Core/Movement: Extend MovePoint with new arguments

Port From (https://github.com/TrinityCore/TrinityCore/commit/0026706e8333c79f8baae341b94e65e1eac484ca)
This commit is contained in:
hondacrx
2023-03-13 03:15:43 -04:00
parent 3db8d740f9
commit 62c3c90017
3 changed files with 88 additions and 51 deletions
@@ -107,6 +107,19 @@ namespace Framework.Constants
public const uint SmartEscortLastOCCPoint = 0xFFFFFF; public const uint SmartEscortLastOCCPoint = 0xFFFFFF;
} }
public enum MovementWalkRunSpeedSelectionMode
{
Default,
ForceRun,
ForceWalk
}
public enum MovementStopReason
{
Finished, // Movement finished either by arriving at location or successfully continuing it for requested duration
Interrupted
}
public enum RotateDirection public enum RotateDirection
{ {
Left, Left,
@@ -3,12 +3,25 @@
using Framework.Constants; using Framework.Constants;
using Game.Entities; using Game.Entities;
using System;
namespace Game.Movement namespace Game.Movement
{ {
public class PointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Unit public class PointMovementGenerator : MovementGenerator
{ {
public PointMovementGenerator(uint id, float x, float y, float z, bool generatePath, float speed = 0.0f, float? finalOrient = null, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null) uint _movementId;
Position _destination;
float? _speed;
bool _generatePath;
//! if set then unit will turn to specified _orient in provided _pos
float? _finalOrient;
Unit _faceTarget;
SpellEffectExtraData _spellEffectExtra;
MovementWalkRunSpeedSelectionMode _speedSelectionMode;
float? _closeEnoughDistance;
public PointMovementGenerator(uint id, float x, float y, float z, bool generatePath, float? speed = null, float? finalOrient = null, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null,
MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default, float? closeEnoughDistance = null)
{ {
_movementId = id; _movementId = id;
_destination = new Position(x, y, z); _destination = new Position(x, y, z);
@@ -17,6 +30,8 @@ namespace Game.Movement
_finalOrient = finalOrient; _finalOrient = finalOrient;
_faceTarget = faceTarget; _faceTarget = faceTarget;
_spellEffectExtra = spellEffectExtraData; _spellEffectExtra = spellEffectExtraData;
_speedSelectionMode = speedSelectionMode;
_closeEnoughDistance = closeEnoughDistance;
Mode = MovementGeneratorMode.Default; Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal; Priority = MovementGeneratorPriority.Normal;
@@ -24,7 +39,7 @@ namespace Game.Movement
BaseUnitState = UnitState.Roaming; BaseUnitState = UnitState.Roaming;
} }
public override void DoInitialize(T owner) public override void Initialize(Unit owner)
{ {
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated); RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
AddFlag(MovementGeneratorFlags.Initialized); AddFlag(MovementGeneratorFlags.Initialized);
@@ -45,9 +60,28 @@ namespace Game.Movement
owner.AddUnitState(UnitState.RoamingMove); owner.AddUnitState(UnitState.RoamingMove);
MoveSplineInit init = new(owner); MoveSplineInit init = new(owner);
init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath); if (_generatePath)
if (_speed > 0.0f) {
init.SetVelocity(_speed); PathGenerator path = new(owner);
bool result = path.CalculatePath(_destination.posX, _destination.posY, _destination.posZ, false);
if (result && !path.GetPathType().HasFlag(PathType.NoPath))
{
if (_closeEnoughDistance.HasValue)
path.ShortenPathUntilDist(_destination, _closeEnoughDistance.Value);
init.MovebyPath(path.GetPath());
return;
}
}
Position dest = _destination;
if (_closeEnoughDistance.HasValue)
owner.MovePosition(dest, Math.Min(_closeEnoughDistance.Value, dest.GetExactDist(owner)), MathF.PI + owner.GetRelativeAngle(dest));
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
if (_speed.HasValue)
init.SetVelocity(_speed.Value);
if (_faceTarget) if (_faceTarget)
init.SetFacing(_faceTarget); init.SetFacing(_faceTarget);
@@ -58,6 +92,20 @@ namespace Game.Movement
if (_finalOrient.HasValue) if (_finalOrient.HasValue)
init.SetFacing(_finalOrient.Value); init.SetFacing(_finalOrient.Value);
switch (_speedSelectionMode)
{
case MovementWalkRunSpeedSelectionMode.Default:
break;
case MovementWalkRunSpeedSelectionMode.ForceRun:
init.SetWalk(false);
break;
case MovementWalkRunSpeedSelectionMode.ForceWalk:
init.SetWalk(true);
break;
default:
break;
}
init.Launch(); init.Launch();
// Call for creature group update // Call for creature group update
@@ -66,14 +114,14 @@ namespace Game.Movement
creature.SignalFormationMovement(); creature.SignalFormationMovement();
} }
public override void DoReset(T owner) public override void Reset(Unit owner)
{ {
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated); RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
DoInitialize(owner); Initialize(owner);
} }
public override bool DoUpdate(T owner, uint diff) public override bool Update(Unit owner, uint diff)
{ {
if (owner == null) if (owner == null)
return false; return false;
@@ -103,8 +151,8 @@ namespace Game.Movement
MoveSplineInit init = new(owner); MoveSplineInit init = new(owner);
init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath); init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath);
if (_speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit if (_speed.HasValue) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
init.SetVelocity(_speed); init.SetVelocity(_speed.Value);
init.Launch(); init.Launch();
// Call for creature group update // Call for creature group update
@@ -122,13 +170,13 @@ namespace Game.Movement
return true; return true;
} }
public override void DoDeactivate(T owner) public override void Deactivate(Unit owner)
{ {
AddFlag(MovementGeneratorFlags.Deactivated); AddFlag(MovementGeneratorFlags.Deactivated);
owner.ClearUnitState(UnitState.RoamingMove); owner.ClearUnitState(UnitState.RoamingMove);
} }
public override void DoFinalize(T owner, bool active, bool movementInform) public override void Finalize(Unit owner, bool active, bool movementInform)
{ {
AddFlag(MovementGeneratorFlags.Finalized); AddFlag(MovementGeneratorFlags.Finalized);
if (active) if (active)
@@ -138,13 +186,9 @@ namespace Game.Movement
MovementInform(owner); MovementInform(owner);
} }
public void MovementInform(T owner) public void MovementInform(Unit owner)
{ {
if (owner.IsTypeId(TypeId.Unit)) owner.ToCreature()?.GetAI()?.MovementInform(MovementGeneratorType.Point, _movementId);
{
if (owner.ToCreature().GetAI() != null)
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Point, _movementId);
}
} }
public override void UnitSpeedChanged() public override void UnitSpeedChanged()
@@ -158,18 +202,9 @@ namespace Game.Movement
{ {
return MovementGeneratorType.Point; return MovementGeneratorType.Point;
} }
uint _movementId;
Position _destination;
float _speed;
bool _generatePath;
//! if set then unit will turn to specified _orient in provided _pos
float? _finalOrient;
Unit _faceTarget;
SpellEffectExtraData _spellEffectExtra;
} }
public class AssistanceMovementGenerator : PointMovementGenerator<Creature> public class AssistanceMovementGenerator : PointMovementGenerator
{ {
public AssistanceMovementGenerator(uint id, float x, float y, float z) : base(id, x, y, z, true) { } public AssistanceMovementGenerator(uint id, float x, float y, float z) : base(id, x, y, z, true) { }
@@ -179,7 +214,7 @@ namespace Game.Movement
if (active) if (active)
owner.ClearUnitState(UnitState.RoamingMove); owner.ClearUnitState(UnitState.RoamingMove);
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled)) if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled) && owner.IsCreature())
{ {
Creature ownerCreature = owner.ToCreature(); Creature ownerCreature = owner.ToCreature();
ownerCreature.SetNoCallAssistance(false); ownerCreature.SetNoCallAssistance(false);
+10 -21
View File
@@ -597,17 +597,15 @@ namespace Game.Movement
Add(new FleeingMovementGenerator<Player>(enemy.GetGUID())); Add(new FleeingMovementGenerator<Player>(enemy.GetGUID()));
} }
public void MovePoint(uint id, Position pos, bool generatePath = true, float? finalOrient = null) public void MovePoint(uint id, Position pos, bool generatePath = true, float? finalOrient = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default, float? closeEnoughDistance = null)
{ {
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath, finalOrient); MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath, finalOrient, speed, speedSelectionMode, closeEnoughDistance);
} }
public void MovePoint(uint id, float x, float y, float z, bool generatePath = true, float? finalOrient = null) public void MovePoint(uint id, float x, float y, float z, bool generatePath = true, float? finalOrient = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default, float? closeEnoughDistance = null)
{ {
if (_owner.IsTypeId(TypeId.Player)) Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePoint: '{_owner.GetGUID()}', targeted point Id: {id} (X: {x}, Y: {y}, Z: {z})");
Add(new PointMovementGenerator<Player>(id, x, y, z, generatePath, 0.0f, finalOrient)); Add(new PointMovementGenerator(id, x, y, z, generatePath, speed, finalOrient, null, null, speedSelectionMode, closeEnoughDistance));
else
Add(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, 0.0f, finalOrient));
} }
public void MoveCloserAndStop(uint id, Unit target, float distance) public void MoveCloserAndStop(uint id, Unit target, float distance)
@@ -667,20 +665,11 @@ namespace Game.Movement
return; return;
*/ */
if (_owner.IsTypeId(TypeId.Player)) Log.outDebug(LogFilter.Movement, $"MotionMaster::MoveCharge: '{_owner.GetGUID()}', charging point Id: {id} (X: {x}, Y: {y}, Z: {z})");
{ PointMovementGenerator movement = new PointMovementGenerator(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
PointMovementGenerator<Player> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData); movement.Priority = MovementGeneratorPriority.Highest;
movement.Priority = MovementGeneratorPriority.Highest; movement.BaseUnitState = UnitState.Charging;
movement.BaseUnitState = UnitState.Charging; Add(movement);
Add(movement);
}
else
{
PointMovementGenerator<Creature> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Charging;
Add(movement);
}
} }
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null) public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)