Core/Movement: Delay creating MoveSplineInit objects used by GenericMovementGenerator to spline launch time

Port From (https://github.com/TrinityCore/TrinityCore/commit/36dde87249e87c5693162a6e890875d828f93d6d)
This commit is contained in:
hondacrx
2022-06-15 15:48:07 -04:00
parent 5ff87102ca
commit f91230ae33
7 changed files with 154 additions and 127 deletions
+111 -95
View File
@@ -637,33 +637,41 @@ namespace Game.Movement
else
{
// We are already close enough. We just need to turn toward the target without changing position.
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
init.SetFacing(target);
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
Unit refreshedTarget = Global.ObjAccessor.GetUnit(_owner, target.GetGUID());
if (refreshedTarget != null)
init.SetFacing(refreshedTarget);
};
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, id));
}
}
public void MoveLand(uint id, Position pos, float? velocity = null)
{
MoveSplineInit init = new(_owner);
init.MoveTo(pos, false);
init.SetAnimation(AnimTier.Ground);
if (velocity.HasValue)
init.SetVelocity(velocity.Value);
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(pos, false);
init.SetAnimation(AnimTier.Ground);
if (velocity.HasValue)
init.SetVelocity(velocity.Value);
};
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, id));
}
public void MoveTakeoff(uint id, Position pos, float? velocity = null)
{
MoveSplineInit init = new(_owner);
init.MoveTo(pos, false);
init.SetAnimation(AnimTier.Hover);
if (velocity.HasValue)
init.SetVelocity(velocity.Value);
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(pos, false);
init.SetAnimation(AnimTier.Hover);
if (velocity.HasValue)
init.SetVelocity(velocity.Value);
};
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, id));
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
@@ -723,15 +731,17 @@ namespace Game.Movement
// Use a mmap raycast to get a valid destination.
_owner.MovePositionToFirstCollision(dest, dist, _owner.GetRelativeAngle(origin) + MathF.PI);
MoveSplineInit init = new(_owner);
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
};
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, 0);
GenericMovementGenerator movement = new(initializer, MovementGeneratorType.Effect, 0);
movement.Priority = MovementGeneratorPriority.Highest;
movement.AddFlag(MovementGeneratorFlags.PersistOnDeath);
Add(movement);
@@ -765,14 +775,16 @@ namespace Game.Movement
float moveTimeHalf = (float)(speedZ / gravity);
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(o);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(o);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
};
uint arrivalSpellId = 0;
ObjectGuid arrivalSpellTargetGuid = ObjectGuid.Empty;
@@ -782,7 +794,7 @@ namespace Game.Movement
arrivalSpellTargetGuid = arrivalCast.Target;
}
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
GenericMovementGenerator movement = new(initializer, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Jumping;
Add(movement);
@@ -794,17 +806,17 @@ namespace Game.Movement
if (speedXY < 0.01f)
return;
MoveSplineInit init = new(_owner);
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false);
init.SetParabolicVerticalAcceleration(gravity, 0);
init.SetUncompressed();
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(pos.GetOrientation());
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false);
init.SetParabolicVerticalAcceleration(gravity, 0);
init.SetUncompressed();
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(pos.GetOrientation());
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
};
uint arrivalSpellId = 0;
ObjectGuid arrivalSpellTargetGuid = default;
@@ -814,7 +826,7 @@ namespace Game.Movement
arrivalSpellTargetGuid = arrivalCast.Target;
}
GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
GenericMovementGenerator movement = new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Jumping;
movement.AddFlag(MovementGeneratorFlags.PersistOnDeath);
@@ -823,61 +835,63 @@ namespace Game.Movement
public void MoveCirclePath(float x, float y, float z, float radius, bool clockwise, byte stepCount)
{
float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
Position pos = new(x, y, z, 0.0f);
float angle = pos.GetAbsoluteAngle(_owner.GetPositionX(), _owner.GetPositionY());
MoveSplineInit init = new(_owner);
// add the owner's current position as starting point as it gets removed after entering the cycle
init.Path().Add(new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()));
for (byte i = 0; i < stepCount; angle += step, ++i)
var initializer = (MoveSplineInit init) =>
{
Vector3 point = new();
point.X = (float)(x + radius * Math.Cos(angle));
point.Y = (float)(y + radius * Math.Sin(angle));
float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
Position pos = new(x, y, z, 0.0f);
float angle = pos.GetAbsoluteAngle(_owner.GetPositionX(), _owner.GetPositionY());
// add the owner's current position as starting point as it gets removed after entering the cycle
init.Path().Add(new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()));
for (byte i = 0; i < stepCount; angle += step, ++i)
{
Vector3 point = new();
point.X = (float)(x + radius * Math.Cos(angle));
point.Y = (float)(y + radius * Math.Sin(angle));
if (_owner.IsFlying())
point.Z = z;
else
point.Z = _owner.GetMapHeight(point.X, point.Y, z) + _owner.GetHoverOffset();
init.Path().Add(point);
}
if (_owner.IsFlying())
point.Z = z;
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(AnimTier.Hover);
}
else
point.Z = _owner.GetMapHeight(point.X, point.Y, z) + _owner.GetHoverOffset();
{
init.SetWalk(true);
init.SetCyclic();
}
};
init.Path().Add(point);
}
if (_owner.IsFlying())
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(AnimTier.Hover);
}
else
{
init.SetWalk(true);
init.SetCyclic();
}
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, 0));
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, 0));
}
void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
{
MoveSplineInit init = new(_owner);
if (fly)
var initializer = (MoveSplineInit init) =>
{
init.SetFly();
init.SetUncompressed();
init.SetSmooth();
}
init.MovebyPath(pathPoints);
init.SetWalk(walk);
init.MovebyPath(pathPoints);
init.SetWalk(walk);
if (fly)
{
init.SetFly();
init.SetUncompressed();
init.SetSmooth();
}
};
// This code is not correct
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
// need to call PointMovementGenerator with various pointIds
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, pointId));
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, pointId));
}
public void MoveAlongSplineChain(uint pointId, uint dbChainId, bool walk)
@@ -925,8 +939,8 @@ namespace Game.Movement
return;
// rooted units don't move (also setting falling+root flag causes client freezes)
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
_owner.SetFall(true);
@@ -937,11 +951,13 @@ namespace Game.Movement
return;
}
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
init.SetFall();
var initializer = (MoveSplineInit init) =>
{
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
init.SetFall();
};
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id);
GenericMovementGenerator movement = new(initializer, MovementGeneratorType.Effect, id);
movement.Priority = MovementGeneratorPriority.Highest;
Add(movement);
}
@@ -1031,7 +1047,7 @@ namespace Game.Movement
Add(new FormationMovementGenerator(leader, range, angle, point1, point2), MovementSlot.Default);
}
public void LaunchMoveSpline(MoveSplineInit init, uint id = 0, MovementGeneratorPriority priority = MovementGeneratorPriority.Normal, MovementGeneratorType type = MovementGeneratorType.Effect)
public void LaunchMoveSpline(Action<MoveSplineInit> initializer, uint id = 0, MovementGeneratorPriority priority = MovementGeneratorPriority.Normal, MovementGeneratorType type = MovementGeneratorType.Effect)
{
if (IsInvalidMovementGeneratorType(type))
{
@@ -1039,7 +1055,7 @@ namespace Game.Movement
return;
}
GenericMovementGenerator movement = new(init, type, id);
GenericMovementGenerator movement = new(initializer, type, id);
movement.Priority = priority;
Add(movement);
}
@@ -1262,7 +1278,7 @@ namespace Game.Movement
public uint? ProgressCurveId;
public uint? ParabolicCurveId;
}
public struct ChaseRange
{
// this contains info that informs how we should path!