diff options
author | Shauren <shauren.trinity@gmail.com> | 2022-04-03 22:36:49 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-04-03 22:36:49 +0200 |
commit | b1a94bf94c500b64a5c4ae92642a95d048d9f392 (patch) | |
tree | f336113e8a55715b491c3dda0738fe0fe5895413 /src/server/game/Movement/MotionMaster.cpp | |
parent | 3f55647b3e2c65595d9822fa962810bcf559b73d (diff) |
Core/Movement: Delay creating MoveSplineInit objects used by GenericMovementGenerator to spline launch time
* This fixes inconsistent transport state detection for players exiting vehicles that are on transport (ICC gunship battle), fixes players being telerpoted to middle of nowhere on that fight
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 153 |
1 files changed, 84 insertions, 69 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index 97149b6ae64..636e121c2ab 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -686,10 +686,12 @@ void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance) else { // We are already close enough. We just need to turn toward the target without changing position. - Movement::MoveSplineInit init(_owner); - init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); - init.SetFacing(target); - Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id)); + std::function<void(Movement::MoveSplineInit&)> initializer = [=, target = target->GetGUID()](Movement::MoveSplineInit& init) + { + init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); + init.SetFacing(target); + }; + Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id)); } } @@ -697,24 +699,28 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos, Optional<float> velo { TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveLand: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); - Movement::MoveSplineInit init(_owner); - init.MoveTo(PositionToVector3(pos), false); - init.SetAnimation(AnimTier::Ground); - if (velocity) - init.SetVelocity(*velocity); - Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id)); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MoveTo(PositionToVector3(pos), false); + init.SetAnimation(AnimTier::Ground); + if (velocity) + init.SetVelocity(*velocity); + }; + Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id)); } void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, Optional<float> velocity /*= {}*/) { TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTakeoff: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); - Movement::MoveSplineInit init(_owner); - init.MoveTo(PositionToVector3(pos), false); - init.SetAnimation(AnimTier::Hover); - if (velocity) - init.SetVelocity(*velocity); - Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id)); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MoveTo(PositionToVector3(pos), false); + init.SetAnimation(AnimTier::Hover); + if (velocity) + init.SetVelocity(*velocity); + }; + Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id)); } void MotionMaster::MoveCharge(float x, float y, float z, float speed /*= SPEED_CHARGE*/, uint32 id /*= EVENT_CHARGE*/, bool generatePath /*= false*/) @@ -771,13 +777,15 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa // Use a mmap raycast to get a valid destination. _owner->MovePositionToFirstCollision(dest, dist, _owner->GetRelativeAngle(srcX, srcY) + float(M_PI)); - Movement::MoveSplineInit init(_owner); - init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false); - init.SetParabolic(max_height, 0); - init.SetOrientationFixed(true); - init.SetVelocity(speedXY); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false); + init.SetParabolic(max_height, 0); + init.SetOrientationFixed(true); + init.SetVelocity(speedXY); + }; - GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0); + GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, 0); movement->Priority = MOTION_PRIORITY_HIGHEST; movement->AddFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH); Add(movement); @@ -814,14 +822,16 @@ void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, f float moveTimeHalf = speedZ / Movement::gravity; float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ); - Movement::MoveSplineInit init(_owner); - init.MoveTo(x, y, z, false); - init.SetParabolic(max_height, 0); - init.SetVelocity(speedXY); - if (hasOrientation) - init.SetFacing(o); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MoveTo(x, y, z, false); + init.SetParabolic(max_height, 0); + init.SetVelocity(speedXY); + if (hasOrientation) + init.SetFacing(o); + }; - GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id); + GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id); movement->Priority = MOTION_PRIORITY_HIGHEST; movement->BaseUnitState = UNIT_STATE_JUMPING; movement->AddFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH); @@ -830,47 +840,47 @@ void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, f void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount) { - float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f); - Position const& pos = { x, y, z, 0.0f }; - float angle = pos.GetAbsoluteAngle(_owner->GetPositionX(), _owner->GetPositionY()); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f); + Position const& pos = { x, y, z, 0.0f }; + float angle = pos.GetAbsoluteAngle(_owner->GetPositionX(), _owner->GetPositionY()); - Movement::MoveSplineInit init(_owner); + // 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())); - // 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())); + for (uint8 i = 0; i < stepCount; angle += step, ++i) + { + G3D::Vector3 point; + point.x = x + radius * cosf(angle); + point.y = y + radius * sinf(angle); - for (uint8 i = 0; i < stepCount; angle += step, ++i) - { - G3D::Vector3 point; - point.x = x + radius * cosf(angle); - point.y = y + radius * sinf(angle); + if (_owner->IsFlying()) + point.z = z; + else + point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset(); + + init.Path().push_back(point); + } if (_owner->IsFlying()) - point.z = z; + { + init.SetFly(); + init.SetCyclic(); + init.SetAnimation(AnimTier::Hover); + } else - point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset(); - - init.Path().push_back(point); - } - - if (_owner->IsFlying()) - { - init.SetFly(); - init.SetCyclic(); - init.SetAnimation(AnimTier::Hover); - } - else - { - init.SetWalk(true); - init.SetCyclic(); - } + { + init.SetWalk(true); + init.SetCyclic(); + } + }; - Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0)); + Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, 0)); } void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk) { - Movement::MoveSplineInit init(_owner); Movement::PointsArray path; path.reserve(pathSize); std::transform(pathPoints, pathPoints + pathSize, std::back_inserter(path), [](Position const& point) @@ -878,14 +888,17 @@ void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, si return G3D::Vector3(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ()); }); - init.MovebyPath(path); - init.SetSmooth(); - init.SetWalk(walk); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MovebyPath(path); + init.SetSmooth(); + init.SetWalk(walk); + }; // This code is not correct // GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE // need to call PointMovementGenerator with various pointIds - Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, pointId)); + Add(new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, pointId)); } void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk) @@ -949,11 +962,13 @@ void MotionMaster::MoveFall(uint32 id/* = 0*/) return; } - Movement::MoveSplineInit init(_owner); - init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverOffset(), false); - init.SetFall(); + std::function<void(Movement::MoveSplineInit&)> initializer = [=](Movement::MoveSplineInit& init) + { + init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverOffset(), false); + init.SetFall(); + }; - GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id); + GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), EFFECT_MOTION_TYPE, id); movement->Priority = MOTION_PRIORITY_HIGHEST; Add(movement); } @@ -1050,7 +1065,7 @@ void MotionMaster::MoveFormation(Unit* leader, float range, float angle, uint32 } } -void MotionMaster::LaunchMoveSpline(Movement::MoveSplineInit&& init, uint32 id/*= 0*/, MovementGeneratorPriority priority/* = MOTION_PRIORITY_NORMAL*/, MovementGeneratorType type/*= EFFECT_MOTION_TYPE*/) +void MotionMaster::LaunchMoveSpline(std::function<void(Movement::MoveSplineInit& init)>&& initializer, uint32 id/*= 0*/, MovementGeneratorPriority priority/* = MOTION_PRIORITY_NORMAL*/, MovementGeneratorType type/*= EFFECT_MOTION_TYPE*/) { if (IsInvalidMovementGeneratorType(type)) { @@ -1060,7 +1075,7 @@ void MotionMaster::LaunchMoveSpline(Movement::MoveSplineInit&& init, uint32 id/* TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::LaunchMoveSpline: '%s', initiates spline Id: %u (Type: %u, Priority: %u)", _owner->GetGUID().ToString().c_str(), id, type, priority); - GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), type, id); + GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(initializer), type, id); movement->Priority = priority; Add(movement); } |