Core/Movement: Correct the allowed distance to target before a repositioning is necessary. #20173

Also getting rid of the wordserveur config parameter 'TargetPosRecalculateRange' since it is no longer needed.
This commit is contained in:
Chaouki Dhib
2018-01-07 00:55:17 +01:00
parent c01d4ceadc
commit 274dede3dc
5 changed files with 29 additions and 29 deletions

View File

@@ -61,9 +61,10 @@ bool TargetedMovementGenerator<T, D>::DoUpdate(T* owner, uint32 diff)
{
_timer.Reset(100);
float distance = owner->GetCombatReach() + sWorld->getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
// the allowed distance between target and mover before the mover needs to reposition in order to keep attacking
float distance = GetMaxDistanceBeforeRepositioning(owner);
if (owner->IsPet() && (owner->GetCharmerOrOwnerGUID() == GetTarget()->GetGUID()))
distance = 1.f; // pet following owner
distance = 1.f + GetTarget()->GetCombatReach(); // pet following owner
G3D::Vector3 destination = owner->movespline->FinalDestination();
if (owner->movespline->onTransport)
@@ -72,9 +73,9 @@ bool TargetedMovementGenerator<T, D>::DoUpdate(T* owner, uint32 diff)
// First check distance
if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->CanFly())
targetMoved = !GetTarget()->IsWithinDist3d(destination.x, destination.y, destination.z, distance);
targetMoved = !GetTarget()->IsInDist(destination.x, destination.y, destination.z, distance);
else
targetMoved = !GetTarget()->IsWithinDist2d(destination.x, destination.y, distance);
targetMoved = !GetTarget()->IsInDist2d(destination.x, destination.y, distance);
// then, if the target is in range, check also Line of Sight.
if (!targetMoved)
@@ -267,6 +268,15 @@ void ChaseMovementGenerator<T>::ReachTarget(T* owner)
template<class T>
void ChaseMovementGenerator<T>::MovementInform(T*) { }
template<class T>
float ChaseMovementGenerator<T>::GetMaxDistanceBeforeRepositioning(T* owner)
{
// the notion of melee range and melee attack is clearly separated from the notion of the movement.
// As a seperation of concern refactoring, this value should be passed into parameter by the caller (during creation of ChaseMoveGen) instead of defining it
// here (or a callback should be used since this value depends on dynamic fields (combat reach).
return owner->GetMeleeRange(TargetedMovementGeneratorBase::GetTarget());
}
template<>
void ChaseMovementGenerator<Creature>::MovementInform(Creature* owner)
{
@@ -350,6 +360,12 @@ bool FollowMovementGenerator<Player>::EnableWalking() const
template<class T>
void FollowMovementGenerator<T>::MovementInform(T*) { }
template<class T>
float FollowMovementGenerator<T>::GetMaxDistanceBeforeRepositioning(T* owner)
{
return owner->GetCombatReach() + TargetedMovementGeneratorBase::GetTarget()->GetCombatReach() + MOVE_FOLLOW_REPOSITIONING_DISTANCE;
}
template<>
void FollowMovementGenerator<Creature>::MovementInform(Creature* unit)
{
@@ -386,6 +402,8 @@ template bool ChaseMovementGenerator<Creature>::HasLostTarget(Creature*) const;
template void ChaseMovementGenerator<Player>::ReachTarget(Player*);
template void ChaseMovementGenerator<Creature>::ReachTarget(Creature*);
template void ChaseMovementGenerator<Player>::MovementInform(Player*);
template float ChaseMovementGenerator<Player>::GetMaxDistanceBeforeRepositioning(Player*);
template float ChaseMovementGenerator<Creature>::GetMaxDistanceBeforeRepositioning(Creature*);
template void FollowMovementGenerator<Player>::DoInitialize(Player*);
template void FollowMovementGenerator<Creature>::DoInitialize(Creature*);
@@ -400,3 +418,5 @@ template void FollowMovementGenerator<Creature>::AddUnitStateMove(Creature*);
template void FollowMovementGenerator<Player>::ReachTarget(Player*);
template void FollowMovementGenerator<Creature>::ReachTarget(Creature*);
template void FollowMovementGenerator<Player>::MovementInform(Player*);
template float FollowMovementGenerator<Player>::GetMaxDistanceBeforeRepositioning(Player*);
template float FollowMovementGenerator<Creature>::GetMaxDistanceBeforeRepositioning(Creature*);

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@@ -23,6 +23,8 @@
#include "FollowerReference.h"
#include "Timer.h"
#define MOVE_FOLLOW_REPOSITIONING_DISTANCE 1.5f
class TargetedMovementGeneratorBase
{
public:
@@ -56,6 +58,7 @@ class TargetedMovementGenerator : public MovementGeneratorMedium< T, D >, public
virtual void ReachTarget(T*) { }
virtual bool EnableWalking() const { return false; }
virtual void MovementInform(T*) { }
virtual float GetMaxDistanceBeforeRepositioning(T*) { return 0.0f; }
bool IsReachable() const;
void SetTargetLocation(T* owner, bool updateDestination);
@@ -88,6 +91,7 @@ class ChaseMovementGenerator : public TargetedMovementGenerator<T, ChaseMovement
bool HasLostTarget(T*) const override;
void ReachTarget(T*) override;
void MovementInform(T*) override;
float GetMaxDistanceBeforeRepositioning(T*) override;
};
template<class T>
@@ -108,6 +112,7 @@ class FollowMovementGenerator : public TargetedMovementGenerator<T, FollowMoveme
void ReachTarget(T*) override;
bool EnableWalking() const override;
void MovementInform(T*) override;
float GetMaxDistanceBeforeRepositioning(T*) override;
private:
void UpdateSpeed(T* owner);
};

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@@ -574,19 +574,6 @@ void World::LoadConfigSettings(bool reload)
for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i) playerBaseMoveSpeed[i] = baseMoveSpeed[i] * rate_values[RATE_MOVESPEED];
rate_values[RATE_CORPSE_DECAY_LOOTED] = sConfigMgr->GetFloatDefault("Rate.Corpse.Decay.Looted", 0.5f);
rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = sConfigMgr->GetFloatDefault("TargetPosRecalculateRange", 1.5f);
if (rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] < CONTACT_DISTANCE)
{
TC_LOG_ERROR("server.loading", "TargetPosRecalculateRange (%f) must be >= %f. Using %f instead.", rate_values[RATE_TARGET_POS_RECALCULATION_RANGE], CONTACT_DISTANCE, CONTACT_DISTANCE);
rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = CONTACT_DISTANCE;
}
else if (rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] > NOMINAL_MELEE_RANGE)
{
TC_LOG_ERROR("server.loading", "TargetPosRecalculateRange (%f) must be <= %f. Using %f instead.",
rate_values[RATE_TARGET_POS_RECALCULATION_RANGE], NOMINAL_MELEE_RANGE, NOMINAL_MELEE_RANGE);
rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = NOMINAL_MELEE_RANGE;
}
rate_values[RATE_DURABILITY_LOSS_ON_DEATH] = sConfigMgr->GetFloatDefault("DurabilityLoss.OnDeath", 10.0f);
if (rate_values[RATE_DURABILITY_LOSS_ON_DEATH] < 0.0f)
{

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@@ -453,7 +453,6 @@ enum Rates
RATE_TALENT,
RATE_CORPSE_DECAY_LOOTED,
RATE_INSTANCE_RESET_TIME,
RATE_TARGET_POS_RECALCULATION_RANGE,
RATE_DURABILITY_LOSS_ON_DEATH,
RATE_DURABILITY_LOSS_DAMAGE,
RATE_DURABILITY_LOSS_PARRY,

View File

@@ -418,17 +418,6 @@ DetectPosCollision = 1
CheckGameObjectLoS = 1
#
# TargetPosRecalculateRange
# Description: Max distance from movement target point (+moving unit size) and targeted
# object (+size) after that new target movement point calculated.
# Range: 0.5-5.0
# Default: 1.5
# 0.5 - (Minimum, Contact Range, More sensitive reaction to target movement)
# 5.0 - (Maximum, Melee attack range, Less CPU usage)
TargetPosRecalculateRange = 1.5
#
# UpdateUptimeInterval
# Description: Update realm uptime period (in minutes).