fix(Core/Movement): Allow MoveFollow to not inherit speed of the target (#21711)

This commit is contained in:
sudlud
2025-03-15 21:47:11 +01:00
committed by GitHub
parent 92c666afb4
commit 4459afc98d
6 changed files with 14 additions and 12 deletions

View File

@@ -264,7 +264,7 @@ void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
}
}
void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest, bool inheritWalkState, bool inheritSpeed)
{
if (me->GetVictim())
{
@@ -297,7 +297,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
AddFollowState(STATE_FOLLOW_INPROGRESS);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_ACTIVE, inheritWalkState, inheritSpeed);
LOG_DEBUG("scripts.ai", "FollowerAI start follow {} ({})", player->GetName(), m_uiLeaderGUID.ToString());
}

View File

@@ -55,7 +55,7 @@ public:
void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr, bool inheritWalkState = true, bool inheritSpeed = true);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);

View File

@@ -277,7 +277,7 @@ void MotionMaster::MoveTargetedHome(bool walk /*= false*/)
if (target)
{
LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(),true), MOTION_SLOT_ACTIVE);
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(), true, true), MOTION_SLOT_ACTIVE);
}
}
else
@@ -406,7 +406,7 @@ void MotionMaster::MoveCircleTarget(Unit* target)
/**
* @brief The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
*/
void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot, bool inheritWalkState)
void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot, bool inheritWalkState, bool inheritSpeed)
{
// ignore movement request if target not exist
if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
@@ -419,13 +419,13 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
{
LOG_DEBUG("movement.motionmaster", "Player ({}) follow to {} ({})",
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Player>(target, dist, angle, inheritWalkState), slot);
Mutate(new FollowMovementGenerator<Player>(target, dist, angle, inheritWalkState, inheritSpeed), slot);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) follow to {} ({})",
_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
Mutate(new FollowMovementGenerator<Creature>(target, dist, angle, inheritWalkState), slot);
Mutate(new FollowMovementGenerator<Creature>(target, dist, angle, inheritWalkState, inheritSpeed), slot);
}
}

View File

@@ -201,7 +201,7 @@ public:
void MoveIdle();
void MoveTargetedHome(bool walk = false);
void MoveRandom(float wanderDistance = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE, bool inheritWalkState = true);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE, bool inheritWalkState = true, bool inheritSpeed = true);
void MoveChase(Unit* target, std::optional<ChaseRange> dist = {}, std::optional<ChaseAngle> angle = {});
void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }
void MoveChase(Unit* target, float dist) { MoveChase(target, ChaseRange(dist)); }

View File

@@ -539,8 +539,9 @@ bool FollowMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
if (_inheritWalkState)
init.SetWalk(target->IsWalking() || target->movespline->isWalking());
if (Optional<float> velocity = GetVelocity(owner, target, i_path->GetActualEndPosition(), owner->IsGuardian()))
init.SetVelocity(*velocity);
if (_inheritSpeed)
if (Optional<float> velocity = GetVelocity(owner, target, i_path->GetActualEndPosition(), owner->IsGuardian()))
init.SetVelocity(*velocity);
init.Launch();
}

View File

@@ -75,8 +75,8 @@ template<class T>
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public TargetedMovementGeneratorBase
{
public:
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle, bool inheritWalkState)
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle),_inheritWalkState(inheritWalkState) {}
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle, bool inheritWalkState, bool inheritSpeed)
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle),_inheritWalkState(inheritWalkState), _inheritSpeed(inheritSpeed) {}
~FollowMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; }
@@ -108,6 +108,7 @@ private:
float _range;
ChaseAngle _angle;
bool _inheritWalkState;
bool _inheritSpeed;
};
#endif