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authorChaouki Dhib <chaodhib@gmail.com>2016-04-11 16:52:23 +0200
committerShauren <shauren.trinity@gmail.com>2016-04-11 16:52:23 +0200
commit97b053d2034825c58246d79ebdbb3eb23fc2f28f (patch)
treec87826a6b2b2b7a55ee46960df6da9867174cdf5 /src
parent048a01f778bd6ea9b5b7d51932bb22683b7c46b3 (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)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp21
-rw-r--r--src/server/game/Movement/MotionMaster.h6
2 files changed, 27 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 2a57524cb3c..b01ddcb060d 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -302,6 +302,27 @@ 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;
diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h
index d1c6474fb36..7d6d512e88d 100644
--- a/src/server/game/Movement/MotionMaster.h
+++ b/src/server/game/Movement/MotionMaster.h
@@ -173,6 +173,12 @@ class TC_GAME_API MotionMaster //: private std::stack<MovementGenerator *>
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath); }
void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true);
+ /* Makes the unit move toward the target until it is at a certain distance from it. The unit then stops.
+ Only works in 2D.
+ This method doesn't account for any movement done by the target. in other words, it only works if the target is stationary.
+ */
+ void MoveCloserAndStop(uint32 id, Unit* target, float distance);
+
// These two movement types should only be used with creatures having landing/takeoff animations
void MoveLand(uint32 id, Position const& pos);
void MoveTakeoff(uint32 id, Position const& pos);