Core/SAI: Improved SMART_ACTION_JUMP_TO_POS to mirror behavior similar to SMART_ACTION_MOVE_TO_POS (#28547)

*  Support for targets other than positions
*  Added param3 Gravity, to use MoveJumpWithGravity (priority over SpeedZ)
*  Added param4 UseDefaultGravity (priority over Gravity): 19.29110527038574
*  Added param5 PointId, useful for linking the jump to the event SMART_EVENT_MOVEMENTINFORM (Type: 16)
*  Added param6 ContactDistance
*  If the target is different from a position, target params for coords allow to add offsets
This commit is contained in:
Meji
2022-12-30 17:48:33 +01:00
committed by GitHub
parent 09591fbdb0
commit f291ca9796
3 changed files with 33 additions and 6 deletions

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@@ -0,0 +1,2 @@
-- Update SMART_ACTION_JUMP_TO_POS
UPDATE `smart_scripts` SET `target_type`=8 WHERE `action_type`=97 AND `target_type`=1 AND `target_x`!=0;

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@@ -32,6 +32,7 @@
#include "Log.h"
#include "Map.h"
#include "MotionMaster.h"
#include "MovementTypedefs.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "PhasingHandler.h"
@@ -1850,9 +1851,29 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
}
case SMART_ACTION_JUMP_TO_POS:
{
for (WorldObject* target : targets)
if (Creature* creature = target->ToCreature())
creature->GetMotionMaster()->MoveJump(e.target.x, e.target.y, e.target.z, 0.0f, float(e.action.jump.speedxy), float(e.action.jump.speedz)); // @todo add optional jump orientation support?
WorldObject* target = nullptr;
if (!targets.empty())
target = Trinity::Containers::SelectRandomContainerElement(targets);
Position pos(e.target.x, e.target.y, e.target.z);
if (target)
{
float x, y, z;
target->GetPosition(x, y, z);
if (e.action.jump.ContactDistance > 0)
target->GetContactPoint(me, x, y, z, e.action.jump.ContactDistance);
pos = Position(x + e.target.x, y + e.target.y, z + e.target.z);
}
if (e.action.jump.Gravity || e.action.jump.UseDefaultGravity)
{
float gravity = e.action.jump.UseDefaultGravity ? Movement::gravity : e.action.jump.Gravity;
me->GetMotionMaster()->MoveJumpWithGravity(pos, float(e.action.jump.SpeedXY), gravity, e.action.jump.PointId);
}
else
me->GetMotionMaster()->MoveJump(pos, float(e.action.jump.SpeedXY), float(e.action.jump.SpeedZ), e.action.jump.PointId);
break;
}
case SMART_ACTION_GO_SET_LOOT_STATE:

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@@ -551,7 +551,7 @@ enum SMART_ACTION
SMART_ACTION_SET_DYNAMIC_FLAG = 94, // UNUSED, DO NOT REUSE
SMART_ACTION_ADD_DYNAMIC_FLAG = 95, // UNUSED, DO NOT REUSE
SMART_ACTION_REMOVE_DYNAMIC_FLAG = 96, // UNUSED, DO NOT REUSE
SMART_ACTION_JUMP_TO_POS = 97, // speedXY, speedZ, targetX, targetY, targetZ
SMART_ACTION_JUMP_TO_POS = 97, // SpeedXY, SpeedZ, Gravity, UseDefaultGravity, PointId, ContactDistance
SMART_ACTION_SEND_GOSSIP_MENU = 98, // menuId, optionId
SMART_ACTION_GO_SET_LOOT_STATE = 99, // state
SMART_ACTION_SEND_TARGET_TO_TARGET = 100, // id
@@ -986,8 +986,12 @@ struct SmartAction
struct
{
uint32 speedxy;
uint32 speedz;
uint32 SpeedXY;
uint32 SpeedZ;
uint32 Gravity;
SAIBool UseDefaultGravity;
uint32 PointId;
uint32 ContactDistance;
} jump;
struct