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
@@ -60,11 +60,9 @@ namespace Game.AI
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
{
if (!owner.HasCanSwimFlagOutOfCombat())
owner.RemoveUnitFlag(UnitFlags.CanSwim);
if (owner.IsStateRestoredOnEvade())
{
owner.InitializeMovementCapabilities();
owner.SetSpawnHealth();
owner.LoadCreaturesAddon();
owner.LoadCreaturesSparringHealth();
@@ -155,7 +155,7 @@ namespace Game.Movement
BuildShortcut();
bool path = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanFly();
bool waterPath = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanSwim();
bool waterPath = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanEnterWater();
if (waterPath)
{
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
@@ -850,7 +850,7 @@ namespace Game.Movement
if (_source.IsTypeId(TypeId.Unit))
{
Creature creature = _source.ToCreature();
if (creature.CanWalk())
if (!creature.IsAquatic())
includeFlags |= NavTerrainFlag.Ground;
// creatures don't take environmental damage