Core/Movement: modify MovementInform trigger condition & checks in ChaseMovementGenerator
Port From (https://github.com/TrinityCore/TrinityCore/commit/b9bb07de03a7b413aef5d0ebc88428cee1577559)
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@@ -24,14 +24,14 @@ namespace Game.Movement
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{
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class ChaseMovementGenerator : MovementGenerator
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{
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static uint RANGE_CHECK_INTERVAL = 100; // time (ms) until we attempt to recalculate
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static int RANGE_CHECK_INTERVAL = 100; // time (ms) until we attempt to recalculate
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ChaseRange? _range;
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ChaseAngle? _angle;
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PathGenerator _path;
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Position _lastTargetPosition;
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uint _rangeCheckTimer = RANGE_CHECK_INTERVAL;
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TimeTrackerSmall _rangeCheckTimer;
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bool _movingTowards = true;
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bool _mutualChase = true;
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@@ -47,12 +47,14 @@ namespace Game.Movement
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Chase;
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_rangeCheckTimer = new(RANGE_CHECK_INTERVAL);
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}
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public override void Initialize(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
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AddFlag(MovementGeneratorFlags.Initialized);
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AddFlag(MovementGeneratorFlags.Initialized | MovementGeneratorFlags.InformEnabled);
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_path = null;
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_lastTargetPosition = null;
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@@ -94,28 +96,31 @@ namespace Game.Movement
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float maxTarget = _range.HasValue ? _range.Value.MaxTolerance + hitboxSum : SharedConst.ContactDistance + hitboxSum;
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ChaseAngle? angle = mutualChase ? null : _angle;
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// if we're already moving, periodically check if we're already in the expected range...
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if (owner.HasUnitState(UnitState.ChaseMove))
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// periodically check if we're already in the expected range...
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_rangeCheckTimer.Update((int)diff);
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if (_rangeCheckTimer.Passed())
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{
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if (_rangeCheckTimer > diff)
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_rangeCheckTimer -= diff;
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else
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_rangeCheckTimer.Reset(RANGE_CHECK_INTERVAL);
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if (HasFlag(MovementGeneratorFlags.InformEnabled) && PositionOkay(owner, target, _movingTowards ? null : minTarget, _movingTowards ? maxTarget : null, angle))
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{
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_rangeCheckTimer = RANGE_CHECK_INTERVAL;
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if (PositionOkay(owner, target, _movingTowards ? null : minTarget, _movingTowards ? maxTarget : null, angle))
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{
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_path = null;
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owner.StopMoving();
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owner.SetInFront(target);
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DoMovementInform(owner, target);
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return true;
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}
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RemoveFlag(MovementGeneratorFlags.InformEnabled);
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_path = null;
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Creature cOwner = owner.ToCreature();
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if (cOwner != null)
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cOwner.SetCannotReachTarget(false);
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owner.StopMoving();
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owner.SetInFront(target);
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DoMovementInform(owner, target);
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return true;
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}
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}
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// if we're done moving, we want to clean up
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if (owner.HasUnitState(UnitState.ChaseMove) && owner.MoveSpline.Finalized())
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{
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RemoveFlag(MovementGeneratorFlags.InformEnabled);
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_path = null;
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Creature cOwner = owner.ToCreature();
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if (cOwner != null)
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@@ -184,8 +189,6 @@ namespace Game.Movement
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if (cOwner)
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cOwner.SetCannotReachTarget(false);
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owner.AddUnitState(UnitState.ChaseMove);
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bool walk = false;
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if (cOwner && !cOwner.IsPet())
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{
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@@ -202,11 +205,13 @@ namespace Game.Movement
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}
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}
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owner.AddUnitState(UnitState.ChaseMove);
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AddFlag(MovementGeneratorFlags.InformEnabled);
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MoveSplineInit init = new(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(walk);
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init.SetFacing(target);
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init.Launch();
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}
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}
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@@ -218,6 +223,7 @@ namespace Game.Movement
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public override void Deactivate(Unit owner)
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{
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AddFlag(MovementGeneratorFlags.Deactivated);
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RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled);
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owner.ClearUnitState(UnitState.ChaseMove);
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Creature cOwner = owner.ToCreature();
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if (cOwner != null)
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@@ -24,7 +24,7 @@ namespace Game.Movement
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{
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public class FollowMovementGenerator : MovementGenerator
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{
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static int CHECK_INTERVAL = 250;
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static int CHECK_INTERVAL = 100;
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static float FOLLOW_RANGE_TOLERANCE = 1.0f;
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float _range;
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