Core/Movement: implement a parameter override to force 2D wandering

MovePositionToFirstCollision implementation can cause Z coordinate modification, making flying units wander up and down unintentionally
This commit is contained in:
ccrs
2025-10-14 11:49:07 +02:00
parent 4a7fcfe354
commit 8562ef1dfd
4 changed files with 11 additions and 7 deletions

View File

@@ -594,12 +594,12 @@ void MotionMaster::MoveTargetedHome()
}
}
void MotionMaster::MoveRandom(float wanderDistance)
void MotionMaster::MoveRandom(float wanderDistance/* = 0.0f*/, bool force2DPositionRelocation/* = false*/)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRandom: '{}', started random movement (spawnDist: {})", _owner->GetGUID().ToString(), wanderDistance);
Add(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_DEFAULT);
Add(new RandomMovementGenerator<Creature>(wanderDistance, force2DPositionRelocation), MOTION_SLOT_DEFAULT);
}
}

View File

@@ -153,7 +153,7 @@ class TC_GAME_API MotionMaster
void MoveIdle();
void MoveTargetedHome();
void MoveRandom(float wanderDistance = 0.0f);
void MoveRandom(float wanderDistance = 0.0f, bool force2DPositionRelocation = false);
void MoveFollow(Unit* target, float dist, ChaseAngle angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
void MoveChase(Unit* target, Optional<ChaseRange> dist = {}, Optional<ChaseAngle> angle = {});
void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }

View File

@@ -25,7 +25,7 @@
#include "Random.h"
template<class T>
RandomMovementGenerator<T>::RandomMovementGenerator(float distance) : _timer(0), _reference(), _wanderDistance(distance), _wanderSteps(0)
RandomMovementGenerator<T>::RandomMovementGenerator(float distance/* = 0.0f*/, bool force2DPositionRelocation/* = false*/) : _timer(0), _reference(), _wanderDistance(distance), _wanderSteps(0), _force2DPositionRelocation(force2DPositionRelocation)
{
this->Mode = MOTION_MODE_DEFAULT;
this->Priority = MOTION_PRIORITY_NORMAL;
@@ -33,7 +33,7 @@ RandomMovementGenerator<T>::RandomMovementGenerator(float distance) : _timer(0),
this->BaseUnitState = UNIT_STATE_ROAMING;
}
template RandomMovementGenerator<Creature>::RandomMovementGenerator(float/* distance*/);
template RandomMovementGenerator<Creature>::RandomMovementGenerator(float/* distance*/, bool/* force2DPositionRelocation*/);
template<class T>
MovementGeneratorType RandomMovementGenerator<T>::GetMovementGeneratorType() const
@@ -124,7 +124,10 @@ void RandomMovementGenerator<Creature>::SetRandomLocation(Creature* owner)
Position position(_reference);
float distance = frand(0.f, _wanderDistance);
float angle = frand(0.f, float(M_PI * 2));
owner->MovePositionToFirstCollision(position, distance, angle);
if (_force2DPositionRelocation)
owner->GetNearPoint2D(nullptr, position.m_positionX, position.m_positionY, distance, frand(0.f, 2.f * float(M_PI)));
else
owner->MovePositionToFirstCollision(position, distance, angle);
// Check if the destination is in LOS
if (!owner->IsWithinLOS(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ()))

View File

@@ -28,7 +28,7 @@ template<class T>
class RandomMovementGenerator : public MovementGeneratorMedium<T, RandomMovementGenerator<T>>
{
public:
explicit RandomMovementGenerator(float distance = 0.0f);
explicit RandomMovementGenerator(float distance = 0.0f, bool force2DPositionRelocation = false);
MovementGeneratorType GetMovementGeneratorType() const override;
@@ -51,6 +51,7 @@ class RandomMovementGenerator : public MovementGeneratorMedium<T, RandomMovement
Position _reference;
float _wanderDistance;
uint8 _wanderSteps;
bool _force2DPositionRelocation;
};
#endif