Core/Movement: MoveRotate improvements

* Allow overriding rotation speed
* Allow limiting rotation using total rotation angle instead of duration
Port From (https://github.com/TrinityCore/TrinityCore/commit/59f92412d0f2172772155591ee7fa98a54dab06a)
This commit is contained in:
hondacrx
2024-02-28 18:19:31 -05:00
parent f550c49faf
commit 7b248d5d15
2 changed files with 53 additions and 29 deletions
+42 -25
View File
@@ -47,12 +47,24 @@ namespace Game.Movement
public class RotateMovementGenerator : MovementGenerator 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; _id = id;
_duration = time;
_maxDuration = time;
_direction = direction; _direction = direction;
if (duration.HasValue)
_duration = new TimeTracker(duration.Value);
_turnSpeed = turnSpeed;
_totalTurnAngle = totalTurnAngle;
Mode = MovementGeneratorMode.Default; Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal; Priority = MovementGeneratorPriority.Normal;
@@ -64,7 +76,7 @@ namespace Game.Movement
{ {
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated); RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
AddFlag(MovementGeneratorFlags.Initialized); AddFlag(MovementGeneratorFlags.Initialized);
owner.StopMoving(); owner.StopMoving();
/* /*
@@ -85,28 +97,38 @@ namespace Game.Movement
public override bool Update(Unit owner, uint diff) public override bool Update(Unit owner, uint diff)
{ {
if (owner == null) _diffSinceLastUpdate += diff;
return false;
float angle = owner.GetOrientation(); float currentAngle = owner.GetOrientation();
angle += diff * MathFunctions.TwoPi / _maxDuration * (_direction == RotateDirection.Left ? 1.0f : -1.0f); float angleDelta = _turnSpeed.GetValueOrDefault(owner.GetSpeed(UnitMoveType.TurnRate)) * ((float)_diffSinceLastUpdate / (float)Time.InMilliseconds);
angle = Math.Clamp(angle, 0.0f, MathF.PI * 2);
MoveSplineInit init = new(owner); if (_duration != null)
init.MoveTo(owner, false); _duration.Update(diff);
if (!owner.GetTransGUID().IsEmpty())
init.DisableTransportPathTransformations();
init.SetFacing(angle); if (_totalTurnAngle.HasValue)
init.Launch(); _totalTurnAngle = _totalTurnAngle - angleDelta;
if (_duration > diff) bool expired = (_duration != null && _duration.Passed()) || (_totalTurnAngle.HasValue && _totalTurnAngle < 0.0f);
_duration -= diff;
else 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); AddFlag(MovementGeneratorFlags.InformEnabled);
return false; return false;
} }
return true; return true;
} }
@@ -125,11 +147,6 @@ namespace Game.Movement
} }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
uint _id;
uint _duration;
uint _maxDuration;
RotateDirection _direction;
} }
public class DistractMovementGenerator : MovementGenerator public class DistractMovementGenerator : MovementGenerator
@@ -163,7 +180,7 @@ namespace Game.Movement
init.Launch(); init.Launch();
} }
public override void Reset(Unit owner) public override void Reset(Unit owner)
{ {
RemoveFlag(MovementGeneratorFlags.Deactivated); RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner); Initialize(owner);
+11 -4
View File
@@ -1046,12 +1046,19 @@ namespace Game.Movement
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default); Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default);
} }
public void MoveRotate(uint id, uint time, RotateDirection direction) /// <summary>
/// Makes the Unit turn in place
/// </summary>
/// <param name="id">Movement identifier, later passed to script MovementInform hooks</param>
/// <param name="direction">Rotation direction</param>
/// <param name="time">How long should this movement last, infinite if not set</param>
/// <param name="turnSpeed">How fast should the unit rotate, in radians per second. Uses unit's turn speed if not set</param>
/// <param name="totalTurnAngle">Total angle of the entire movement, infinite if not set</param>
public void MoveRotate(uint id, RotateDirection direction, TimeSpan? time = null, float? turnSpeed = null, float? totalTurnAngle = null)
{ {
if (time == 0) Log.outDebug(LogFilter.Movement, $"MotionMaster::MoveRotate: '{_owner.GetGUID()}', starts rotate (time: {time.GetValueOrDefault(TimeSpan.Zero)}ms, turnSpeed: {turnSpeed}, totalTurnAngle: {totalTurnAngle}, direction: {direction})");
return;
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) public void MoveFormation(Unit leader, float range, float angle, uint point1, uint point2)