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authorChaouki Dhib <chaodhib@gmail.com>2016-04-11 16:52:23 +0200
committerDDuarte <dnpd.dd@gmail.com>2016-04-16 01:31:15 +0100
commitd26b0419c3fc5aa7e3cfee25170453770027eae9 (patch)
tree16671b3e92443c75e067f4c155961cfc6a0f219f /src/server/game/Movement/MotionMaster.cpp
parent4ab56dc309dbbea78d5f14266b496dd3b9a79dde (diff)
Core/Movement: Added a wrapper method in MotionMaster for a unit to move toward another unit and stop once it reaches the target at a certain distance. (#16806)
(cherry picked from commit 97b053d2034825c58246d79ebdbb3eb23fc2f28f)
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 931c3602612..da9cbed9374 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -296,6 +296,27 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
}
}
+void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance)
+{
+ float distanceToTravel = _owner->GetExactDist2d(target) - distance;
+ if (distanceToTravel > 0.0f)
+ {
+ float angle = _owner->GetAngle(target);
+ float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle);
+ float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle);
+ MovePoint(id, destx, desty, target->GetPositionZ());
+ }
+ 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->GetPositionZMinusOffset());
+ init.SetFacing(target);
+ init.Launch();
+ Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
+ }
+}
+
void MotionMaster::MoveLand(uint32 id, Position const& pos)
{
float x, y, z;