Core/Movement: MoveCirclePath new features

* Duration limit
* Customizable speed
This commit is contained in:
Shauren
2024-02-18 15:19:35 +01:00
parent 206a03e59e
commit 88242a42ce
4 changed files with 56 additions and 22 deletions

View File

@@ -865,7 +865,8 @@ void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, f
arrivalSpellTargetGuid = arrivalCast->Target;
}
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id, arrivalSpellId, arrivalSpellTargetGuid);
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id,
{ .ArrivalSpellId = arrivalSpellId, .ArrivalSpellTarget = arrivalSpellTargetGuid });
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_JUMPING;
Add(movement);
@@ -899,14 +900,17 @@ void MotionMaster::MoveJumpWithGravity(Position const& pos, float speedXY, float
arrivalSpellTargetGuid = arrivalCast->Target;
}
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id, arrivalSpellId, arrivalSpellTargetGuid);
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id,
{ .ArrivalSpellId = arrivalSpellId, .ArrivalSpellTarget = arrivalSpellTargetGuid });
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_JUMPING;
movement->AddFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH);
Add(movement);
}
void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount)
void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount,
Optional<Milliseconds> duration /*= {}*/, Optional<float> speed /*= {}*/,
MovementWalkRunSpeedSelectionMode speedSelectionMode /*= MovementWalkRunSpeedSelectionMode::Default*/)
{
std::function<void(Movement::MoveSplineInit&)> initializer = [=, this](Movement::MoveSplineInit& init)
{
@@ -915,11 +919,11 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
float angle = pos.GetAbsoluteAngle(_owner->GetPositionX(), _owner->GetPositionY());
// add the owner's current position as starting point as it gets removed after entering the cycle
init.Path().push_back(G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()));
init.Path().emplace_back(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
for (uint8 i = 0; i < stepCount; angle += step, ++i)
{
G3D::Vector3 point;
G3D::Vector3& point = init.Path().emplace_back();
point.x = x + radius * cosf(angle);
point.y = y + radius * sinf(angle);
@@ -927,24 +931,34 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
point.z = z;
else
point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset();
init.Path().push_back(point);
}
init.SetCyclic();
if (_owner->IsFlying())
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(AnimTier::Hover);
}
else
{
init.SetWalk(true);
init.SetCyclic();
switch (speedSelectionMode)
{
case MovementWalkRunSpeedSelectionMode::ForceRun:
init.SetWalk(false);
break;
case MovementWalkRunSpeedSelectionMode::ForceWalk:
init.SetWalk(true);
break;
case MovementWalkRunSpeedSelectionMode::Default:
default:
break;
}
if (speed)
init.SetVelocity(*speed);
};
Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, 0));
Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, 0, { .Duration = duration }));
}
void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk, bool fly)