fix(Core/Movement): creatures should not cast while moving (#9141)

- Closes #8843
This commit is contained in:
UltraNix
2021-11-15 14:39:36 +01:00
committed by GitHub
parent 006ee3b7e2
commit 70fbaefa8e
10 changed files with 53 additions and 52 deletions

View File

@@ -359,7 +359,7 @@ public:
void SetTarget(ObjectGuid guid = ObjectGuid::Empty) override;
void FocusTarget(Spell const* focusSpell, WorldObject const* target);
void ReleaseFocus(Spell const* focusSpell);
bool IsMovementPreventedByCasting() const;
bool IsMovementPreventedByCasting() const override;
// Part of Evade mechanics
[[nodiscard]] time_t GetLastDamagedTime() const;

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@@ -3683,6 +3683,30 @@ int32 Unit::GetCurrentSpellCastTime(uint32 spell_id) const
return 0;
}
bool Unit::IsMovementPreventedByCasting() const
{
// can always move when not casting
if (!HasUnitState(UNIT_STATE_CASTING))
{
return false;
}
// channeled spells during channel stage (after the initial cast timer) allow movement with a specific spell attribute
if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
{
if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
{
if (spell->GetSpellInfo()->IsMoveAllowedChannel())
{
return false;
}
}
}
// prohibit movement for all other spell casts
return true;
}
bool Unit::CanMoveDuringChannel() const
{
if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])

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@@ -2145,6 +2145,8 @@ public:
[[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
[[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const;
virtual bool IsMovementPreventedByCasting() const;
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];

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@@ -121,8 +121,11 @@ void ConfusedMovementGenerator<T>::DoReset(T* unit)
template<class T>
bool ConfusedMovementGenerator<T>::DoUpdate(T* unit, uint32 diff)
{
if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
{
unit->StopMoving();
return true;
}
if (i_nextMoveTime.Passed())
{

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@@ -50,9 +50,9 @@ bool EscortMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
if (!unit)
return false;
if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
{
unit->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
unit->StopMoving();
return true;
}

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@@ -33,8 +33,10 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
if (!owner)
return;
if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
return;
}
if (!_setMoveData(owner))
return;
@@ -346,9 +348,9 @@ bool FleeingMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
if (!owner || !owner->IsAlive())
return false;
if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->ClearUnitState(UNIT_STATE_FLEEING_MOVE);
owner->StopMoving();
return true;
}
@@ -385,9 +387,9 @@ bool TimedFleeingMovementGenerator::Update(Unit* owner, uint32 time_diff)
if (!owner->IsAlive())
return false;
if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->ClearUnitState(UNIT_STATE_FLEEING_MOVE);
owner->StopMoving();
return true;
}

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@@ -28,7 +28,7 @@
template<class T>
void PointMovementGenerator<T>::DoInitialize(T* unit)
{
if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
{
// the next line is to ensure that a new spline is created in DoUpdate() once the unit is no longer rooted/stunned
// todo: rename this flag to something more appropriate since it is set to true even without speed change now.
@@ -98,9 +98,9 @@ bool PointMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
if (!unit)
return false;
if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
{
unit->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
unit->StopMoving();
return true;
}

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@@ -260,10 +260,10 @@ void RandomMovementGenerator<Creature>::DoFinalize(Creature* creature)
template<>
bool RandomMovementGenerator<Creature>::DoUpdate(Creature* creature, const uint32 diff)
{
if (creature->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
_nextMoveTime.Reset(0); // Expire the timer
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
creature->StopMoving();
return true;
}
@@ -275,23 +275,6 @@ bool RandomMovementGenerator<Creature>::DoUpdate(Creature* creature, const uint3
return true;
}
// prevent movement while casting spells with cast time or channel time
if (creature->HasUnitState(UNIT_STATE_CASTING))
{
bool stop = true;
if (Spell* spell = creature->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (!(spell->GetSpellInfo()->ChannelInterruptFlags & (AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING)) && !(spell->GetSpellInfo()->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
stop = false;
if (stop)
{
if (!creature->IsStopped())
creature->StopMoving();
return true;
}
}
if (creature->movespline->Finalized())
{
_nextMoveTime.Update(diff);

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@@ -145,8 +145,10 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
}
// xinef: do not initialize motion if we got stunned in movementinform
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE))
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
return true;
}
WaypointData const* node = i_path->at(i_currentNode);
@@ -204,11 +206,13 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
{
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE))
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
creature->StopMoving();
Stop(1000);
return true;
}
// prevent a crash at empty waypoint path.
if (!i_path || i_path->empty())
return false;
@@ -217,23 +221,6 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
if (!creature->IsAlive())
return false;
// prevent movement while casting spells with cast time or channel time
if (creature->HasUnitState(UNIT_STATE_CASTING))
{
bool stop = true;
if (Spell* spell = creature->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (!(spell->GetSpellInfo()->ChannelInterruptFlags & (AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING)) && !(spell->GetSpellInfo()->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
stop = false;
if (stop)
{
Stop(1000);
if (!creature->IsStopped())
creature->StopMoving();
return true;
}
}
if (Stopped())
{
if (CanMove(diff))

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@@ -1243,7 +1243,7 @@ bool SpellInfo::IsChanneled() const
bool SpellInfo::IsMoveAllowedChannel() const
{
return IsChanneled() && (HasAttribute(SPELL_ATTR5_ALLOW_ACTION_DURING_CHANNEL) || (!(ChannelInterruptFlags & (AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING))));
return IsChanneled() && HasAttribute(SPELL_ATTR5_ALLOW_ACTION_DURING_CHANNEL);
}
bool SpellInfo::NeedsComboPoints() const