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Core/Units: flight and hover checks will now consider movement template data as well as manually set flight states
- manually set flight states via auras and scripts will no longer be ignored - restored movement template consideration when generating pathings - renamed IsLevitating to IsGravityDisabled to reflect the referenced movement flag's name
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@@ -98,8 +98,8 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
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CreatureMovementData const& GetMovementTemplate() const;
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bool CanWalk() const { return GetMovementTemplate().IsGroundAllowed(); }
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bool CanSwim() const override { return GetMovementTemplate().IsSwimAllowed() || IsPet(); }
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bool CanFly() const override { return GetMovementTemplate().IsFlightAllowed(); }
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bool CanHover() const { return GetMovementTemplate().Ground == CreatureGroundMovementType::Hover; }
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bool CanFly() const override { return GetMovementTemplate().IsFlightAllowed() || IsFlying(); }
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bool CanHover() const { return GetMovementTemplate().Ground == CreatureGroundMovementType::Hover || IsHovering(); }
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MovementGeneratorType GetDefaultMovementType() const override { return m_defaultMovementType; }
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void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
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@@ -13090,7 +13090,7 @@ bool Unit::SetWalk(bool enable)
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bool Unit::SetDisableGravity(bool disable, bool /*packetOnly = false*/)
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{
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if (disable == IsLevitating())
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if (disable == IsGravityDisabled())
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return false;
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if (disable)
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@@ -1118,7 +1118,7 @@ class TC_GAME_API Unit : public WorldObject
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
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void SendMovementFlagUpdate(bool self = false);
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bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
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bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
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bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
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bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
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virtual bool SetWalk(bool enable);
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@@ -178,7 +178,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)");
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BuildShortcut();
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bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->IsFlying();
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bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanFly();
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bool waterPath = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanSwim();
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if (waterPath)
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@@ -232,7 +232,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case");
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if (Unit const* _sourceUnit = _source->ToUnit())
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{
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if (_sourceUnit->IsFlying())
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if (_sourceUnit->CanFly())
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buildShotrcut = true;
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// Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging)
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else if (_sourceUnit->IsFalling() && endPos.z < startPos.z)
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@@ -2635,7 +2635,7 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
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if (target->SetCanFly(apply))
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{
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if (!apply && !target->IsLevitating())
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if (!apply && !target->IsGravityDisabled())
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target->GetMotionMaster()->MoveFall();
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}
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}
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@@ -3023,7 +3023,7 @@ void AuraEffect::HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp,
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if (mode & AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK && (apply || (!target->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !target->HasAuraType(SPELL_AURA_FLY))))
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{
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if (target->SetCanFly(apply))
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if (!apply && !target->IsLevitating())
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if (!apply && !target->IsGravityDisabled())
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target->GetMotionMaster()->MoveFall();
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}
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