diff --git a/Source/Game/Movement/Generators/IdleMovement.cs b/Source/Game/Movement/Generators/IdleMovement.cs
index f0fc964c2..4dae4cef0 100644
--- a/Source/Game/Movement/Generators/IdleMovement.cs
+++ b/Source/Game/Movement/Generators/IdleMovement.cs
@@ -47,12 +47,24 @@ namespace Game.Movement
public class RotateMovementGenerator : MovementGenerator
{
- public RotateMovementGenerator(uint id, uint time, RotateDirection direction)
+ static float MIN_ANGLE_DELTA_FOR_FACING_UPDATE = 0.05f;
+
+ uint _id;
+ RotateDirection _direction;
+ TimeTracker _duration;
+ float? _turnSpeed; ///< radians per sec
+ float? _totalTurnAngle;
+ uint _diffSinceLastUpdate;
+
+ public RotateMovementGenerator(uint id, RotateDirection direction, TimeSpan? duration, float? turnSpeed, float? totalTurnAngle)
{
_id = id;
- _duration = time;
- _maxDuration = time;
_direction = direction;
+ if (duration.HasValue)
+ _duration = new TimeTracker(duration.Value);
+
+ _turnSpeed = turnSpeed;
+ _totalTurnAngle = totalTurnAngle;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
@@ -64,7 +76,7 @@ namespace Game.Movement
{
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
AddFlag(MovementGeneratorFlags.Initialized);
-
+
owner.StopMoving();
/*
@@ -85,28 +97,38 @@ namespace Game.Movement
public override bool Update(Unit owner, uint diff)
{
- if (owner == null)
- return false;
+ _diffSinceLastUpdate += diff;
- float angle = owner.GetOrientation();
- angle += diff * MathFunctions.TwoPi / _maxDuration * (_direction == RotateDirection.Left ? 1.0f : -1.0f);
- angle = Math.Clamp(angle, 0.0f, MathF.PI * 2);
+ float currentAngle = owner.GetOrientation();
+ float angleDelta = _turnSpeed.GetValueOrDefault(owner.GetSpeed(UnitMoveType.TurnRate)) * ((float)_diffSinceLastUpdate / (float)Time.InMilliseconds);
- MoveSplineInit init = new(owner);
- init.MoveTo(owner, false);
- if (!owner.GetTransGUID().IsEmpty())
- init.DisableTransportPathTransformations();
+ if (_duration != null)
+ _duration.Update(diff);
- init.SetFacing(angle);
- init.Launch();
+ if (_totalTurnAngle.HasValue)
+ _totalTurnAngle = _totalTurnAngle - angleDelta;
- if (_duration > diff)
- _duration -= diff;
- else
+ bool expired = (_duration != null && _duration.Passed()) || (_totalTurnAngle.HasValue && _totalTurnAngle < 0.0f);
+
+ if (angleDelta >= MIN_ANGLE_DELTA_FOR_FACING_UPDATE || expired)
+ {
+ float newAngle = Position.NormalizeOrientation(currentAngle + angleDelta * (_direction == RotateDirection.Left ? 1.0f : -1.0f));
+
+ MoveSplineInit init = new(owner);
+ init.MoveTo(owner.GetPosition(), false);
+ if (!owner.GetTransGUID().IsEmpty())
+ init.DisableTransportPathTransformations();
+ init.SetFacing(newAngle);
+ init.Launch();
+
+ _diffSinceLastUpdate = 0;
+ }
+
+ if (expired)
{
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
- }
+ }
return true;
}
@@ -125,11 +147,6 @@ namespace Game.Movement
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
-
- uint _id;
- uint _duration;
- uint _maxDuration;
- RotateDirection _direction;
}
public class DistractMovementGenerator : MovementGenerator
@@ -163,7 +180,7 @@ namespace Game.Movement
init.Launch();
}
- public override void Reset(Unit owner)
+ public override void Reset(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner);
diff --git a/Source/Game/Movement/MotionMaster.cs b/Source/Game/Movement/MotionMaster.cs
index 31e8c32f4..c5ce47732 100644
--- a/Source/Game/Movement/MotionMaster.cs
+++ b/Source/Game/Movement/MotionMaster.cs
@@ -1046,12 +1046,19 @@ namespace Game.Movement
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default);
}
- public void MoveRotate(uint id, uint time, RotateDirection direction)
+ ///
+ /// Makes the Unit turn in place
+ ///
+ /// Movement identifier, later passed to script MovementInform hooks
+ /// Rotation direction
+ /// How long should this movement last, infinite if not set
+ /// How fast should the unit rotate, in radians per second. Uses unit's turn speed if not set
+ /// Total angle of the entire movement, infinite if not set
+ public void MoveRotate(uint id, RotateDirection direction, TimeSpan? time = null, float? turnSpeed = null, float? totalTurnAngle = null)
{
- if (time == 0)
- return;
+ Log.outDebug(LogFilter.Movement, $"MotionMaster::MoveRotate: '{_owner.GetGUID()}', starts rotate (time: {time.GetValueOrDefault(TimeSpan.Zero)}ms, turnSpeed: {turnSpeed}, totalTurnAngle: {totalTurnAngle}, direction: {direction})");
- Add(new RotateMovementGenerator(id, time, direction));
+ Add(new RotateMovementGenerator(id, direction, time, turnSpeed, totalTurnAngle));
}
public void MoveFormation(Unit leader, float range, float angle, uint point1, uint point2)