mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-03 02:53:48 +00:00
fix(Core/SAI): idle casters (#23005)
This commit is contained in:
@@ -231,6 +231,9 @@ public:
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// Called when an aura is removed or expires.
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virtual void OnAuraRemove(AuraApplication* /*aurApp*/, AuraRemoveMode /*mode*/) { }
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virtual void DistancingStarted() {}
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virtual void DistancingEnded() {}
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protected:
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virtual void MoveInLineOfSight(Unit* /*who*/);
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@@ -49,7 +49,6 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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mEvadeDisabled = false;
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mCanAutoAttack = true;
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mCanCombatMove = true;
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mForcedPaused = false;
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@@ -80,6 +79,9 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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m_ConditionsTimer = 0;
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if (me->GetVehicleKit())
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conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
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_currentRangeMode = false;
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_attackDistance = 0.f;
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}
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bool SmartAI::IsAIControlled() const
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@@ -846,7 +848,7 @@ void SmartAI::AttackStart(Unit* who)
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if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
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{
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if (mCanCombatMove)
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if (!me->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
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{
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SetRun(mRun);
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MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
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@@ -1047,37 +1049,49 @@ void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
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GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
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}
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void SmartAI::SetCombatMove(bool on, float chaseRange)
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void SmartAI::SetCombatMovement(bool on, bool stopOrStartMovement)
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{
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if (mCanCombatMove == on)
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if (on)
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me->ClearUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
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else
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me->AddUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
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if (!IsAIControlled() || HasEscortState(SMART_ESCORT_ESCORTING))
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return;
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mCanCombatMove = on;
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if (!IsAIControlled())
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return;
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
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{
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if (on && me->GetVictim())
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if (!me->IsCrowdControlled())
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
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{
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SetRun(mRun);
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me->GetMotionMaster()->MoveChase(me->GetVictim(), chaseRange);
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me->CastStop();
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}
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}
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else
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{
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me->StopMoving();
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveIdle();
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if (on)
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me->GetMotionMaster()->MoveChase(me->GetVictim());
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else if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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me->StopMoving();
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}
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}
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}
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void SmartAI::SetCurrentRangeMode(bool on, float range)
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{
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_currentRangeMode = on;
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_attackDistance = range;
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if (Unit* victim = me->GetVictim())
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me->GetMotionMaster()->MoveChase(victim, _attackDistance);
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}
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void SmartAI::DistanceYourself(float range)
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{
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Unit* victim = me->GetVictim();
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if (!victim || !victim->IsWithinMeleeRange(me))
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return;
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float combatReach = me->GetMeleeRange(victim);
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float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
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me->GetMotionMaster()->DistanceYourself(distance);
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_pendingDistancing = distance;
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}
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void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, uint32 end, uint32 creditType, bool aliveState)
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{
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if (!target)
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@@ -1130,32 +1144,6 @@ void SmartAI::StopFollow(bool complete)
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GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED, player);
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}
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void SmartAI::MoveAway(float distance)
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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return;
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mCanCombatMove = false;
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if (!IsAIControlled())
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return;
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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{
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if (me->GetVictim())
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{
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me->StopMoving();
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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me->GetMotionMaster()->Clear(false);
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float x, y, z;
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me->GetClosePoint(x, y, z, me->GetObjectSize(), distance, M_PI);
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if (me->GetVictim()->IsWithinLOS(x, y, z))
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me->GetMotionMaster()->MovePoint(SMART_RANDOM_POINT, x, y, z);
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}
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}
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}
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void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker)
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{
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if (invoker)
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@@ -1183,6 +1171,12 @@ void SmartAI::PathEndReached(uint32 /*pathId*/)
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me->LoadPath(0);
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}
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void SmartAI::DistancingEnded()
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{
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SetCurrentRangeMode(true, _pendingDistancing);
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_pendingDistancing = 0.f;
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}
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void SmartGameObjectAI::SummonedCreatureDies(Creature* summon, Unit* /*killer*/)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT_DIES, summon);
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@@ -40,6 +40,8 @@ enum SmartEscortVars
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SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2,
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};
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#define DISTANCING_CONSTANT 1.f // buffer for better functionality of distancing
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class SmartAI : public CreatureAI
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{
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public:
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@@ -63,11 +65,11 @@ public:
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bool IsEscorted() override { return (mEscortState & SMART_ESCORT_ESCORTING); }
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void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
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void SetAutoAttack(bool on) { mCanAutoAttack = on; }
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void SetCombatMove(bool on, float chaseRange = 0.0f);
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bool CanCombatMove() { return mCanCombatMove; }
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void SetCombatMovement(bool on, bool stopOrStartMovement);
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void SetCurrentRangeMode(bool on, float range = 0.f);
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void DistanceYourself(float range);
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
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void StopFollow(bool complete);
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void MoveAway(float distance);
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void SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker);
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SmartScript* GetScript() { return &mScript; }
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@@ -212,8 +214,7 @@ public:
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// Xinef
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void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
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void SetChaseOnInterrupt(bool apply) { _chaseOnInterrupt = apply; }
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[[nodiscard]] bool CanChaseOnInterrupt() const { return _chaseOnInterrupt; }
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void DistancingEnded() override;
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private:
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bool mIsCharmed;
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@@ -242,7 +243,6 @@ private:
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bool mRun;
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bool mEvadeDisabled;
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bool mCanAutoAttack;
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bool mCanCombatMove;
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bool mForcedPaused;
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uint32 mInvincibilityHpLevel;
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@@ -263,6 +263,10 @@ private:
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bool _chaseOnInterrupt;
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std::unordered_map<uint32, uint32> aiDataSet;
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bool _currentRangeMode;
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float _attackDistance;
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float _pendingDistancing;
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};
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class SmartGameObjectAI : public GameObjectAI
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@@ -686,7 +686,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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float spellMinRange = me->GetSpellMinRangeForTarget(target->ToUnit(), spellInfo);
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float meleeRange = me->GetMeleeRange(target->ToUnit());
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bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit());
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bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit(), VMAP::ModelIgnoreFlags::M2);
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bool isWithinMeleeRange = distanceToTarget <= meleeRange;
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bool isRangedAttack = spellMaxRange > NOMINAL_MELEE_RANGE;
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bool isTargetRooted = target->ToUnit()->HasUnitState(UNIT_STATE_ROOT);
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@@ -703,7 +703,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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continue;
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float minDistance = std::max(meleeRange, spellMinRange) - distanceToTarget + NOMINAL_MELEE_RANGE;
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CAST_AI(SmartAI, me->AI())->MoveAway(std::min(minDistance, spellMaxRange));
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CAST_AI(SmartAI, me->AI())->DistanceYourself(std::min(minDistance, spellMaxRange));
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continue;
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}
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@@ -715,7 +715,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (me->IsRooted()) // Rooted inhabit type, never move/reposition
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continue;
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CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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continue;
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}
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else if (distanceToTarget < spellMinRange || !(isWithinLOSInMap || isSpellIgnoreLOS))
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@@ -725,7 +725,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (me->IsRooted()) // Rooted inhabit type, never move/reposition
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continue;
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CAST_AI(SmartAI, me->AI())->SetCombatMove(true);
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, 0.f);
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if (e.action.cast.castFlags & SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS)
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CAST_AI(SmartAI, me->AI())->SetCombatMovement(true, true);
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continue;
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}
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@@ -743,18 +745,13 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
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{
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CAST_AI(SmartAI, me->AI())->SetChaseOnInterrupt(true);
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if (!me->isMoving()) // Don't try to reposition while we are moving
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{
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// 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.
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if (result == SPELL_FAILED_OUT_OF_RANGE)
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// if we are just out of range, we only chase until we are back in spell range.
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CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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else
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// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
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CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed);
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}
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// 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.
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if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
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// if we are just out of range, we only chase until we are back in spell range.
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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else // move into melee on any other fail
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// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
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}
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if (spellCastFailed)
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@@ -989,7 +986,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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break;
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bool move = e.action.combatMove.move;
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CAST_AI(SmartAI, me->AI())->SetCombatMove(move);
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CAST_AI(SmartAI, me->AI())->SetCombatMovement(move, true);
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LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ALLOW_COMBAT_MOVEMENT: Creature {} bool on = {}",
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me->GetGUID().ToString(), e.action.combatMove.move);
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break;
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@@ -2061,7 +2058,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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for (WorldObject* target : targets)
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if (Creature* creature = target->ToCreature())
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if (IsSmart(creature) && creature->GetVictim())
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if (CAST_AI(SmartAI, creature->AI())->CanCombatMove())
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if (!creature->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
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creature->GetMotionMaster()->MoveChase(creature->GetVictim(), attackDistance, attackAngle);
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break;
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@@ -2730,26 +2727,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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me->InterruptNonMeleeSpells(false);
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}
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if (e.action.castCustom.flags & SMARTCAST_COMBAT_MOVE)
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{
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// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed
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// unless target is outside spell range, out of mana, or LOS.
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bool _allowMove = false;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell); // AssertSpellInfo?
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int32 mana = me->GetPower(POWER_MANA);
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if (me->GetDistance(target->ToUnit()) > spellInfo->GetMaxRange(true) ||
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me->GetDistance(target->ToUnit()) < spellInfo->GetMinRange(true) ||
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!me->IsWithinLOSInMap(target->ToUnit()) ||
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mana < spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
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_allowMove = true;
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CAST_AI(SmartAI, me->AI())->SetCombatMove(_allowMove);
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}
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if (!(e.action.castCustom.flags & SMARTCAST_AURA_NOT_PRESENT) || !target->ToUnit()->HasAura(e.action.castCustom.spell))
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell);
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CustomSpellValues values;
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if (e.action.castCustom.bp1)
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values.AddSpellMod(SPELLVALUE_BASE_POINT0, e.action.castCustom.bp1);
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@@ -2757,7 +2737,19 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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values.AddSpellMod(SPELLVALUE_BASE_POINT1, e.action.castCustom.bp2);
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if (e.action.castCustom.bp3)
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values.AddSpellMod(SPELLVALUE_BASE_POINT2, e.action.castCustom.bp3);
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me->CastCustomSpell(e.action.castCustom.spell, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
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SpellCastResult result = me->CastCustomSpell(spellInfo, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
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float spellMaxRange = me->GetSpellMaxRangeForTarget(target->ToUnit(), spellInfo);
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if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
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{
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// 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.
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if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
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// if we are just out of range, we only chase until we are back in spell range.
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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else // move into melee on any other fail
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// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
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}
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}
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}
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}
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@@ -1957,7 +1957,8 @@ enum SmartCastFlags
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SMARTCAST_AURA_NOT_PRESENT = 0x020, // Only casts the spell if the target does not have an aura from the spell
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SMARTCAST_COMBAT_MOVE = 0x040, // Prevents combat movement if cast successful. Allows movement on range, OOM, LOS
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SMARTCAST_THREATLIST_NOT_SINGLE = 0x080, // Only cast if the source's threatlist is higher than one. This includes pets (see Skeram's True Fulfillment)
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SMARTCAST_TARGET_POWER_MANA = 0x100 // Only cast if the target has power type mana (e.g. Mana Drain)
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SMARTCAST_TARGET_POWER_MANA = 0x100, // Only cast if the target has power type mana (e.g. Mana Drain)
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SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS = 0x200,
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};
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enum SmartFollowType
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@@ -1283,6 +1283,11 @@ SpellCastResult Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& v
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return SPELL_FAILED_SPELL_UNAVAILABLE;
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}
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return CastCustomSpell(spellInfo, value, victim, triggerFlags, castItem, triggeredByAura, originalCaster);
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}
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SpellCastResult Unit::CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, ObjectGuid originalCaster)
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{
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SpellCastTargets targets;
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targets.SetUnitTarget(victim);
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@@ -4130,15 +4135,6 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
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spell->SetReferencedFromCurrent(false);
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}
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// SAI creatures only
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// Start chasing victim if they are spell casters (at least one SMC spell) if interrupted/silenced.
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if (IsCreature())
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{
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if (SmartAI* ai = dynamic_cast<SmartAI*>(ToCreature()->AI()))
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if (ai->CanChaseOnInterrupt())
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ai->SetCombatMove(true);
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}
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if (IsCreature() && IsAIEnabled)
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ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED);
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}
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@@ -736,6 +736,8 @@ public:
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[[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 ***/
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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*);
|
||||
|
||||
@@ -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>
|
||||
|
||||
Reference in New Issue
Block a user