mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-22 02:04:52 +01:00
@@ -20,6 +20,7 @@
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#include "CreatureAI.h"
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#include "MapManager.h"
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#include "FleeingMovementGenerator.h"
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#include "PathFinderMovementGenerator.h"
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#include "ObjectAccessor.h"
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#include "MoveSplineInit.h"
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#include "MoveSpline.h"
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@@ -36,19 +37,26 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
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return;
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if (!_setMoveData(owner))
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return;
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float x, y, z;
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if (!_getPoint(owner, x, y, z))
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return;
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owner.AddUnitState(UNIT_STATE_FLEEING_MOVE);
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PathFinderMovementGenerator path(&owner);
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path.setPathLengthLimit(30.0f);
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path.calculate(x, y, z);
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if (path.getPathType() & PATHFIND_NOPATH)
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{
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i_nextCheckTime.Reset(urand(1000, 1500));
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return;
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}
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Movement::MoveSplineInit init(owner);
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init.MoveTo(x,y,z);
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init.MovebyPath(path.getPath());
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init.SetWalk(false);
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init.Launch();
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int32 traveltime = init.Launch();
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i_nextCheckTime.Reset(traveltime + urand(800, 1500));
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}
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template<class T>
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@@ -57,221 +65,46 @@ bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float
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if (!&owner)
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return false;
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x = owner.GetPositionX();
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y = owner.GetPositionY();
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z = owner.GetPositionZ();
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float temp_x, temp_y, angle;
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const Map* _map = owner.GetBaseMap();
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// primitive path-finding
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for (uint8 i = 0; i < 18; ++i)
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{
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if (i_only_forward && i > 2)
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break;
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float distance = 5.0f;
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switch (i)
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{
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case 0:
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angle = i_cur_angle;
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break;
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case 1:
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angle = i_cur_angle;
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distance /= 2;
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break;
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case 2:
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angle = i_cur_angle;
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distance /= 4;
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break;
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case 3:
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angle = i_cur_angle + static_cast<float>(M_PI/4);
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break;
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case 4:
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angle = i_cur_angle - static_cast<float>(M_PI/4);
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break;
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case 5:
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angle = i_cur_angle + static_cast<float>(M_PI/4);
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distance /= 2;
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break;
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case 6:
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angle = i_cur_angle - static_cast<float>(M_PI/4);
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distance /= 2;
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break;
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case 7:
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angle = i_cur_angle + static_cast<float>(M_PI/2);
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break;
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case 8:
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angle = i_cur_angle - static_cast<float>(M_PI/2);
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break;
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case 9:
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angle = i_cur_angle + static_cast<float>(M_PI/2);
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distance /= 2;
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break;
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case 10:
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angle = i_cur_angle - static_cast<float>(M_PI/2);
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distance /= 2;
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break;
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case 11:
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angle = i_cur_angle + static_cast<float>(M_PI/4);
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distance /= 4;
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break;
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case 12:
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angle = i_cur_angle - static_cast<float>(M_PI/4);
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distance /= 4;
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break;
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case 13:
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angle = i_cur_angle + static_cast<float>(M_PI/2);
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distance /= 4;
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break;
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case 14:
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angle = i_cur_angle - static_cast<float>(M_PI/2);
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distance /= 4;
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break;
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case 15:
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angle = i_cur_angle + static_cast<float>(3*M_PI/4);
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distance /= 2;
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break;
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case 16:
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angle = i_cur_angle - static_cast<float>(3*M_PI/4);
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distance /= 2;
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break;
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case 17:
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angle = i_cur_angle + static_cast<float>(M_PI);
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distance /= 2;
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break;
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}
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temp_x = x + distance * cos(angle);
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temp_y = y + distance * sin(angle);
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Trinity::NormalizeMapCoord(temp_x);
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Trinity::NormalizeMapCoord(temp_y);
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if (owner.IsWithinLOS(temp_x, temp_y, z))
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{
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bool is_water_now = _map->IsInWater(x,y,z);
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if (is_water_now && _map->IsInWater(temp_x,temp_y,z))
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{
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x = temp_x;
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y = temp_y;
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return true;
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}
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float new_z = _map->GetHeight(owner.GetPhaseMask(), temp_x, temp_y, z, true);
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if (new_z <= INVALID_HEIGHT)
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continue;
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bool is_water_next = _map->IsInWater(temp_x, temp_y, new_z);
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if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
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continue;
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if (!(new_z - z) || distance / fabs(new_z - z) > 1.0f)
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{
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float new_z_left = _map->GetHeight(owner.GetPhaseMask(), temp_x + 1.0f*cos(angle+static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle+static_cast<float>(M_PI/2)),z,true);
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float new_z_right = _map->GetHeight(owner.GetPhaseMask(), temp_x + 1.0f*cos(angle-static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle-static_cast<float>(M_PI/2)),z,true);
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if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
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{
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x = temp_x;
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y = temp_y;
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z = new_z;
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return true;
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}
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}
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}
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}
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i_to_distance_from_caster = 0.0f;
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i_nextCheckTime.Reset(urand(500,1000));
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return false;
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}
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template<class T>
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bool FleeingMovementGenerator<T>::_setMoveData(T &owner)
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{
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float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z);
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if (i_to_distance_from_caster > 0.0f)
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{
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if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
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// if we reach lower distance
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(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
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// if we can't be close
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(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
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// if we reach bigger distance
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(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
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(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
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// if we leave 'quiet zone'
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{
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// we are very far or too close, stopping
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i_to_distance_from_caster = 0.0f;
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i_nextCheckTime.Reset(urand(500,1000));
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return false;
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}
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else
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{
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// now we are running, continue
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i_last_distance_from_caster = cur_dist_xyz;
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return true;
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}
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}
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float cur_dist;
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float angle_to_caster;
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float dist_from_caster, angle_to_caster;
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if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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{
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cur_dist = fright->GetDistance(&owner);
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if (cur_dist < cur_dist_xyz)
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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dist_from_caster = fright->GetDistance(&owner);
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if (dist_from_caster > 0.2f)
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angle_to_caster = fright->GetAngle(&owner);
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}
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else
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{
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cur_dist = cur_dist_xyz;
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angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
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}
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angle_to_caster = frand(0, 2*M_PI_F);
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}
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else
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{
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cur_dist = cur_dist_xyz;
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angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
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dist_from_caster = 0.0f;
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angle_to_caster = frand(0, 2*M_PI_F);
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}
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// if we too close may use 'path-finding' else just stop
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i_only_forward = cur_dist >= MIN_QUIET_DISTANCE/3;
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//get angle and 'distance from caster' to run
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float angle;
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if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
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float dist, angle;
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if (dist_from_caster < MIN_QUIET_DISTANCE)
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{
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angle = (float)rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * static_cast<float>(M_PI/3) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE;
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i_only_forward = true;
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dist = frand(0.4f, 1.3f)*(MIN_QUIET_DISTANCE - dist_from_caster);
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angle = angle_to_caster + frand(-M_PI_F/8, M_PI_F/8);
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}
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else if (cur_dist < MIN_QUIET_DISTANCE)
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else if(dist_from_caster > MAX_QUIET_DISTANCE)
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{
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angle = static_cast<float>(M_PI/6) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
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i_to_distance_from_caster = cur_dist*2/3 + (float)rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3);
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dist = frand(0.4f, 1.0f)*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -angle_to_caster + frand(-M_PI_F/4, M_PI_F/4);
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}
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else if (cur_dist > MAX_QUIET_DISTANCE)
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else // we are inside quiet range
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{
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angle = (float)rand_norm()*static_cast<float>(M_PI/3) + static_cast<float>(M_PI*2/3);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
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}
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else
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{
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angle = (float)rand_norm()*static_cast<float>(M_PI);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
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dist = frand(0.6f, 1.2f)*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = frand(0, 2*M_PI_F);
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}
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int8 sign = (float)rand_norm() > 0.5f ? 1 : -1;
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i_cur_angle = sign*angle + angle_to_caster;
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float curr_x, curr_y, curr_z;
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owner.GetPosition(curr_x, curr_y, curr_z);
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// current distance
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i_last_distance_from_caster = cur_dist;
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x = curr_x + dist*cos(angle);
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y = curr_y + dist*sin(angle);
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z = curr_z;
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owner.UpdateAllowedPositionZ(x, y, z);
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return true;
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}
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@@ -285,44 +118,10 @@ void FleeingMovementGenerator<T>::Initialize(T &owner)
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owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
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_Init(owner);
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if (Unit *fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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}
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else
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{
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i_caster_x = owner.GetPositionX();
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i_caster_y = owner.GetPositionY();
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i_caster_z = owner.GetPositionZ();
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}
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i_only_forward = true;
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i_cur_angle = 0.0f;
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i_last_distance_from_caster = 0.0f;
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i_to_distance_from_caster = 0.0f;
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_setTargetLocation(owner);
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}
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template<>
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void FleeingMovementGenerator<Creature>::_Init(Creature &owner)
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{
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if (!&owner)
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if (owner.GetTypeId() == TYPEID_UNIT)
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return;
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//owner.SetTargetGuid(ObjectGuid());
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is_water_ok = owner.canSwim();
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is_land_ok = owner.canWalk();
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}
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template<>
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void FleeingMovementGenerator<Player>::_Init(Player &)
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{
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is_water_ok = true;
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is_land_ok = true;
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_setTargetLocation(owner);
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}
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template<>
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@@ -330,6 +129,7 @@ void FleeingMovementGenerator<Player>::Finalize(Player &owner)
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{
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owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
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owner.StopMoving();
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}
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template<>
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@@ -367,8 +167,6 @@ bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
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template void FleeingMovementGenerator<Player>::Initialize(Player &);
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template void FleeingMovementGenerator<Creature>::Initialize(Creature &);
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template bool FleeingMovementGenerator<Player>::_setMoveData(Player &);
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template bool FleeingMovementGenerator<Creature>::_setMoveData(Creature &);
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template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, float &, float &);
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template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &);
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template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &);
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@@ -37,19 +37,7 @@ class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovem
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private:
|
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void _setTargetLocation(T &owner);
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bool _getPoint(T &owner, float &x, float &y, float &z);
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bool _setMoveData(T &owner);
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void _Init(T &);
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bool is_water_ok :1;
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bool is_land_ok :1;
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bool i_only_forward:1;
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|
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float i_caster_x;
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float i_caster_y;
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float i_caster_z;
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float i_last_distance_from_caster;
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float i_to_distance_from_caster;
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float i_cur_angle;
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uint64 i_frightGUID;
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TimeTracker i_nextCheckTime;
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||||
};
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@@ -25,10 +25,22 @@
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void HomeMovementGenerator<Creature>::Initialize(Creature & owner)
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{
|
||||
owner.SetWalk(false);
|
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owner.AddUnitState(UNIT_STATE_EVADE);
|
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_setTargetLocation(owner);
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}
|
||||
|
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void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
|
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{
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||||
if (arrived)
|
||||
{
|
||||
owner.ClearUnitState(UNIT_STAT_EVADE);
|
||||
owner.SetWalk(true);
|
||||
owner.LoadCreaturesAddon(true);
|
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owner.AI()->JustReachedHome();
|
||||
}
|
||||
}
|
||||
|
||||
void HomeMovementGenerator<Creature>::Reset(Creature &)
|
||||
{
|
||||
}
|
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@@ -41,11 +53,11 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
|
||||
Movement::MoveSplineInit init(owner);
|
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float x, y, z, o;
|
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// at apply we can select more nice return points base at current movegen
|
||||
//if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z))
|
||||
//{
|
||||
owner.GetHomePosition(x, y, z, o);
|
||||
init.SetFacing(o);
|
||||
//}
|
||||
if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z))
|
||||
{
|
||||
owner.GetHomePosition(x, y, z, o);
|
||||
init.SetFacing(o);
|
||||
}
|
||||
init.MoveTo(x,y,z);
|
||||
init.SetWalk(false);
|
||||
init.Launch();
|
||||
|
||||
@@ -34,7 +34,7 @@ void PointMovementGenerator<T>::Initialize(T &unit)
|
||||
|
||||
unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
|
||||
Movement::MoveSplineInit init(unit);
|
||||
init.MoveTo(i_x, i_y, i_z);
|
||||
init.MoveTo(i_x, i_y, i_z, m_generatePath);
|
||||
if (speed > 0.0f)
|
||||
init.SetVelocity(speed);
|
||||
init.Launch();
|
||||
@@ -59,7 +59,8 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/)
|
||||
template<class T>
|
||||
void PointMovementGenerator<T>::Finalize(T &unit)
|
||||
{
|
||||
unit.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
|
||||
if (unit.HasUnitState(UNIT_STAT_CHARGING))
|
||||
unit.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
|
||||
|
||||
if (unit.movespline->Finalized())
|
||||
MovementInform(unit);
|
||||
@@ -120,11 +121,11 @@ void EffectMovementGenerator::Finalize(Unit &unit)
|
||||
if (((Creature&)unit).AI())
|
||||
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
|
||||
// Need restore previous movement since we have no proper states system
|
||||
//if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_FLEEING))
|
||||
//{
|
||||
// if (Unit * victim = unit.getVictim())
|
||||
// unit.GetMotionMaster()->MoveChase(victim);
|
||||
// else
|
||||
// unit.GetMotionMaster()->Initialize();
|
||||
//}
|
||||
if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING))
|
||||
{
|
||||
if (Unit* victim = unit.getVictim())
|
||||
unit.GetMotionMaster()->MoveChase(victim);
|
||||
else
|
||||
unit.GetMotionMaster()->Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,8 +26,8 @@ template<class T>
|
||||
class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
|
||||
{
|
||||
public:
|
||||
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id),
|
||||
i_x(_x), i_y(_y), i_z(_z), speed(_speed) {}
|
||||
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f) : id(_id),
|
||||
i_x(_x), i_y(_y), i_z(_z), m_generatePath(_generatePath), speed(_speed) {}
|
||||
|
||||
void Initialize(T &);
|
||||
void Finalize(T &);
|
||||
@@ -43,13 +43,14 @@ class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementG
|
||||
uint32 id;
|
||||
float i_x, i_y, i_z;
|
||||
float speed;
|
||||
bool m_generatePath;
|
||||
};
|
||||
|
||||
class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
|
||||
{
|
||||
public:
|
||||
AssistanceMovementGenerator(float _x, float _y, float _z) :
|
||||
PointMovementGenerator<Creature>(0, _x, _y, _z) {}
|
||||
PointMovementGenerator<Creature>(0, _x, _y, _z, true) {}
|
||||
|
||||
MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
|
||||
void Finalize(Unit &);
|
||||
|
||||
Reference in New Issue
Block a user