Core/Movement: Allow specifying timeout for follow movement

Port From (https://github.com/TrinityCore/TrinityCore/commit/39b76cfbc2022b9ba21786d235927fa3bbdf04eb)
This commit is contained in:
hondacrx
2023-03-13 03:20:01 -04:00
parent 62c3c90017
commit 888ed91c82
2 changed files with 20 additions and 5 deletions
@@ -17,12 +17,13 @@ namespace Game.Movement
ChaseAngle _angle;
TimeTracker _checkTimer;
TimeTracker _duration;
PathGenerator _path;
Position _lastTargetPosition;
AbstractFollower _abstractFollower;
public FollowMovementGenerator(Unit target, float range, ChaseAngle angle)
public FollowMovementGenerator(Unit target, float range, ChaseAngle angle, TimeSpan? duration)
{
_abstractFollower = new AbstractFollower(target);
_range = range;
@@ -33,6 +34,9 @@ namespace Game.Movement
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Follow;
if (duration.HasValue)
_duration = new(duration.Value);
_checkTimer = new(CHECK_INTERVAL);
}
@@ -64,6 +68,17 @@ namespace Game.Movement
if (target == null || !target.IsInWorld)
return false;
if (_duration != null)
{
_duration.Update(diff);
if (_duration.Passed())
{
owner.StopMoving();
DoMovementInform(owner, target);
return false;
}
}
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
{
_path = null;
+4 -4
View File
@@ -542,7 +542,7 @@ namespace Game.Movement
if (target == null)
Add(new HomeMovementGenerator<Creature>());
else
Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle)));
Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle), null));
}
public void MoveRandom(float wanderDistance = 0.0f, TimeSpan? duration = null)
@@ -551,15 +551,15 @@ namespace Game.Movement
Add(new RandomMovementGenerator(wanderDistance, duration), MovementSlot.Default);
}
public void MoveFollow(Unit target, float dist, float angle = 0.0f, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), slot); }
public void MoveFollow(Unit target, float dist, float angle = 0.0f, TimeSpan? duration = null, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), duration, slot); }
public void MoveFollow(Unit target, float dist, ChaseAngle angle, MovementSlot slot = MovementSlot.Active)
public void MoveFollow(Unit target, float dist, ChaseAngle angle, TimeSpan? duration = null, MovementSlot slot = MovementSlot.Active)
{
// Ignore movement request if target not exist
if (!target || target == _owner)
return;
Add(new FollowMovementGenerator(target, dist, angle), slot);
Add(new FollowMovementGenerator(target, dist, angle, duration), slot);
}
public void MoveChase(Unit target, float dist, float angle = 0.0f) { MoveChase(target, new ChaseRange(dist), new ChaseAngle(angle)); }