Core/Movement: Use line of sight checks for movement waypoints generated for confused movement and raise the minimum movementtimer to 500 ms.

Should close #5301
This commit is contained in:
kaelima
2012-04-09 00:01:18 +02:00
parent 49e24e2dfb
commit 8358af9759
2 changed files with 33 additions and 25 deletions

View File

@@ -32,11 +32,10 @@
template<class T>
void ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance=4;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
float const wander_distance = 4;
float x = unit.GetPositionX();
float y = unit.GetPositionY();
float z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
@@ -47,31 +46,41 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
{
const float wanderX=wander_distance*(float)rand_norm() - wander_distance/2;
const float wanderY=wander_distance*(float)rand_norm() - wander_distance/2;
float const wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
float const wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);
i_waypoints[idx][0] = x + wanderX;
i_waypoints[idx][1] = y + wanderY;
i_waypoints[idx][0] = wanderX;
i_waypoints[idx][1] = wanderY;
// prevent invalid coordinates generation
Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
Trinity::NormalizeMapCoord(i_waypoints[idx][1]);
bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
// if generated wrong path just ignore
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
if (unit.IsWithinLOS(wanderX, wanderY, z))
{
bool is_water = map->IsInWater(i_waypoints[idx][0], i_waypoints[idx][1], z);
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
{
//! Ignore bad generated path. Use the current or previous position.
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
i_waypoints[idx][2] = z;
}
else
{
//! Ignore bad generated path. Use the current or previous position.
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
i_waypoints[idx][2] = z;
}
unit.StopMoving();
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<>
@@ -94,7 +103,7 @@ void ConfusedMovementGenerator<T>::Reset(T &unit)
i_nextMove = 1;
i_nextMoveTime.Reset(0);
unit.StopMoving();
unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<class T>
@@ -110,8 +119,8 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
if (unit.movespline->Finalized())
{
i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
i_nextMove = urand(1, MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(urand(500, 1200)); // Guessed
}
}
else
@@ -123,7 +132,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
// start moving
unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE);
ASSERT( i_nextMove <= MAX_CONF_WAYPOINTS );
ASSERT(i_nextMove <= MAX_CONF_WAYPOINTS);
float x = i_waypoints[i_nextMove][0];
float y = i_waypoints[i_nextMove][1];
float z = i_waypoints[i_nextMove][2];
@@ -141,14 +150,14 @@ template<>
void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
if (unit.getVictim())
unit.SetTarget(unit.getVictim()->GetGUID());
}

View File

@@ -22,11 +22,10 @@
#include "MovementGenerator.h"
#include "Timer.h"
#define MAX_CONF_WAYPOINTS 24
#define MAX_CONF_WAYPOINTS 24 //! Allows a twelve second confusion if i_nextMove always is the absolute minimum timer.
template<class T>
class ConfusedMovementGenerator
: public MovementGeneratorMedium< T, ConfusedMovementGenerator<T> >
class ConfusedMovementGenerator : public MovementGeneratorMedium< T, ConfusedMovementGenerator<T> >
{
public:
explicit ConfusedMovementGenerator() : i_nextMoveTime(0) {}