fix(Core/SAI): idle casters (#23005)

This commit is contained in:
killerwife
2025-09-24 01:45:48 +02:00
committed by GitHub
parent bc30a6fba6
commit 8e6d35c9b2
12 changed files with 270 additions and 149 deletions

View File

@@ -231,6 +231,9 @@ public:
// Called when an aura is removed or expires.
virtual void OnAuraRemove(AuraApplication* /*aurApp*/, AuraRemoveMode /*mode*/) { }
virtual void DistancingStarted() {}
virtual void DistancingEnded() {}
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);

View File

@@ -49,7 +49,6 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mEvadeDisabled = false;
mCanAutoAttack = true;
mCanCombatMove = true;
mForcedPaused = false;
@@ -80,6 +79,9 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
m_ConditionsTimer = 0;
if (me->GetVehicleKit())
conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
_currentRangeMode = false;
_attackDistance = 0.f;
}
bool SmartAI::IsAIControlled() const
@@ -846,7 +848,7 @@ void SmartAI::AttackStart(Unit* who)
if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
{
if (mCanCombatMove)
if (!me->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
@@ -1047,37 +1049,49 @@ void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
}
void SmartAI::SetCombatMove(bool on, float chaseRange)
void SmartAI::SetCombatMovement(bool on, bool stopOrStartMovement)
{
if (mCanCombatMove == on)
if (on)
me->ClearUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
else
me->AddUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
if (!IsAIControlled() || HasEscortState(SMART_ESCORT_ESCORTING))
return;
mCanCombatMove = on;
if (!IsAIControlled())
return;
if (!HasEscortState(SMART_ESCORT_ESCORTING))
if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
{
if (on && me->GetVictim())
if (!me->IsCrowdControlled())
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
{
SetRun(mRun);
me->GetMotionMaster()->MoveChase(me->GetVictim(), chaseRange);
me->CastStop();
}
}
else
{
me->StopMoving();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveIdle();
if (on)
me->GetMotionMaster()->MoveChase(me->GetVictim());
else if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->StopMoving();
}
}
}
void SmartAI::SetCurrentRangeMode(bool on, float range)
{
_currentRangeMode = on;
_attackDistance = range;
if (Unit* victim = me->GetVictim())
me->GetMotionMaster()->MoveChase(victim, _attackDistance);
}
void SmartAI::DistanceYourself(float range)
{
Unit* victim = me->GetVictim();
if (!victim || !victim->IsWithinMeleeRange(me))
return;
float combatReach = me->GetMeleeRange(victim);
float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
me->GetMotionMaster()->DistanceYourself(distance);
_pendingDistancing = distance;
}
void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, uint32 end, uint32 creditType, bool aliveState)
{
if (!target)
@@ -1130,32 +1144,6 @@ void SmartAI::StopFollow(bool complete)
GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED, player);
}
void SmartAI::MoveAway(float distance)
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
return;
mCanCombatMove = false;
if (!IsAIControlled())
return;
if (!HasEscortState(SMART_ESCORT_ESCORTING))
{
if (me->GetVictim())
{
me->StopMoving();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->Clear(false);
float x, y, z;
me->GetClosePoint(x, y, z, me->GetObjectSize(), distance, M_PI);
if (me->GetVictim()->IsWithinLOS(x, y, z))
me->GetMotionMaster()->MovePoint(SMART_RANDOM_POINT, x, y, z);
}
}
}
void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker)
{
if (invoker)
@@ -1183,6 +1171,12 @@ void SmartAI::PathEndReached(uint32 /*pathId*/)
me->LoadPath(0);
}
void SmartAI::DistancingEnded()
{
SetCurrentRangeMode(true, _pendingDistancing);
_pendingDistancing = 0.f;
}
void SmartGameObjectAI::SummonedCreatureDies(Creature* summon, Unit* /*killer*/)
{
GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT_DIES, summon);

View File

@@ -40,6 +40,8 @@ enum SmartEscortVars
SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2,
};
#define DISTANCING_CONSTANT 1.f // buffer for better functionality of distancing
class SmartAI : public CreatureAI
{
public:
@@ -63,11 +65,11 @@ public:
bool IsEscorted() override { return (mEscortState & SMART_ESCORT_ESCORTING); }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
void SetCombatMove(bool on, float chaseRange = 0.0f);
bool CanCombatMove() { return mCanCombatMove; }
void SetCombatMovement(bool on, bool stopOrStartMovement);
void SetCurrentRangeMode(bool on, float range = 0.f);
void DistanceYourself(float range);
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
void StopFollow(bool complete);
void MoveAway(float distance);
void SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker);
SmartScript* GetScript() { return &mScript; }
@@ -212,8 +214,7 @@ public:
// Xinef
void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
void SetChaseOnInterrupt(bool apply) { _chaseOnInterrupt = apply; }
[[nodiscard]] bool CanChaseOnInterrupt() const { return _chaseOnInterrupt; }
void DistancingEnded() override;
private:
bool mIsCharmed;
@@ -242,7 +243,6 @@ private:
bool mRun;
bool mEvadeDisabled;
bool mCanAutoAttack;
bool mCanCombatMove;
bool mForcedPaused;
uint32 mInvincibilityHpLevel;
@@ -263,6 +263,10 @@ private:
bool _chaseOnInterrupt;
std::unordered_map<uint32, uint32> aiDataSet;
bool _currentRangeMode;
float _attackDistance;
float _pendingDistancing;
};
class SmartGameObjectAI : public GameObjectAI

View File

@@ -686,7 +686,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
float spellMinRange = me->GetSpellMinRangeForTarget(target->ToUnit(), spellInfo);
float meleeRange = me->GetMeleeRange(target->ToUnit());
bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit());
bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit(), VMAP::ModelIgnoreFlags::M2);
bool isWithinMeleeRange = distanceToTarget <= meleeRange;
bool isRangedAttack = spellMaxRange > NOMINAL_MELEE_RANGE;
bool isTargetRooted = target->ToUnit()->HasUnitState(UNIT_STATE_ROOT);
@@ -703,7 +703,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
continue;
float minDistance = std::max(meleeRange, spellMinRange) - distanceToTarget + NOMINAL_MELEE_RANGE;
CAST_AI(SmartAI, me->AI())->MoveAway(std::min(minDistance, spellMaxRange));
CAST_AI(SmartAI, me->AI())->DistanceYourself(std::min(minDistance, spellMaxRange));
continue;
}
@@ -715,7 +715,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (me->IsRooted()) // Rooted inhabit type, never move/reposition
continue;
CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
continue;
}
else if (distanceToTarget < spellMinRange || !(isWithinLOSInMap || isSpellIgnoreLOS))
@@ -725,7 +725,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (me->IsRooted()) // Rooted inhabit type, never move/reposition
continue;
CAST_AI(SmartAI, me->AI())->SetCombatMove(true);
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, 0.f);
if (e.action.cast.castFlags & SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS)
CAST_AI(SmartAI, me->AI())->SetCombatMovement(true, true);
continue;
}
@@ -743,18 +745,13 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
{
CAST_AI(SmartAI, me->AI())->SetChaseOnInterrupt(true);
if (!me->isMoving()) // Don't try to reposition while we are moving
{
// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
if (result == SPELL_FAILED_OUT_OF_RANGE)
// if we are just out of range, we only chase until we are back in spell range.
CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
else
// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed);
}
// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
// if we are just out of range, we only chase until we are back in spell range.
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
else // move into melee on any other fail
// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
}
if (spellCastFailed)
@@ -989,7 +986,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
break;
bool move = e.action.combatMove.move;
CAST_AI(SmartAI, me->AI())->SetCombatMove(move);
CAST_AI(SmartAI, me->AI())->SetCombatMovement(move, true);
LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ALLOW_COMBAT_MOVEMENT: Creature {} bool on = {}",
me->GetGUID().ToString(), e.action.combatMove.move);
break;
@@ -2061,7 +2058,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (WorldObject* target : targets)
if (Creature* creature = target->ToCreature())
if (IsSmart(creature) && creature->GetVictim())
if (CAST_AI(SmartAI, creature->AI())->CanCombatMove())
if (!creature->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
creature->GetMotionMaster()->MoveChase(creature->GetVictim(), attackDistance, attackAngle);
break;
@@ -2730,26 +2727,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
me->InterruptNonMeleeSpells(false);
}
if (e.action.castCustom.flags & SMARTCAST_COMBAT_MOVE)
{
// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed
// unless target is outside spell range, out of mana, or LOS.
bool _allowMove = false;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell); // AssertSpellInfo?
int32 mana = me->GetPower(POWER_MANA);
if (me->GetDistance(target->ToUnit()) > spellInfo->GetMaxRange(true) ||
me->GetDistance(target->ToUnit()) < spellInfo->GetMinRange(true) ||
!me->IsWithinLOSInMap(target->ToUnit()) ||
mana < spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
_allowMove = true;
CAST_AI(SmartAI, me->AI())->SetCombatMove(_allowMove);
}
if (!(e.action.castCustom.flags & SMARTCAST_AURA_NOT_PRESENT) || !target->ToUnit()->HasAura(e.action.castCustom.spell))
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell);
CustomSpellValues values;
if (e.action.castCustom.bp1)
values.AddSpellMod(SPELLVALUE_BASE_POINT0, e.action.castCustom.bp1);
@@ -2757,7 +2737,19 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
values.AddSpellMod(SPELLVALUE_BASE_POINT1, e.action.castCustom.bp2);
if (e.action.castCustom.bp3)
values.AddSpellMod(SPELLVALUE_BASE_POINT2, e.action.castCustom.bp3);
me->CastCustomSpell(e.action.castCustom.spell, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
SpellCastResult result = me->CastCustomSpell(spellInfo, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
float spellMaxRange = me->GetSpellMaxRangeForTarget(target->ToUnit(), spellInfo);
if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
{
// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
// if we are just out of range, we only chase until we are back in spell range.
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
else // move into melee on any other fail
// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
}
}
}
}

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@@ -1957,7 +1957,8 @@ enum SmartCastFlags
SMARTCAST_AURA_NOT_PRESENT = 0x020, // Only casts the spell if the target does not have an aura from the spell
SMARTCAST_COMBAT_MOVE = 0x040, // Prevents combat movement if cast successful. Allows movement on range, OOM, LOS
SMARTCAST_THREATLIST_NOT_SINGLE = 0x080, // Only cast if the source's threatlist is higher than one. This includes pets (see Skeram's True Fulfillment)
SMARTCAST_TARGET_POWER_MANA = 0x100 // Only cast if the target has power type mana (e.g. Mana Drain)
SMARTCAST_TARGET_POWER_MANA = 0x100, // Only cast if the target has power type mana (e.g. Mana Drain)
SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS = 0x200,
};
enum SmartFollowType

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@@ -1283,6 +1283,11 @@ SpellCastResult Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& v
return SPELL_FAILED_SPELL_UNAVAILABLE;
}
return CastCustomSpell(spellInfo, value, victim, triggerFlags, castItem, triggeredByAura, originalCaster);
}
SpellCastResult Unit::CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, ObjectGuid originalCaster)
{
SpellCastTargets targets;
targets.SetUnitTarget(victim);
@@ -4130,15 +4135,6 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
spell->SetReferencedFromCurrent(false);
}
// SAI creatures only
// Start chasing victim if they are spell casters (at least one SMC spell) if interrupted/silenced.
if (IsCreature())
{
if (SmartAI* ai = dynamic_cast<SmartAI*>(ToCreature()->AI()))
if (ai->CanChaseOnInterrupt())
ai->SetCombatMove(true);
}
if (IsCreature() && IsAIEnabled)
ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED);
}

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@@ -736,6 +736,8 @@ public:
[[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
inline bool IsCrowdControlled() const { return HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_STUNNED)); }
/*********************************************************/
/*** UNIT TYPES, CLASSES, RACES... ***/
/*********************************************************/
@@ -1595,6 +1597,7 @@ public:
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
SpellCastResult CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
/*********************************************************/
/*** METHODS RELATED TO GAMEOBJECT & DYNOBEJCTS ***/

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@@ -197,6 +197,8 @@ enum UnitState
UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
UNIT_STATE_NO_ENVIRONMENT_UPD = 0x20000000,
UNIT_STATE_NO_COMBAT_MOVEMENT, // serverside only - should never be changed outside of core and hence shouldnt have a defined static value and be at the end
UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
| UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING

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@@ -310,12 +310,29 @@ void MotionMaster::MoveConfused()
/**
* @brief Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
*/
void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
{
// ignore movement request if target not exist
if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
if (_owner->IsPlayer())
{
ChaseMovementGenerator<Player>* gen = (ChaseMovementGenerator<Player>*)top();
gen->SetOffsetAndAngle(dist, angle);
gen->SetNewTarget(target);
}
else
{
ChaseMovementGenerator<Creature>* gen = (ChaseMovementGenerator<Creature>*)top();
gen->SetOffsetAndAngle(dist, angle);
gen->SetNewTarget(target);
}
return;
}
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->IsPlayer())
{
@@ -331,6 +348,24 @@ void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std:
}
}
void MotionMaster::DistanceYourself(float dist)
{
if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
if (_owner->IsPlayer())
{
ChaseMovementGenerator<Player>* gen = (ChaseMovementGenerator<Player>*)top();
gen->DistanceYourself((Player*)_owner, dist);
}
else
{
ChaseMovementGenerator<Creature>* gen = (ChaseMovementGenerator<Creature>*)top();
gen->DistanceYourself((Creature*)_owner, dist);
}
return;
}
}
void MotionMaster::MoveBackwards(Unit* target, float dist)
{
if (!target)

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@@ -247,6 +247,8 @@ public:
void ReinitializeMovement();
bool GetDestination(float& x, float& y, float& z);
void DistanceYourself(float range);
private:
void Mutate(MovementGenerator* m, MovementSlot slot); // use Move* functions instead

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@@ -62,6 +62,81 @@ bool ChaseMovementGenerator<T>::PositionOkay(T* owner, Unit* target, Optional<fl
return true;
}
template<class T>
void ChaseMovementGenerator<T>::SetOffsetAndAngle(std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
{
_range = dist;
_angle = angle;
_lastTargetPosition.reset();
}
template<class T>
void ChaseMovementGenerator<T>::SetNewTarget(Unit* target)
{
i_target.link(target, this);
_lastTargetPosition.reset();
}
template<class T>
void ChaseMovementGenerator<T>::DistanceYourself(T* owner, float distance)
{
// make a new path if we have to...
if (!i_path)
i_path = std::make_unique<PathGenerator>(owner);
float x, y, z;
i_target->GetNearPoint(owner, x, y, z, owner->GetBoundaryRadius(), distance, i_target->GetAngle(owner));
if (DispatchSplineToPosition(owner, x, y, z, false, false, 0.f, false, false))
{
m_currentMode = CHASE_MODE_DISTANCING;
if constexpr (!std::is_same_v<T, Player>)
{
owner->AI()->DistancingStarted();
}
}
}
template<class T>
bool ChaseMovementGenerator<T>::DispatchSplineToPosition(T* owner, float x, float y, float z, bool walk, bool cutPath, float maxTarget, bool forceDest, bool target)
{
Creature* cOwner = owner->ToCreature();
if (owner->IsHovering())
owner->UpdateAllowedPositionZ(x, y, z);
bool success = i_path->CalculatePath(x, y, z, forceDest);
if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
{
if (cOwner)
{
cOwner->SetCannotReachTarget(i_target.getTarget()->GetGUID());
}
owner->StopMoving();
return true;
}
if (cutPath)
i_path->ShortenPathUntilDist(G3D::Vector3(x, y, z), maxTarget);
if (cOwner)
{
cOwner->SetCannotReachTarget();
}
owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
i_recalculateTravel = true;
Movement::MoveSplineInit init(owner);
init.MovebyPath(i_path->GetPath());
if (target)
init.SetFacing(i_target.getTarget());
init.SetWalk(walk);
init.Launch();
return false;
}
template<class T>
bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
{
@@ -71,6 +146,13 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
if (!owner || !owner->IsAlive())
return false;
if (owner->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT)) // script paused combat movement
{
owner->StopMoving();
_lastTargetPosition.reset();
return true;
}
Creature* cOwner = owner->ToCreature();
bool isStoppedBecauseOfCasting = cOwner && cOwner->IsMovementPreventedByCasting();
@@ -243,53 +325,23 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
shortenPath = false;
}
if (owner->IsHovering())
owner->UpdateAllowedPositionZ(x, y, z);
bool success = i_path->CalculatePath(x, y, z, forceDest);
if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
{
if (cOwner)
{
cOwner->SetCannotReachTarget(target->GetGUID());
}
owner->StopMoving();
return true;
}
if (shortenPath)
i_path->ShortenPathUntilDist(G3D::Vector3(x, y, z), maxTarget);
if (cOwner)
{
cOwner->SetCannotReachTarget();
}
bool walk = false;
if (cOwner && !cOwner->IsPet())
{
switch (cOwner->GetMovementTemplate().GetChase())
{
case CreatureChaseMovementType::CanWalk:
walk = owner->IsWalking();
break;
case CreatureChaseMovementType::AlwaysWalk:
walk = true;
break;
default:
break;
case CreatureChaseMovementType::CanWalk:
walk = owner->IsWalking();
break;
case CreatureChaseMovementType::AlwaysWalk:
walk = true;
break;
default:
break;
}
}
owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
i_recalculateTravel = true;
Movement::MoveSplineInit init(owner);
init.MovebyPath(i_path->GetPath());
init.SetFacing(target);
init.SetWalk(walk);
init.Launch();
DispatchSplineToPosition(owner, x, y, z, walk, shortenPath, maxTarget, forceDest, true);
}
}
@@ -339,9 +391,24 @@ void ChaseMovementGenerator<T>::MovementInform(T* owner)
if (!owner->IsCreature())
return;
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (CreatureAI* AI = owner->ToCreature()->AI())
AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
switch (m_currentMode)
{
default:
{
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (CreatureAI* AI = owner->ToCreature()->AI())
AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
break;
}
case CHASE_MODE_DISTANCING:
{
if (CreatureAI* AI = owner->ToCreature()->AI())
AI->DistancingEnded();
break;
}
}
m_currentMode = CHASE_MODE_NORMAL;
}
//-----------------------------------------------//
@@ -604,6 +671,13 @@ template bool ChaseMovementGenerator<Player>::DoUpdate(Player*, uint32);
template bool ChaseMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
template void ChaseMovementGenerator<Unit>::MovementInform(Unit*);
template void ChaseMovementGenerator<Creature>::SetOffsetAndAngle(std::optional<ChaseRange>, std::optional<ChaseAngle>);
template void ChaseMovementGenerator<Creature>::SetNewTarget(Unit*);
template void ChaseMovementGenerator<Creature>::DistanceYourself(Creature*, float);
template void ChaseMovementGenerator<Player>::SetOffsetAndAngle(std::optional<ChaseRange>, std::optional<ChaseAngle>);
template void ChaseMovementGenerator<Player>::SetNewTarget(Unit*);
template void ChaseMovementGenerator<Player>::DistanceYourself(Player*, float);
template void FollowMovementGenerator<Player>::DoInitialize(Player*);
template void FollowMovementGenerator<Creature>::DoInitialize(Creature*);
template void FollowMovementGenerator<Player>::DoFinalize(Player*);

View File

@@ -34,12 +34,20 @@ protected:
FollowerReference i_target;
};
enum ChaseMovementMode
{
CHASE_MODE_NORMAL, // chasing target
CHASE_MODE_BACKPEDAL, // collision movement
CHASE_MODE_DISTANCING, // running away from melee
CHASE_MODE_FANNING, // mob collision movement
};
template<class T>
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
{
public:
ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
: TargetedMovementGeneratorBase(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
: TargetedMovementGeneratorBase(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle), m_currentMode(CHASE_MODE_NORMAL) {}
~ChaseMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
@@ -58,6 +66,11 @@ public:
bool EnableWalking() const { return false; }
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
void SetOffsetAndAngle(std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle);
void SetNewTarget(Unit* target);
void DistanceYourself(T* owner, float distance);
bool DispatchSplineToPosition(T* owner, float x, float y, float z, bool walk, bool cutPath, float maxTarget, bool forceDest, bool target = false);
private:
TimeTrackerSmall i_leashExtensionTimer;
std::unique_ptr<PathGenerator> i_path;
@@ -65,10 +78,12 @@ private:
bool i_recalculateTravel;
Optional<Position> _lastTargetPosition;
Optional<ChaseRange> const _range;
Optional<ChaseAngle> const _angle;
Optional<ChaseRange> _range;
Optional<ChaseAngle> _angle;
bool _movingTowards = true;
bool _mutualChase = true;
ChaseMovementMode m_currentMode;
};
template<class T>