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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
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@@ -135,6 +135,14 @@ enum SpellFacingFlags
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#define BASE_MAXDAMAGE 2.0f
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#define BASE_ATTACK_TIME 2000
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enum UnitBytes1Offsets : uint8
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{
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UNIT_BYTES_1_OFFSET_STAND_STATE = 0,
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UNIT_BYTES_1_OFFSET_PET_TALENTS = 1,
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UNIT_BYTES_1_OFFSET_VIS_FLAG = 2,
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UNIT_BYTES_1_OFFSET_ANIM_TIER = 3
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};
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// byte value (UNIT_FIELD_BYTES_1, 0)
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enum UnitStandStateType
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{
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@@ -164,9 +172,11 @@ enum UnitStandFlags
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// byte flags value (UNIT_FIELD_BYTES_1, 3)
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enum UnitBytes1_Flags
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{
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UNIT_BYTE1_FLAG_GROUND = 0x00,
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UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
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UNIT_BYTE1_FLAG_HOVER = 0x02,
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UNIT_BYTE1_FLAG_UNK_3 = 0x04,
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UNIT_BYTE1_FLAG_FLY = 0x03,
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UNIT_BYTE1_FLAG_SUBMERGED = 0x04,
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UNIT_BYTE1_FLAG_ALL = 0xFF
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};
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@@ -586,8 +596,8 @@ enum UnitFlags
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UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3
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UNIT_FLAG_SILENCED = 0x00002000, // silenced, 2.1.1
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UNIT_FLAG_CANNOT_SWIM = 0x00004000, // 2.0.8
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UNIT_FLAG_UNK_15 = 0x00008000,
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UNIT_FLAG_UNK_16 = 0x00010000,
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UNIT_FLAG_SWIMMING = 0x00008000, // shows swim animation in water
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UNIT_FLAG_NON_ATTACKABLE_2 = 0x00010000, // removes attackable icon, if on yourself, cannot assist self but can cast TARGET_SELF spells - added by SPELL_AURA_MOD_UNATTACKABLE
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UNIT_FLAG_PACIFIED = 0x00020000, // 3.0.3 ok
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UNIT_FLAG_STUNNED = 0x00040000, // 3.0.3 ok
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UNIT_FLAG_IN_COMBAT = 0x00080000,
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@@ -602,7 +612,7 @@ enum UnitFlags
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UNIT_FLAG_UNK_28 = 0x10000000,
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UNIT_FLAG_UNK_29 = 0x20000000, // used in Feing Death spell
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UNIT_FLAG_SHEATHE = 0x40000000,
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UNIT_FLAG_UNK_31 = 0x80000000
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UNIT_FLAG_IMMUNE = 0x80000000, // Immune to damage
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};
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// Value masks for UNIT_FIELD_FLAGS_2
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@@ -1254,6 +1264,26 @@ private:
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GlobalCooldownMgr _GlobalCooldownMgr;
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};
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struct AttackPosition {
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AttackPosition(Position pos) : _pos(pos), _taken(false) {}
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bool operator==(const int val)
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{
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return !val;
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};
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int operator=(const int val)
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{
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if (!val)
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{
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// _pos = NULL;
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_taken = false;
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return 0; // NULL
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}
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return 0; // NULL
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};
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Position _pos;
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bool _taken;
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};
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// for clearing special attacks
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#define REACTIVE_TIMER_START 5000
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@@ -1404,8 +1434,10 @@ public:
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virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
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[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
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[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
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[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
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bool IsWithinCombatRange(const Unit* obj, float dist2compare) const;
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bool IsWithinMeleeRange(const Unit* obj, float dist = MELEE_RANGE) const;
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bool IsWithinMeleeRange(const Unit* obj, float dist = 0.f) const;
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float GetMeleeRange(Unit const* target) const;
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bool GetRandomContactPoint(const Unit* target, float& x, float& y, float& z, bool force = false) const;
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uint32 m_extraAttacks;
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bool m_canDualWield;
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@@ -1433,6 +1465,7 @@ public:
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bool AttackStop();
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void RemoveAllAttackers();
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[[nodiscard]] AttackerSet const& getAttackers() const { return m_attackers; }
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[[nodiscard]] Position* GetMeleeAttackPoint(Unit* attacker);
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[[nodiscard]] bool isAttackingPlayer() const;
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[[nodiscard]] Unit* GetVictim() const { return m_attacking; }
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@@ -1570,8 +1603,8 @@ public:
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[[nodiscard]] bool IsStandState() const;
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void SetStandState(uint8 state);
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void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
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void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
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void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
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void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
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[[nodiscard]] bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
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[[nodiscard]] uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
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@@ -1789,8 +1822,6 @@ public:
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
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void SendMovementFlagUpdate(bool self = false);
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[[nodiscard]] bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
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[[nodiscard]] bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
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virtual bool SetWalk(bool enable);
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virtual bool SetDisableGravity(bool disable, bool packetOnly = false);
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virtual bool SetSwim(bool enable);
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@@ -2173,7 +2204,7 @@ public:
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uint32 GetDisplayId() { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
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virtual void SetDisplayId(uint32 modelId);
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uint32 GetNativeDisplayId() { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
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[[nodiscard]] uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
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void RestoreDisplayId();
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void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
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void setTransForm(uint32 spellid) { m_transform = spellid;}
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@@ -2365,6 +2396,8 @@ public:
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void BuildMovementPacket(ByteBuffer* data) const;
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[[nodiscard]] virtual bool CanSwim() const;
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[[nodiscard]] bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
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[[nodiscard]] bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
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[[nodiscard]] bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
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[[nodiscard]] bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
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[[nodiscard]] bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
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@@ -2373,6 +2406,7 @@ public:
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[[nodiscard]] bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
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[[nodiscard]] bool IsFalling() const;
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[[nodiscard]] float GetHoverHeight() const { return IsHovering() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f; }
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[[nodiscard]] virtual bool CanEnterWater() const = 0;
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void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
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@@ -2387,11 +2421,6 @@ public:
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TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
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[[nodiscard]] const TempSummon* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<const TempSummon*>(this); else return nullptr; }
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// pussywizard:
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// MMaps
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std::map<uint64, MMapTargetData> m_targetsNotAcceptable;
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bool isTargetNotAcceptableByMMaps(uint64 guid, uint32 currTime, const Position* t = nullptr) const { std::map<uint64, MMapTargetData>::const_iterator itr = m_targetsNotAcceptable.find(guid); if (itr != m_targetsNotAcceptable.end() && (itr->second._endTime >= currTime || (t && !itr->second.PosChanged(*this, *t)))) return true; return false; }
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uint32 m_mmapNotAcceptableStartTime;
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// Safe mover
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std::set<SafeUnitPointer*> SafeUnitPointerSet;
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void AddPointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.insert(sup); }
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@@ -2450,6 +2479,10 @@ public:
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// Movement info
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Movement::MoveSpline* movespline;
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[[nodiscard]] float GetCollisionHeight() const override;
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[[nodiscard]] float GetCollisionWidth() const override;
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[[nodiscard]] float GetCollisionRadius() const override;
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protected:
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explicit Unit (bool isWorldObject);
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@@ -2565,6 +2598,7 @@ private:
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HostileRefManager m_HostileRefManager;
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FollowerRefManager m_FollowingRefManager;
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Unit* m_comboTarget;
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ComboPointHolderSet m_ComboPointHolders;
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