y, e.target.z, true, true, isControlled ? MOTION_SLOT_CONTROLLED : MOTION_SLOT_ACTIVE);
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);
}
}