fix(Core/Vehicles): feat vehicle seat addon, vehicle enter/exit positions (#20082)

* implement initial vehicle_seat_addon

Co-authored-by: Ovah <dreadkiller@gmx.de>

* add more vehicle_seat_addon data

* make exiting passenger visible

fixes "immediate despawn" of travelers mammoth

* style, update comments

* remove hacked pos relocate

* remove sending MSG_MOVE_ROOT/UNROOT on Ack

* set and unset UNIT_NPC_FLAG_PLAYER_VEHICLE on init/entry

* ulduar demolisher: remove flag correction and no longer needed usableseat

* fixup! implement initial vehicle_seat_addon

* fixup! fixup! implement initial vehicle_seat_addon

* re-add AddPassenger Flame Leviathan hack

was commented by mistake

* Update rev_1725993194571320983.sql

add missing ticks

---------

Co-authored-by: Ovah <dreadkiller@gmx.de>
This commit is contained in:
Jelle Meeus
2024-10-11 07:08:14 +02:00
committed by GitHub
parent e43b760c08
commit 859a42a41e
10 changed files with 192 additions and 54 deletions

View File

@@ -19756,6 +19756,8 @@ void Unit::_ExitVehicle(Position const* exitPosition)
if (!m_vehicle)
return;
// This should be done before dismiss, because there may be some aura removal
VehicleSeatAddon const* seatAddon = m_vehicle->GetSeatAddonForSeatOfPassenger(this);
m_vehicle->RemovePassenger(this);
Player* player = ToPlayer();
@@ -19764,7 +19766,6 @@ void Unit::_ExitVehicle(Position const* exitPosition)
if (player && player->duel && player->duel->IsMounted)
player->DuelComplete(DUEL_FLED);
// This should be done before dismiss, because there may be some aura removal
Vehicle* vehicle = m_vehicle;
Unit* vehicleBase = m_vehicle->GetBase();
m_vehicle = nullptr;
@@ -19775,33 +19776,22 @@ void Unit::_ExitVehicle(Position const* exitPosition)
SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
Position pos;
if (!exitPosition) // Exit position not specified
pos = vehicleBase->GetPosition(); // This should use passenger's current position, leaving it as it is now
// because we calculate positions incorrect (sometimes under map)
else
// If we ask for a specific exit position, use that one. Otherwise allow scripts to modify it
if (exitPosition)
pos = *exitPosition;
// HACK
VehicleEntry const* vehicleInfo = vehicle->GetVehicleInfo();
if (vehicleInfo)
else
{
if (vehicleInfo->m_ID == 380) // Kologarn right arm
// Set exit position to vehicle position and use the current orientation
pos = vehicleBase->GetPosition(); // This should use passenger's current position, leaving it as it is now
pos.SetOrientation(vehicleBase->GetOrientation());
// Change exit position based on seat entry addon data
if (seatAddon)
{
pos.Relocate(1776.0f, -24.0f, 448.75f, 0.0f);
}
else if (vehicleInfo->m_ID == 91) // Helsman's Ship
{
pos.Relocate(2802.18f, 7054.91f, -0.6f, 4.67f);
}
else if (vehicleInfo->m_ID == 349) // AT Mounts, dismount to the right
{
float x = pos.GetPositionX() + 2.0f * cos(pos.GetOrientation() - M_PI / 2.0f);
float y = pos.GetPositionY() + 2.0f * std::sin(pos.GetOrientation() - M_PI / 2.0f);
float z = GetMapHeight(x, y, pos.GetPositionZ());
if (z > INVALID_HEIGHT)
{
pos.Relocate(x, y, z);
}
if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamOffset)
pos.RelocateOffset({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO });
else if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamDest)
pos.Relocate({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO });
}
}
@@ -19821,11 +19811,12 @@ void Unit::_ExitVehicle(Position const* exitPosition)
}
// xinef: hack for flameleviathan seat vehicle
VehicleEntry const* vehicleInfo = vehicle->GetVehicleInfo();
if (!vehicleInfo || vehicleInfo->m_ID != 341)
{
Movement::MoveSplineInit init(this);
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
init.SetFacing(GetOrientation());
init.SetFacing(vehicleBase->GetOrientation());
init.SetTransportExit();
init.Launch();
}
@@ -19878,10 +19869,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
setDeathState(DeathState::JustDied);
// If for other reason we as minion are exiting the vehicle (ejected, master dismounted) - unsummon
else
{
SetVisible(false);
ToTempSummon()->UnSummon(2000); // Approximation
}
}
if (player)