Core/Movement: Replace old TargetedMovementGenerator into ChaseMovementGenerator and FollowMovementGenerator, full rewrite for both.

Port From (https://github.com/TrinityCore/TrinityCore/commit/14939204955d1a24fe465cdfcbf307daf3ce4f09)
This commit is contained in:
hondacrx
2021-09-26 10:29:27 -04:00
parent 4004f583a9
commit ad1975b277
22 changed files with 712 additions and 629 deletions
+70 -13
View File
@@ -28,7 +28,7 @@ namespace Game.Movement
public class MotionMaster
{
public const double gravity = 19.29110527038574;
public const float SPEED_CHARGE = 42.0f;
public const float SPEED_CHARGE = 42.0f;
IdleMovementGenerator staticIdleMovement = new();
public MotionMaster(Unit me)
@@ -139,7 +139,7 @@ namespace Game.Movement
{
if (Empty() || slot >= MovementSlot.Max || _slot[(int)slot] == null)
return MovementGeneratorType.Max;
return _slot[(int)slot].GetMovementGeneratorType();
}
@@ -202,7 +202,7 @@ namespace Game.Movement
{
Unit target = _owner.ToCreature().GetCharmerOrOwner();
if (target)
StartMovement(new FollowMovementGenerator<Creature>(target, SharedConst.PetFollowDist, SharedConst.PetFollowAngle), MovementSlot.Active);
StartMovement(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle)), MovementSlot.Active);
}
}
@@ -212,27 +212,29 @@ namespace Game.Movement
StartMovement(new RandomMovementGenerator(spawndist), MovementSlot.Idle);
}
public void MoveFollow(Unit target, float dist = 0.0f, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle)
public void MoveFollow(Unit target, float dist, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle) { MoveFollow(target, dist, new ChaseAngle(angle), slot); }
public void MoveFollow(Unit target, float dist, ChaseAngle angle, MovementSlot slot = MovementSlot.Idle)
{
// ignore movement request if target not exist
if (!target || target == _owner)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new FollowMovementGenerator<Player>(target, dist, angle), slot);
else
StartMovement(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
Log.outDebug(LogFilter.Misc, $"{(_owner.IsPlayer() ? "Player" : "Creature")} (Entry: {_owner.GetEntry()}, {_owner.GetGUID()}) follows {(target.IsPlayer() ? "player" : "creature")} (Entry {target.GetEntry()}, {target.GetGUID()}).");
StartMovement(new FollowMovementGenerator(target, dist, angle), slot);
}
public void MoveChase(Unit target, float dist = 0.0f, float angle = 0.0f)
public void MoveChase(Unit target, float dist, float angle = 0.0f) { MoveChase(target, new ChaseRange(dist), new ChaseAngle(angle)); }
public void MoveChase(Unit target, ChaseRange? dist = null, ChaseAngle? angle = null)
{
if (!target || target == _owner)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new ChaseMovementGenerator<Player>(target, dist, angle), MovementSlot.Active);
else
StartMovement(new ChaseMovementGenerator<Creature>(target, dist, angle), MovementSlot.Active);
Log.outDebug(LogFilter.Misc, $"{(_owner.IsPlayer() ? "Player" : "Creature")} (Entry: {_owner.GetEntry()}, {_owner.GetGUID()}) chase to {(target.IsPlayer() ? "player" : "creature")} (Entry: {target.GetEntry()}, {target.GetGUID()})");
StartMovement(new ChaseMovementGenerator(target, dist, angle), MovementSlot.Active);
}
public void MoveConfused()
@@ -840,4 +842,59 @@ namespace Game.Movement
Update = 1, // Clear or Expire called from update
Reset = 2 // Flag if need top().Reset()
}
public struct ChaseRange
{
// this contains info that informs how we should path!
public float MinRange; // we have to move if we are within this range... (min. attack range)
public float MinTolerance; // ...and if we are, we will move this far away
public float MaxRange; // we have to move if we are outside this range... (max. attack range)
public float MaxTolerance; // ...and if we are, we will move into this range
public ChaseRange(float range)
{
MinRange = range > SharedConst.ContactDistance ? 0 : range - SharedConst.ContactDistance;
MinTolerance = range;
MaxRange = range + SharedConst.ContactDistance;
MaxTolerance = range;
}
public ChaseRange(float min, float max)
{
MinRange = min;
MinTolerance = Math.Min(min + SharedConst.ContactDistance, (min + max) / 2);
MaxRange = max;
MaxTolerance = Math.Max(max - SharedConst.ContactDistance, MinTolerance);
}
public ChaseRange(float min, float tMin, float tMax, float max)
{
MinRange = min;
MinTolerance = tMin;
MaxRange = max;
MaxTolerance = tMax;
}
}
public struct ChaseAngle
{
public float RelativeAngle; // we want to be at this angle relative to the target (0 = front, M_PI = back)
public float Tolerance; // but we'll tolerate anything within +- this much
public ChaseAngle(float angle, float tol = MathFunctions.PiOver4)
{
RelativeAngle = Position.NormalizeOrientation(angle);
Tolerance = tol;
}
public float UpperBound() { return Position.NormalizeOrientation(RelativeAngle + Tolerance); }
public float LowerBound() { return Position.NormalizeOrientation(RelativeAngle - Tolerance); }
public bool IsAngleOkay(float relAngle)
{
float diff = Math.Abs(relAngle - RelativeAngle);
return (Math.Min(diff, (2 * MathF.PI) - diff) <= Tolerance);
}
}
}