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*Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance) - Fixed when creature entering in combat not count this as StoppedByPlayer. - Random Movement Generator - added support for creating custom spawndist during the game. - Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location). - Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2. - Home and Random movements no more using RespawnCoords(Home Position has implemented) - Fixed bug when creature is moving on path and enter combat, after that returns to spawn position. -Typo fix in Confused Movement Generator --HG-- branch : trunk
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@@ -21,6 +21,8 @@
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#include "Creature.h"
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#include "MapManager.h"
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#include "RandomMovementGenerator.h"
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#include "Traveller.h"
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#include "ObjectAccessor.h"
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#include "DestinationHolderImp.h"
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#include "Map.h"
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#include "Util.h"
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@@ -42,9 +44,9 @@ template<>
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void
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RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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{
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float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
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float X,Y,Z,z,nx,ny,nz,ori,dist;
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creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
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creature.GetHomePosition(X, Y, Z, ori);
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z = creature.GetPositionZ();
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uint32 mapid=creature.GetMapId();
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@@ -120,8 +122,10 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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{
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if(!creature.isAlive())
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return;
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if (creature.canFly())
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wander_distance = creature.GetRespawnRadius();
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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else
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creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
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@@ -135,6 +139,10 @@ RandomMovementGenerator<Creature>::Reset(Creature &creature)
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Initialize(creature);
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}
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template<>
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void
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RandomMovementGenerator<Creature>::Finalize(Creature &creature){}
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template<>
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bool
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RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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