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authorYehonal <yehonal.azeroth@gmail.com>2021-02-01 01:34:27 +0100
committerGitHub <noreply@github.com>2021-02-01 01:34:27 +0100
commitc8f43d85849c40e08d0da38913489426a0c35388 (patch)
tree07a49cdef0cab7b9f4acabdfaa2bc120638a0165 /src/server/game/AI/CreatureAI.cpp
parentfcad2b56ae2fff4f6933beb26dec73e5680c75d6 (diff)
feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 5150f4cd75..615c05af81 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -257,6 +257,40 @@ bool CreatureAI::_EnterEvadeMode()
return true;
}
+void CreatureAI::MoveCircleChecks()
+{
+ Unit *victim = me->GetVictim();
+
+ if (
+ !victim ||
+ !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
+ !me->IsWithinMeleeRange(victim) || me == victim->GetVictim() ||
+ (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet()) // only player & pets to save CPU
+ )
+ {
+ return;
+ }
+
+ me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
+}
+
+void CreatureAI::MoveBackwardsChecks() {
+ Unit *victim = me->GetVictim();
+
+ if (
+ !victim ||
+ !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
+ (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
+ )
+ {
+ return;
+ }
+
+ float moveDist = me->GetMeleeRange(victim) / 2;
+
+ me->GetMotionMaster()->MoveBackwards(victim, moveDist);
+}
+
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
{
return me->SummonCreature(entry, pos, summonType, despawnTime);