Core/Movement: MotionMaster reimplementation

Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
This commit is contained in:
hondacrx
2021-09-29 18:24:37 -04:00
parent cf13f32062
commit a968772bad
47 changed files with 1954 additions and 1227 deletions
+20 -9
View File
@@ -158,7 +158,7 @@ namespace Game.AI
{
if (!HasEscortState(SmartEscortState.Escorting))
{
me.PauseMovement(delay, MovementSlot.Idle, forced);
me.PauseMovement(delay, MovementSlot.Default, forced);
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
var (nodeId, pathId) = me.GetCurrentWaypointInfo();
@@ -597,8 +597,11 @@ namespace Game.AI
CreatureGroup formation = me.GetFormation();
if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
{
if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Idle) != MovementGeneratorType.Waypoint && me.GetWaypointPath() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
if (me.GetMotionMaster().GetCurrentMovementGeneratorType(MovementSlot.Default) != MovementGeneratorType.Waypoint)
{
if (me.GetWaypointPath() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
}
else
me.ResumeMovement();
}
@@ -644,7 +647,8 @@ namespace Game.AI
if (who != null && me.Attack(who, _canAutoAttack))
{
me.GetMotionMaster().Clear(MovementSlot.Active);
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
me.PauseMovement();
if (_canCombatMove)
{
@@ -826,13 +830,20 @@ namespace Game.AI
if (me.IsEngaged())
{
if (on && !me.HasReactState(ReactStates.Passive) && me.GetVictim() && me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Max)
if (on)
{
SetRun(_run);
me.GetMotionMaster().MoveChase(me.GetVictim());
if (!me.HasReactState(ReactStates.Passive) && me.GetVictim() && !me.GetMotionMaster().HasMovementGenerator(movement => movement.Mode == MovementGeneratorMode.Default && movement.Priority == MovementGeneratorPriority.Normal))
{
SetRun(_run);
me.GetMotionMaster().MoveChase(me.GetVictim());
}
}
else
{
var movement = me.GetMotionMaster().GetMovementGenerator(a => a.GetMovementGeneratorType() == MovementGeneratorType.Chase && a.Mode == MovementGeneratorMode.Default && a.Priority == MovementGeneratorPriority.Normal);
if (movement != null)
me.GetMotionMaster().Remove(movement);
}
else if (!on && me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Chase)
me.GetMotionMaster().Clear(MovementSlot.Active);
}
}