Core/Creatures: implemented most movement related static flags and migrated existing movement data into static flags

* implemented CREATURE_STATIC_FLAG_AQUATIC - creatures cannot leave liquids
* implemented CREATURE_STATIC_FLAG_AMPHIBIOUS - creatures can enter and leave liquids but remain on the ocean floor when swimming is not enabled until engaged
* implemented CREATURE_STATIC_FLAG_FLOATING - creatures have their gravity on spawn / reset disabled
* implemented CREATURE_STATIC_FLAG_SESSILE - creatures are rooted in place
* implemented CREATURE_STATIC_FLAG_CAN_SWIM - creature can swim in liquids
* implemented CREATURE_STATIC_FLAG_3_CANNOT_SWIM - Amphibious creatures cannot toggle on swimming
* implemented CREATURE_STATIC_FLAG_3_CANNOT_TURN - Creatures cannot turn at all
* implemented CREATURE_STATIC_FLAG_4_PREVENT_SWIM - Amphibious creatures won't toggle on swimming until their victim starts leaving the ocean floor
* partially implemented CREATURE_STATIC_FLAG_3_CANNOT_PENETRATE_WATER
* deprecated CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE as this flag was a hackfix to a wrong implementation that is now gone
Port From (https://github.com/TrinityCore/TrinityCore/commit/c541eda54d7e0dddeec329a6beac2948e0b0a40b)
This commit is contained in:
hondacrx
2024-02-29 17:08:30 -05:00
parent 4dded15a03
commit db05394d99
13 changed files with 207 additions and 204 deletions
+21 -8
View File
@@ -750,7 +750,7 @@ namespace Game.Entities
SendMessageToSet(packet, true);
}
if (IsCreature() && updateAnimTier && IsAlive() && !HasUnitState(UnitState.Root) && !ToCreature().IsTemplateRooted())
if (IsCreature() && updateAnimTier && IsAlive() && !HasUnitState(UnitState.Root))
{
if (IsGravityDisabled())
SetAnimTier(AnimTier.Fly);
@@ -1138,7 +1138,7 @@ namespace Game.Entities
SendMessageToSet(packet, true);
}
if (IsCreature() && updateAnimTier && IsAlive() && !HasUnitState(UnitState.Root) && !ToCreature().IsTemplateRooted())
if (IsCreature() && updateAnimTier && IsAlive() && !HasUnitState(UnitState.Root))
{
if (IsGravityDisabled())
SetAnimTier(AnimTier.Fly);
@@ -1186,12 +1186,25 @@ namespace Game.Entities
{
return IsWithinDistInMap(target, distance) && !HasInArc(MathFunctions.TwoPi - arc, target);
}
public bool IsInAccessiblePlaceFor(Creature c)
public bool IsInAccessiblePlaceFor(Creature creature)
{
if (IsInWater())
return c.CanEnterWater();
else
return c.CanWalk() || c.CanFly();
// Aquatic creatures are not allowed to leave liquids
if (!IsInWater() && creature.IsAquatic())
return false;
// Underwater special case. Some creatures may not go below liquid surfaces
if (IsUnderWater() && creature.CannotPenetrateWater())
return false;
// Water checks
if (IsInWater() && !creature.CanEnterWater())
return false;
// Some creatures are tied to the ocean floor and cannot chase swimming targets.
if (!IsOnOceanFloor() && creature.IsUnderWater() && creature.HasUnitFlag(UnitFlags.CantSwim))
return false;
return true;
}
public void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false) { NearTeleportTo(new Position(x, y, z, orientation), casting); }
@@ -1274,7 +1287,7 @@ namespace Game.Entities
SetStunned(false);
break;
case UnitState.Root:
if (HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2) || HasAuraType(AuraType.ModRootDisableGravity) || GetVehicle() != null || (IsCreature() && ToCreature().IsTemplateRooted()))
if (HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2) || HasAuraType(AuraType.ModRootDisableGravity) || GetVehicle() != null || (IsCreature() && ToCreature().IsSessile()))
return;
ClearUnitState(state);