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https://github.com/liyunfan1223/azerothcore-wotlk.git
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fix(Core/Movement): add creature formation movement generator (#25030)
Co-authored-by: Shauren <shauren.trinity@gmail.com> Co-authored-by: Rocco Silipo <108557877+Rorschach91@users.noreply.github.com>
This commit is contained in:
@@ -22,6 +22,7 @@
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#include "CreatureAI.h"
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#include "CreatureAI.h"
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#include "CreatureAISelector.h"
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#include "CreatureAISelector.h"
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#include "CreatureGroups.h"
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#include "CreatureGroups.h"
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#include "MoveSpline.h"
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#include "DatabaseEnv.h"
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#include "DatabaseEnv.h"
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#include "Formulas.h"
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#include "Formulas.h"
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#include "GameEventMgr.h"
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#include "GameEventMgr.h"
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@@ -1093,8 +1094,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
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UnitAI* oldAI = i_AI;
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UnitAI* oldAI = i_AI;
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// Xinef: called in add to world
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Motion_Initialize();
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//Motion_Initialize();
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i_AI = ai ? ai : FactorySelector::SelectAI(this);
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i_AI = ai ? ai : FactorySelector::SelectAI(this);
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delete oldAI;
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delete oldAI;
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@@ -1117,7 +1117,19 @@ void Creature::Motion_Initialize()
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GetMotionMaster()->Initialize();
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GetMotionMaster()->Initialize();
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}
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}
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else if (m_formation->IsFormed())
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else if (m_formation->IsFormed())
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{
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// If the leader is already moving, start following immediately
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// instead of waiting for the next waypoint signal.
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if (Creature* leader = m_formation->GetLeader())
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{
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if (leader->IsAlive() && !leader->movespline->Finalized())
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{
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m_formation->LeaderStartedMoving();
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return;
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}
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}
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GetMotionMaster()->MoveIdle(); //wait the order of leader
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GetMotionMaster()->MoveIdle(); //wait the order of leader
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}
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else
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else
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GetMotionMaster()->Initialize();
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GetMotionMaster()->Initialize();
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}
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}
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@@ -186,6 +186,7 @@ void CreatureGroup::RemoveMember(Creature* member)
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{
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{
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if (m_leader == member)
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if (m_leader == member)
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{
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{
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RemoveFormationMovement();
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m_leader = nullptr;
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m_leader = nullptr;
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}
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}
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@@ -333,7 +334,7 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
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if (initMotionMaster)
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if (initMotionMaster)
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{
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{
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if (dismiss)
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if (dismiss)
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member->GetMotionMaster()->Initialize();
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member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
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else
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else
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member->GetMotionMaster()->MoveIdle();
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member->GetMotionMaster()->MoveIdle();
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@@ -344,16 +345,11 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
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m_Formed = !dismiss;
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m_Formed = !dismiss;
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}
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}
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void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
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void CreatureGroup::LeaderStartedMoving()
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{
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{
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//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
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//! If the leader's path is known, member's path can be plotted as well using formation offsets.
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if (!m_leader)
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if (!m_leader)
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return;
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return;
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float pathDist = m_leader->GetExactDist(x, y, z);
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float pathAngle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
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for (auto const& itr : m_members)
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for (auto const& itr : m_members)
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{
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{
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Creature* member = itr.first;
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Creature* member = itr.first;
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@@ -361,59 +357,39 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
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if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))
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if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))
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continue;
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continue;
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// If member is stunned / rooted etc don't allow to move him
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// Or if charmed/controlled
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if (member->HasUnitState(UNIT_STATE_NOT_MOVE) || member->isPossessed() || member->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
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if (member->HasUnitState(UNIT_STATE_NOT_MOVE) || member->isPossessed() || member->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
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continue;
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continue;
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// Xinef: this should be automatized, if turn angle is greater than PI/2 (90<39>) we should swap formation angle
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float const followAngle = pFormationInfo.follow_angle;
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float followAngle = pFormationInfo.follow_angle;
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if (static_cast<float>(M_PI) - std::fabs(std::fabs(m_leader->GetOrientation() - pathAngle) - static_cast<float>(M_PI)) > static_cast<float>(M_PI)* 0.5f)
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{
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// pussywizard: in both cases should be 2*M_PI - follow_angle
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// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
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// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
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// if (m_leader->GetCurrentWaypointID()+1 == pFormationInfo->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
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followAngle = Position::NormalizeOrientation(pFormationInfo.follow_angle + static_cast<float>(M_PI)); //(2 * M_PI) - itr->second->follow_angle;
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}
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float const followDist = pFormationInfo.follow_dist;
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float const followDist = pFormationInfo.follow_dist;
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float dx = x + std::cos(followAngle + pathAngle) * followDist;
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if (!member->HasUnitState(UNIT_STATE_FOLLOW_MOVE))
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float dy = y + std::sin(followAngle + pathAngle) * followDist;
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member->GetMotionMaster()->MoveFormation(m_leader, followDist, followAngle, pFormationInfo.point_1, pFormationInfo.point_2);
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float dz = z;
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}
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}
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Acore::NormalizeMapCoord(dx);
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bool CreatureGroup::CanLeaderStartMoving() const
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Acore::NormalizeMapCoord(dy);
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{
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if (move_type < 2)
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for (auto const& itr : m_members)
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member->UpdateGroundPositionZ(dx, dy, dz);
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{
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if (itr.first && itr.first != m_leader && itr.first->IsAlive())
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if (itr.first->IsEngaged() || itr.first->IsInEvadeMode())
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return false;
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}
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// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
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return true;
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member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
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}
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switch (move_type)
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{
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case WAYPOINT_MOVE_TYPE_WALK:
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member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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break;
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case WAYPOINT_MOVE_TYPE_RUN:
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member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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break;
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case WAYPOINT_MOVE_TYPE_LAND:
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member->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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break;
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}
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// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
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void CreatureGroup::RemoveFormationMovement()
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// xinef: change members speed basing on distance - if too far speed up, if too close slow down
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{
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UnitMoveType const mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
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for (auto const& itr : m_members)
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float const speedRate = m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist;
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{
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Creature* member = itr.first;
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if (!member || member == m_leader)
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continue;
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if (speedRate > 0.01f) // don't move if speed rate is too low
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if (member->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_IDLE) == FORMATION_MOTION_TYPE)
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{
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member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
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member->SetSpeedRate(mtype, speedRate);
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member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
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member->SetHomePosition(dx, dy, dz, pathAngle);
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}
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}
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}
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}
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}
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@@ -108,7 +108,9 @@ public:
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void RemoveMember(Creature* member);
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void RemoveMember(Creature* member);
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void FormationReset(bool dismiss, bool initMotionMaster);
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void FormationReset(bool dismiss, bool initMotionMaster);
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void LeaderMoveTo(float x, float y, float z, uint32 move_type);
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void LeaderStartedMoving();
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[[nodiscard]] bool CanLeaderStartMoving() const;
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void RemoveFormationMovement();
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void MemberEngagingTarget(Creature* member, Unit* target);
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void MemberEngagingTarget(Creature* member, Unit* target);
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Unit* GetNewTargetForMember(Creature* member);
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Unit* GetNewTargetForMember(Creature* member);
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void MemberEvaded(Creature* member);
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void MemberEvaded(Creature* member);
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@@ -44,6 +44,7 @@
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#include "MoveSpline.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "MoveSplineInit.h"
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#include "MovementGenerator.h"
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#include "MovementGenerator.h"
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#include "AbstractFollower.h"
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#include "ObjectAccessor.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "ObjectMgr.h"
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#include "OutdoorPvP.h"
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#include "OutdoorPvP.h"
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@@ -5528,6 +5529,16 @@ void Unit::RemoveAreaAurasDueToLeaveWorld()
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}
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}
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}
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}
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void Unit::RemoveAllFollowers()
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{
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while (auto* ref = m_FollowingRefMgr.getFirst())
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{
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auto* source = ref->GetSource();
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ref->delink();
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source->SetTarget(nullptr);
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}
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}
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void Unit::RemoveAllAuras()
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void Unit::RemoveAllAuras()
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{
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{
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// this may be a dead loop if some events on aura remove will continiously apply aura on remove
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// this may be a dead loop if some events on aura remove will continiously apply aura on remove
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@@ -12700,6 +12711,8 @@ void Unit::RemoveFromWorld()
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RemoveAreaAurasDueToLeaveWorld();
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RemoveAreaAurasDueToLeaveWorld();
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RemoveAllFollowers();
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if (GetCharmerGUID())
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if (GetCharmerGUID())
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{
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{
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LOG_FATAL("entities.unit", "Unit {} has charmer guid when removed from world", GetEntry());
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LOG_FATAL("entities.unit", "Unit {} has charmer guid when removed from world", GetEntry());
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@@ -1881,9 +1881,10 @@ public:
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[[nodiscard]] bool IsInDisallowedMountForm() const;
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[[nodiscard]] bool IsInDisallowedMountForm() const;
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// Followers
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// Followers
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void addFollower(FollowerReference* pRef) { m_FollowingRefMgr.insertFirst(pRef); }
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void AddFollower(FollowerReference* ref) { m_FollowingRefMgr.insertFirst(ref); }
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void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
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[[nodiscard]] virtual float GetFollowAngle() const { return static_cast<float>(M_PI / 2); }
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[[nodiscard]] virtual float GetFollowAngle() const { return static_cast<float>(M_PI / 2); }
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void RemoveFollower(FollowerReference* /*ref*/ ) { /* nothing to do yet */ }
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void RemoveAllFollowers();
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// Pets, guardians, minions...
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// Pets, guardians, minions...
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[[nodiscard]] Guardian* GetGuardianPet() const;
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[[nodiscard]] Guardian* GetGuardianPet() const;
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28
src/server/game/Movement/AbstractFollower.cpp
Normal file
28
src/server/game/Movement/AbstractFollower.cpp
Normal file
@@ -0,0 +1,28 @@
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
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|
* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AbstractFollower.h"
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#include "Unit.h"
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void AbstractFollower::SetTarget(Unit* unit)
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{
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if (unit == GetTarget())
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return;
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i_target.link(unit, this);
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_target = i_target.getTarget();
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}
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43
src/server/game/Movement/AbstractFollower.h
Normal file
43
src/server/game/Movement/AbstractFollower.h
Normal file
@@ -0,0 +1,43 @@
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
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|
*
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* This program is free software; you can redistribute it and/or modify
|
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|
* it under the terms of the GNU General Public License as published by
|
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|
* the Free Software Foundation; either version 2 of the License, or
|
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|
* (at your option) any later version.
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|
*
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* This program is distributed in the hope that it will be useful, but WITHOUT
|
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|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
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|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
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|
* more details.
|
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|
*
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|
* You should have received a copy of the GNU General Public License along
|
||||||
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ACORE_ABSTRACTFOLLOWER_H
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#define ACORE_ABSTRACTFOLLOWER_H
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#include "FollowerReference.h"
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class Unit;
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class AbstractFollower
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{
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public:
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explicit AbstractFollower(Unit* target = nullptr) { SetTarget(target); }
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virtual ~AbstractFollower() { SetTarget(nullptr); }
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void SetTarget(Unit* unit);
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Unit* GetTarget() const { return _target; }
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bool IsTargetValid() const { return i_target.isValid(); }
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virtual void stopFollowing() { }
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Unit* _target = nullptr;
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protected:
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FollowerReference i_target;
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};
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#endif
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@@ -21,9 +21,9 @@
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#include "RefMgr.h"
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#include "RefMgr.h"
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class Unit;
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class Unit;
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class TargetedMovementGeneratorBase;
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class AbstractFollower;
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class FollowerRefMgr : public RefMgr<Unit, TargetedMovementGeneratorBase>
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class FollowerRefMgr : public RefMgr<Unit, AbstractFollower>
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{
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{
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};
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};
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#endif
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#endif
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@@ -16,17 +16,17 @@
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*/
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*/
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#include "FollowerReference.h"
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#include "FollowerReference.h"
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#include "TargetedMovementGenerator.h"
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#include "AbstractFollower.h"
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#include "Unit.h"
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#include "Unit.h"
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|
|
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void FollowerReference::targetObjectBuildLink()
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void FollowerReference::targetObjectBuildLink()
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{
|
{
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getTarget()->addFollower(this);
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getTarget()->AddFollower(this);
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}
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}
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|
|
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void FollowerReference::targetObjectDestroyLink()
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void FollowerReference::targetObjectDestroyLink()
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{
|
{
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getTarget()->removeFollower(this);
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getTarget()->RemoveFollower(this);
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}
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}
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|
|
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void FollowerReference::sourceObjectDestroyLink()
|
void FollowerReference::sourceObjectDestroyLink()
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@@ -20,10 +20,10 @@
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|||||||
|
|
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#include "Reference.h"
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#include "Reference.h"
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|
|
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class TargetedMovementGeneratorBase;
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class AbstractFollower;
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class Unit;
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class Unit;
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|
|
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class FollowerReference : public Reference<Unit, TargetedMovementGeneratorBase>
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class FollowerReference : public Reference<Unit, AbstractFollower>
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{
|
{
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protected:
|
protected:
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void targetObjectBuildLink() override;
|
void targetObjectBuildLink() override;
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||||||
|
|||||||
@@ -21,6 +21,7 @@
|
|||||||
#include "CreatureAISelector.h"
|
#include "CreatureAISelector.h"
|
||||||
#include "EscortMovementGenerator.h"
|
#include "EscortMovementGenerator.h"
|
||||||
#include "FleeingMovementGenerator.h"
|
#include "FleeingMovementGenerator.h"
|
||||||
|
#include "FormationMovementGenerator.h"
|
||||||
#include "GameTime.h"
|
#include "GameTime.h"
|
||||||
#include "HomeMovementGenerator.h"
|
#include "HomeMovementGenerator.h"
|
||||||
#include "IdleMovementGenerator.h"
|
#include "IdleMovementGenerator.h"
|
||||||
@@ -466,6 +467,17 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void MotionMaster::MoveFormation(Unit* leader, float dist, float angle, uint32 point1, uint32 point2)
|
||||||
|
{
|
||||||
|
if (!leader || leader == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!_owner->IsCreature())
|
||||||
|
return;
|
||||||
|
|
||||||
|
Mutate(new FormationMovementGenerator(leader, dist, angle, point1, point2), MOTION_SLOT_IDLE);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief The unit will move to a specific point. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
* @brief The unit will move to a specific point. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
||||||
*
|
*
|
||||||
|
|||||||
@@ -55,7 +55,8 @@ enum MovementGeneratorType
|
|||||||
ROTATE_MOTION_TYPE = 15,
|
ROTATE_MOTION_TYPE = 15,
|
||||||
EFFECT_MOTION_TYPE = 16,
|
EFFECT_MOTION_TYPE = 16,
|
||||||
ESCORT_MOTION_TYPE = 17, // xinef: EscortMovementGenerator.h
|
ESCORT_MOTION_TYPE = 17, // xinef: EscortMovementGenerator.h
|
||||||
NULL_MOTION_TYPE = 18
|
FORMATION_MOTION_TYPE = 18, // FormationMovementGenerator.h
|
||||||
|
NULL_MOTION_TYPE = 19
|
||||||
};
|
};
|
||||||
|
|
||||||
enum MovementSlot
|
enum MovementSlot
|
||||||
@@ -227,6 +228,7 @@ public:
|
|||||||
void MoveTargetedHome(bool walk = false);
|
void MoveTargetedHome(bool walk = false);
|
||||||
void MoveRandom(float wanderDistance = 0.0f);
|
void MoveRandom(float wanderDistance = 0.0f);
|
||||||
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE, bool inheritWalkState = true, bool inheritSpeed = true);
|
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE, bool inheritWalkState = true, bool inheritSpeed = true);
|
||||||
|
void MoveFormation(Unit* leader, float dist, float angle, uint32 point1, uint32 point2);
|
||||||
void MoveChase(Unit* target, std::optional<ChaseRange> dist = {}, std::optional<ChaseAngle> angle = {});
|
void MoveChase(Unit* target, std::optional<ChaseRange> dist = {}, std::optional<ChaseAngle> angle = {});
|
||||||
void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }
|
void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }
|
||||||
void MoveChase(Unit* target, float dist) { MoveChase(target, ChaseRange(dist)); }
|
void MoveChase(Unit* target, float dist) { MoveChase(target, ChaseRange(dist)); }
|
||||||
|
|||||||
@@ -0,0 +1,173 @@
|
|||||||
|
/*
|
||||||
|
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||||
|
*
|
||||||
|
* This program is free software; you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation; either version 2 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||||
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||||
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||||
|
* more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License along
|
||||||
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "FormationMovementGenerator.h"
|
||||||
|
#include "Creature.h"
|
||||||
|
#include "CreatureAI.h"
|
||||||
|
#include "CreatureGroups.h"
|
||||||
|
#include "MoveSpline.h"
|
||||||
|
#include "MoveSplineInit.h"
|
||||||
|
|
||||||
|
FormationMovementGenerator::FormationMovementGenerator(Unit* leader, float range, float angle, uint32 point1, uint32 point2)
|
||||||
|
: AbstractFollower(leader), _range(range), _angle(angle), _point1(point1), _point2(point2), _lastLeaderSplineID(0),
|
||||||
|
_hasPredictedDestination(false), _isMoving(false), _nextMoveTimer(0)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void FormationMovementGenerator::DoInitialize(Creature* owner)
|
||||||
|
{
|
||||||
|
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
|
||||||
|
{
|
||||||
|
owner->StopMoving();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_nextMoveTimer.Reset(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FormationMovementGenerator::DoFinalize(Creature* owner)
|
||||||
|
{
|
||||||
|
owner->ClearUnitState(UNIT_STATE_FOLLOW_MOVE);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FormationMovementGenerator::DoReset(Creature* owner)
|
||||||
|
{
|
||||||
|
DoInitialize(owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool FormationMovementGenerator::DoUpdate(Creature* owner, uint32 diff)
|
||||||
|
{
|
||||||
|
Unit* target = GetTarget();
|
||||||
|
if (!owner || !target)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
|
||||||
|
{
|
||||||
|
owner->StopMoving();
|
||||||
|
_nextMoveTimer.Reset(0);
|
||||||
|
_hasPredictedDestination = false;
|
||||||
|
_isMoving = false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target->movespline->Finalized() && target->movespline->GetId() == _lastLeaderSplineID && _hasPredictedDestination)
|
||||||
|
{
|
||||||
|
owner->StopMoving();
|
||||||
|
_nextMoveTimer.Reset(0);
|
||||||
|
_hasPredictedDestination = false;
|
||||||
|
_isMoving = false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!owner->movespline->Finalized())
|
||||||
|
owner->SetHomePosition(owner->GetPosition());
|
||||||
|
|
||||||
|
if (!target->movespline->Finalized() && target->movespline->GetId() != _lastLeaderSplineID)
|
||||||
|
{
|
||||||
|
if (_point1 && target->IsCreature())
|
||||||
|
{
|
||||||
|
if (CreatureGroup* formation = target->ToCreature()->GetFormation())
|
||||||
|
{
|
||||||
|
if (Creature* leader = formation->GetLeader())
|
||||||
|
{
|
||||||
|
uint32 currentWaypoint = leader->GetCurrentWaypointID() + 1;
|
||||||
|
if (currentWaypoint == _point1 || currentWaypoint == _point2)
|
||||||
|
_angle = Position::NormalizeOrientation(float(2 * M_PI) - _angle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
LaunchMovement(owner, target);
|
||||||
|
_lastLeaderSplineID = target->movespline->GetId();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
_nextMoveTimer.Update(diff);
|
||||||
|
if (_nextMoveTimer.Passed())
|
||||||
|
{
|
||||||
|
_nextMoveTimer.Reset(FORMATION_MOVEMENT_INTERVAL);
|
||||||
|
|
||||||
|
if (_lastLeaderPosition != target->GetPosition())
|
||||||
|
{
|
||||||
|
LaunchMovement(owner, target);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_isMoving && owner->movespline->Finalized())
|
||||||
|
{
|
||||||
|
_isMoving = false;
|
||||||
|
owner->SetFacingTo(target->GetOrientation());
|
||||||
|
MovementInform(owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void FormationMovementGenerator::LaunchMovement(Creature* owner, Unit* target)
|
||||||
|
{
|
||||||
|
float relativeAngle = 0.0f;
|
||||||
|
|
||||||
|
if (!target->movespline->Finalized())
|
||||||
|
{
|
||||||
|
G3D::Vector3 const leaderDestination = target->movespline->CurrentDestination();
|
||||||
|
relativeAngle = target->GetRelativeAngle(leaderDestination.x, leaderDestination.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
Position dest = target->GetPosition();
|
||||||
|
float velocity = 0.0f;
|
||||||
|
|
||||||
|
if (!target->movespline->Finalized())
|
||||||
|
{
|
||||||
|
// Pick up leader's spline velocity
|
||||||
|
velocity = target->movespline->Velocity();
|
||||||
|
|
||||||
|
// Calculate travel distance to get a 1650ms result
|
||||||
|
float travelDist = velocity * 1.65f;
|
||||||
|
target->MovePositionToFirstCollision(dest, travelDist, relativeAngle);
|
||||||
|
target->MovePositionToFirstCollision(dest, _range, _angle + relativeAngle);
|
||||||
|
|
||||||
|
float distance = owner->GetExactDist(dest);
|
||||||
|
float velocityMod = std::min<float>(distance / travelDist, 1.5f);
|
||||||
|
|
||||||
|
velocity *= velocityMod;
|
||||||
|
_hasPredictedDestination = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
target->MovePositionToFirstCollision(dest, _range, _angle + relativeAngle);
|
||||||
|
_hasPredictedDestination = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (velocity == 0.0f)
|
||||||
|
velocity = target->GetSpeed(MOVE_WALK);
|
||||||
|
|
||||||
|
Movement::MoveSplineInit init(owner);
|
||||||
|
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
|
||||||
|
init.SetVelocity(velocity);
|
||||||
|
init.Launch();
|
||||||
|
|
||||||
|
_lastLeaderPosition.Relocate(target->GetPosition());
|
||||||
|
_isMoving = true;
|
||||||
|
owner->AddUnitState(UNIT_STATE_FOLLOW_MOVE);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FormationMovementGenerator::MovementInform(Creature* owner)
|
||||||
|
{
|
||||||
|
if (owner->AI())
|
||||||
|
owner->AI()->MovementInform(FORMATION_MOTION_TYPE, 0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,58 @@
|
|||||||
|
/*
|
||||||
|
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||||
|
*
|
||||||
|
* This program is free software; you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation; either version 2 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||||
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||||
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||||
|
* more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License along
|
||||||
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef ACORE_FORMATIONMOVEMENTGENERATOR_H
|
||||||
|
#define ACORE_FORMATIONMOVEMENTGENERATOR_H
|
||||||
|
|
||||||
|
#include "AbstractFollower.h"
|
||||||
|
#include "MovementGenerator.h"
|
||||||
|
#include "Position.h"
|
||||||
|
#include "Timer.h"
|
||||||
|
|
||||||
|
class Creature;
|
||||||
|
|
||||||
|
class FormationMovementGenerator : public MovementGeneratorMedium<Creature, FormationMovementGenerator>, public AbstractFollower
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
explicit FormationMovementGenerator(Unit* leader, float range, float angle, uint32 point1, uint32 point2);
|
||||||
|
|
||||||
|
MovementGeneratorType GetMovementGeneratorType() { return FORMATION_MOTION_TYPE; }
|
||||||
|
|
||||||
|
void DoInitialize(Creature*);
|
||||||
|
void DoFinalize(Creature*);
|
||||||
|
void DoReset(Creature*);
|
||||||
|
bool DoUpdate(Creature*, uint32);
|
||||||
|
|
||||||
|
private:
|
||||||
|
void MovementInform(Creature* owner);
|
||||||
|
void LaunchMovement(Creature* owner, Unit* target);
|
||||||
|
|
||||||
|
static constexpr uint32 FORMATION_MOVEMENT_INTERVAL = 1200;
|
||||||
|
|
||||||
|
float const _range;
|
||||||
|
float _angle;
|
||||||
|
uint32 const _point1;
|
||||||
|
uint32 const _point2;
|
||||||
|
uint32 _lastLeaderSplineID;
|
||||||
|
bool _hasPredictedDestination;
|
||||||
|
bool _isMoving;
|
||||||
|
|
||||||
|
Position _lastLeaderPosition;
|
||||||
|
TimeTracker _nextMoveTimer;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -67,8 +67,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
|
|||||||
|
|
||||||
init.SetWalk(walk);
|
init.SetWalk(walk);
|
||||||
init.Launch();
|
init.Launch();
|
||||||
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
|
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
|
||||||
creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), 0);
|
creature->GetFormation()->LeaderStartedMoving();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -242,8 +242,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
|
|||||||
}
|
}
|
||||||
|
|
||||||
//Call for creature group update
|
//Call for creature group update
|
||||||
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
|
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
|
||||||
creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, 0);
|
creature->GetFormation()->LeaderStartedMoving();
|
||||||
|
|
||||||
if (sWorld->getBoolConfig(CONFIG_DONT_CACHE_RANDOM_MOVEMENT_PATHS))
|
if (sWorld->getBoolConfig(CONFIG_DONT_CACHE_RANDOM_MOVEMENT_PATHS))
|
||||||
_preComputedPaths.erase(pathIdx);
|
_preComputedPaths.erase(pathIdx);
|
||||||
|
|||||||
@@ -18,21 +18,14 @@
|
|||||||
#ifndef ACORE_TARGETEDMOVEMENTGENERATOR_H
|
#ifndef ACORE_TARGETEDMOVEMENTGENERATOR_H
|
||||||
#define ACORE_TARGETEDMOVEMENTGENERATOR_H
|
#define ACORE_TARGETEDMOVEMENTGENERATOR_H
|
||||||
|
|
||||||
#include "FollowerReference.h"
|
#include "AbstractFollower.h"
|
||||||
#include "MovementGenerator.h"
|
#include "MovementGenerator.h"
|
||||||
#include "Optional.h"
|
#include "Optional.h"
|
||||||
#include "PathGenerator.h"
|
#include "PathGenerator.h"
|
||||||
#include "Timer.h"
|
#include "Timer.h"
|
||||||
#include "Unit.h"
|
#include "Unit.h"
|
||||||
|
|
||||||
class TargetedMovementGeneratorBase
|
using TargetedMovementGeneratorBase = AbstractFollower;
|
||||||
{
|
|
||||||
public:
|
|
||||||
TargetedMovementGeneratorBase(Unit* target) { i_target.link(target, this); }
|
|
||||||
void stopFollowing() { }
|
|
||||||
protected:
|
|
||||||
FollowerReference i_target;
|
|
||||||
};
|
|
||||||
|
|
||||||
enum ChaseMovementMode
|
enum ChaseMovementMode
|
||||||
{
|
{
|
||||||
@@ -43,11 +36,11 @@ enum ChaseMovementMode
|
|||||||
};
|
};
|
||||||
|
|
||||||
template<class T>
|
template<class T>
|
||||||
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
|
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public AbstractFollower
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
|
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), m_currentMode(CHASE_MODE_NORMAL) {}
|
: AbstractFollower(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle), m_currentMode(CHASE_MODE_NORMAL) {}
|
||||||
~ChaseMovementGenerator() { }
|
~ChaseMovementGenerator() { }
|
||||||
|
|
||||||
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
|
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
|
||||||
@@ -61,7 +54,7 @@ public:
|
|||||||
bool PositionOkay(T* owner, Unit* target, Optional<float> maxDistance, Optional<ChaseAngle> angle);
|
bool PositionOkay(T* owner, Unit* target, Optional<float> maxDistance, Optional<ChaseAngle> angle);
|
||||||
|
|
||||||
void unitSpeedChanged() { _lastTargetPosition.reset(); }
|
void unitSpeedChanged() { _lastTargetPosition.reset(); }
|
||||||
Unit* GetTarget() const { return i_target.getTarget(); }
|
Unit* GetTarget() const { return AbstractFollower::GetTarget(); }
|
||||||
|
|
||||||
bool EnableWalking() const { return false; }
|
bool EnableWalking() const { return false; }
|
||||||
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
|
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
|
||||||
@@ -87,11 +80,11 @@ private:
|
|||||||
};
|
};
|
||||||
|
|
||||||
template<class T>
|
template<class T>
|
||||||
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public TargetedMovementGeneratorBase
|
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public AbstractFollower
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle, bool inheritWalkState, bool inheritSpeed)
|
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle, bool inheritWalkState, bool inheritSpeed)
|
||||||
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle), _inheritWalkState(inheritWalkState), _inheritSpeed(inheritSpeed) {}
|
: AbstractFollower(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle), _inheritWalkState(inheritWalkState), _inheritSpeed(inheritSpeed) {}
|
||||||
~FollowMovementGenerator() { }
|
~FollowMovementGenerator() { }
|
||||||
|
|
||||||
MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; }
|
MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; }
|
||||||
@@ -102,7 +95,7 @@ public:
|
|||||||
void DoReset(T*);
|
void DoReset(T*);
|
||||||
void MovementInform(T*);
|
void MovementInform(T*);
|
||||||
|
|
||||||
Unit* GetTarget() const { return i_target.getTarget(); }
|
Unit* GetTarget() const { return AbstractFollower::GetTarget(); }
|
||||||
|
|
||||||
void unitSpeedChanged() { _lastTargetPosition.reset(); }
|
void unitSpeedChanged() { _lastTargetPosition.reset(); }
|
||||||
|
|
||||||
|
|||||||
@@ -222,8 +222,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
|
|||||||
init.Launch();
|
init.Launch();
|
||||||
|
|
||||||
//Call for creature group update
|
//Call for creature group update
|
||||||
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
|
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
|
||||||
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node.move_type);
|
creature->GetFormation()->LeaderStartedMoving();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -166,6 +166,7 @@ namespace Movement
|
|||||||
time_passed = 0;
|
time_passed = 0;
|
||||||
vertical_acceleration = 0.f;
|
vertical_acceleration = 0.f;
|
||||||
effect_start_time = 0;
|
effect_start_time = 0;
|
||||||
|
velocity = args.velocity;
|
||||||
|
|
||||||
// Check if its a stop spline
|
// Check if its a stop spline
|
||||||
if (args.flags.done)
|
if (args.flags.done)
|
||||||
@@ -190,7 +191,7 @@ namespace Movement
|
|||||||
}
|
}
|
||||||
|
|
||||||
MoveSpline::MoveSpline() : m_Id(0), time_passed(0),
|
MoveSpline::MoveSpline() : m_Id(0), time_passed(0),
|
||||||
vertical_acceleration(0.f), initialOrientation(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
|
vertical_acceleration(0.f), initialOrientation(0.f), velocity(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
|
||||||
onTransport(false)
|
onTransport(false)
|
||||||
{
|
{
|
||||||
splineflags.done = true;
|
splineflags.done = true;
|
||||||
|
|||||||
@@ -64,6 +64,7 @@ namespace Movement
|
|||||||
//float duration_mod_next;
|
//float duration_mod_next;
|
||||||
float vertical_acceleration;
|
float vertical_acceleration;
|
||||||
float initialOrientation;
|
float initialOrientation;
|
||||||
|
float velocity;
|
||||||
int32 effect_start_time;
|
int32 effect_start_time;
|
||||||
int32 point_Idx;
|
int32 point_Idx;
|
||||||
int32 point_Idx_offset;
|
int32 point_Idx_offset;
|
||||||
@@ -85,6 +86,7 @@ namespace Movement
|
|||||||
[[nodiscard]] int32 Duration() const { return spline.length(); }
|
[[nodiscard]] int32 Duration() const { return spline.length(); }
|
||||||
[[nodiscard]] MySpline const& _Spline() const { return spline; }
|
[[nodiscard]] MySpline const& _Spline() const { return spline; }
|
||||||
[[nodiscard]] int32 _currentSplineIdx() const { return point_Idx; }
|
[[nodiscard]] int32 _currentSplineIdx() const { return point_Idx; }
|
||||||
|
[[nodiscard]] float Velocity() const { return velocity; }
|
||||||
void _Finalize();
|
void _Finalize();
|
||||||
void _Interrupt() { splineflags.done = true; }
|
void _Interrupt() { splineflags.done = true; }
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user