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-rw-r--r--src/server/game/AI/CreatureAI.h3
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp92
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.h16
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp66
-rw-r--r--src/server/game/AI/SmartScripts/SmartScriptMgr.h3
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp14
-rw-r--r--src/server/game/Entities/Unit/Unit.h3
-rw-r--r--src/server/game/Entities/Unit/UnitDefines.h2
-rw-r--r--src/server/game/Movement/MotionMaster.cpp37
-rw-r--r--src/server/game/Movement/MotionMaster.h2
-rw-r--r--src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp158
-rw-r--r--src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h21
12 files changed, 269 insertions, 148 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 5374858a4d..cadd3b9f4c 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -231,6 +231,9 @@ public:
// Called when an aura is removed or expires.
virtual void OnAuraRemove(AuraApplication* /*aurApp*/, AuraRemoveMode /*mode*/) { }
+ virtual void DistancingStarted() {}
+ virtual void DistancingEnded() {}
+
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index db446525d6..cb4067e0c8 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -49,7 +49,6 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mEvadeDisabled = false;
mCanAutoAttack = true;
- mCanCombatMove = true;
mForcedPaused = false;
@@ -80,6 +79,9 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
m_ConditionsTimer = 0;
if (me->GetVehicleKit())
conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
+
+ _currentRangeMode = false;
+ _attackDistance = 0.f;
}
bool SmartAI::IsAIControlled() const
@@ -846,7 +848,7 @@ void SmartAI::AttackStart(Unit* who)
if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
{
- if (mCanCombatMove)
+ if (!me->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
@@ -1047,37 +1049,49 @@ void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
}
-void SmartAI::SetCombatMove(bool on, float chaseRange)
+void SmartAI::SetCombatMovement(bool on, bool stopOrStartMovement)
{
- if (mCanCombatMove == on)
- return;
-
- mCanCombatMove = on;
+ if (on)
+ me->ClearUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
+ else
+ me->AddUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT);
- if (!IsAIControlled())
+ if (!IsAIControlled() || HasEscortState(SMART_ESCORT_ESCORTING))
return;
- if (!HasEscortState(SMART_ESCORT_ESCORTING))
+ if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
{
- if (on && me->GetVictim())
- {
- if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
- {
- SetRun(mRun);
- me->GetMotionMaster()->MoveChase(me->GetVictim(), chaseRange);
- me->CastStop();
- }
- }
- else
+ if (!me->IsCrowdControlled())
{
- me->StopMoving();
- if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
- me->GetMotionMaster()->Clear(false);
- me->GetMotionMaster()->MoveIdle();
+ if (on)
+ me->GetMotionMaster()->MoveChase(me->GetVictim());
+ else if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
+ me->StopMoving();
}
}
}
+void SmartAI::SetCurrentRangeMode(bool on, float range)
+{
+ _currentRangeMode = on;
+ _attackDistance = range;
+
+ if (Unit* victim = me->GetVictim())
+ me->GetMotionMaster()->MoveChase(victim, _attackDistance);
+}
+
+void SmartAI::DistanceYourself(float range)
+{
+ Unit* victim = me->GetVictim();
+ if (!victim || !victim->IsWithinMeleeRange(me))
+ return;
+
+ float combatReach = me->GetMeleeRange(victim);
+ float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
+ me->GetMotionMaster()->DistanceYourself(distance);
+ _pendingDistancing = distance;
+}
+
void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, uint32 end, uint32 creditType, bool aliveState)
{
if (!target)
@@ -1130,32 +1144,6 @@ void SmartAI::StopFollow(bool complete)
GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED, player);
}
-void SmartAI::MoveAway(float distance)
-{
- if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
- return;
-
- mCanCombatMove = false;
-
- if (!IsAIControlled())
- return;
-
- if (!HasEscortState(SMART_ESCORT_ESCORTING))
- {
- if (me->GetVictim())
- {
- me->StopMoving();
- if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
- me->GetMotionMaster()->Clear(false);
-
- float x, y, z;
- me->GetClosePoint(x, y, z, me->GetObjectSize(), distance, M_PI);
- if (me->GetVictim()->IsWithinLOS(x, y, z))
- me->GetMotionMaster()->MovePoint(SMART_RANDOM_POINT, x, y, z);
- }
- }
-}
-
void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker)
{
if (invoker)
@@ -1183,6 +1171,12 @@ void SmartAI::PathEndReached(uint32 /*pathId*/)
me->LoadPath(0);
}
+void SmartAI::DistancingEnded()
+{
+ SetCurrentRangeMode(true, _pendingDistancing);
+ _pendingDistancing = 0.f;
+}
+
void SmartGameObjectAI::SummonedCreatureDies(Creature* summon, Unit* /*killer*/)
{
GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT_DIES, summon);
diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h
index 7b3a367729..5bd9fcd8b3 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.h
+++ b/src/server/game/AI/SmartScripts/SmartAI.h
@@ -40,6 +40,8 @@ enum SmartEscortVars
SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2,
};
+#define DISTANCING_CONSTANT 1.f // buffer for better functionality of distancing
+
class SmartAI : public CreatureAI
{
public:
@@ -63,11 +65,11 @@ public:
bool IsEscorted() override { return (mEscortState & SMART_ESCORT_ESCORTING); }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
- void SetCombatMove(bool on, float chaseRange = 0.0f);
- bool CanCombatMove() { return mCanCombatMove; }
+ void SetCombatMovement(bool on, bool stopOrStartMovement);
+ void SetCurrentRangeMode(bool on, float range = 0.f);
+ void DistanceYourself(float range);
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
void StopFollow(bool complete);
- void MoveAway(float distance);
void SetScript9(SmartScriptHolder& e, uint32 entry, WorldObject* invoker);
SmartScript* GetScript() { return &mScript; }
@@ -212,8 +214,7 @@ public:
// Xinef
void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
- void SetChaseOnInterrupt(bool apply) { _chaseOnInterrupt = apply; }
- [[nodiscard]] bool CanChaseOnInterrupt() const { return _chaseOnInterrupt; }
+ void DistancingEnded() override;
private:
bool mIsCharmed;
@@ -242,7 +243,6 @@ private:
bool mRun;
bool mEvadeDisabled;
bool mCanAutoAttack;
- bool mCanCombatMove;
bool mForcedPaused;
uint32 mInvincibilityHpLevel;
@@ -263,6 +263,10 @@ private:
bool _chaseOnInterrupt;
std::unordered_map<uint32, uint32> aiDataSet;
+
+ bool _currentRangeMode;
+ float _attackDistance;
+ float _pendingDistancing;
};
class SmartGameObjectAI : public GameObjectAI
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index ffedcdcf65..f4f9e82da9 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -686,7 +686,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
float spellMinRange = me->GetSpellMinRangeForTarget(target->ToUnit(), spellInfo);
float meleeRange = me->GetMeleeRange(target->ToUnit());
- bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit());
+ bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit(), VMAP::ModelIgnoreFlags::M2);
bool isWithinMeleeRange = distanceToTarget <= meleeRange;
bool isRangedAttack = spellMaxRange > NOMINAL_MELEE_RANGE;
bool isTargetRooted = target->ToUnit()->HasUnitState(UNIT_STATE_ROOT);
@@ -703,7 +703,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
continue;
float minDistance = std::max(meleeRange, spellMinRange) - distanceToTarget + NOMINAL_MELEE_RANGE;
- CAST_AI(SmartAI, me->AI())->MoveAway(std::min(minDistance, spellMaxRange));
+ CAST_AI(SmartAI, me->AI())->DistanceYourself(std::min(minDistance, spellMaxRange));
continue;
}
@@ -715,7 +715,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (me->IsRooted()) // Rooted inhabit type, never move/reposition
continue;
- CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
continue;
}
else if (distanceToTarget < spellMinRange || !(isWithinLOSInMap || isSpellIgnoreLOS))
@@ -725,7 +725,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (me->IsRooted()) // Rooted inhabit type, never move/reposition
continue;
- CAST_AI(SmartAI, me->AI())->SetCombatMove(true);
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, 0.f);
+ if (e.action.cast.castFlags & SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS)
+ CAST_AI(SmartAI, me->AI())->SetCombatMovement(true, true);
continue;
}
@@ -743,18 +745,13 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
{
- CAST_AI(SmartAI, me->AI())->SetChaseOnInterrupt(true);
-
- if (!me->isMoving()) // Don't try to reposition while we are moving
- {
- // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
- if (result == SPELL_FAILED_OUT_OF_RANGE)
- // if we are just out of range, we only chase until we are back in spell range.
- CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
- else
- // if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
- CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed);
- }
+ // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
+ if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
+ // if we are just out of range, we only chase until we are back in spell range.
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
+ else // move into melee on any other fail
+ // if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
}
if (spellCastFailed)
@@ -989,7 +986,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
break;
bool move = e.action.combatMove.move;
- CAST_AI(SmartAI, me->AI())->SetCombatMove(move);
+ CAST_AI(SmartAI, me->AI())->SetCombatMovement(move, true);
LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ALLOW_COMBAT_MOVEMENT: Creature {} bool on = {}",
me->GetGUID().ToString(), e.action.combatMove.move);
break;
@@ -2061,7 +2058,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (WorldObject* target : targets)
if (Creature* creature = target->ToCreature())
if (IsSmart(creature) && creature->GetVictim())
- if (CAST_AI(SmartAI, creature->AI())->CanCombatMove())
+ if (!creature->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT))
creature->GetMotionMaster()->MoveChase(creature->GetVictim(), attackDistance, attackAngle);
break;
@@ -2730,26 +2727,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
me->InterruptNonMeleeSpells(false);
}
- if (e.action.castCustom.flags & SMARTCAST_COMBAT_MOVE)
- {
- // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed
- // unless target is outside spell range, out of mana, or LOS.
-
- bool _allowMove = false;
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell); // AssertSpellInfo?
- int32 mana = me->GetPower(POWER_MANA);
-
- if (me->GetDistance(target->ToUnit()) > spellInfo->GetMaxRange(true) ||
- me->GetDistance(target->ToUnit()) < spellInfo->GetMinRange(true) ||
- !me->IsWithinLOSInMap(target->ToUnit()) ||
- mana < spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
- _allowMove = true;
-
- CAST_AI(SmartAI, me->AI())->SetCombatMove(_allowMove);
- }
-
if (!(e.action.castCustom.flags & SMARTCAST_AURA_NOT_PRESENT) || !target->ToUnit()->HasAura(e.action.castCustom.spell))
{
+ SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.castCustom.spell);
CustomSpellValues values;
if (e.action.castCustom.bp1)
values.AddSpellMod(SPELLVALUE_BASE_POINT0, e.action.castCustom.bp1);
@@ -2757,7 +2737,19 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
values.AddSpellMod(SPELLVALUE_BASE_POINT1, e.action.castCustom.bp2);
if (e.action.castCustom.bp3)
values.AddSpellMod(SPELLVALUE_BASE_POINT2, e.action.castCustom.bp3);
- me->CastCustomSpell(e.action.castCustom.spell, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
+ SpellCastResult result = me->CastCustomSpell(spellInfo, values, target->ToUnit(), (e.action.castCustom.flags & SMARTCAST_TRIGGERED) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
+
+ float spellMaxRange = me->GetSpellMaxRangeForTarget(target->ToUnit(), spellInfo);
+ if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
+ {
+ // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
+ if (result == SPELL_FAILED_OUT_OF_RANGE || result == SPELL_CAST_OK)
+ // if we are just out of range, we only chase until we are back in spell range.
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
+ else // move into melee on any other fail
+ // if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
+ CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(false, 0.f);
+ }
}
}
}
diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.h b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
index c8b96a9268..e589d7bf1a 100644
--- a/src/server/game/AI/SmartScripts/SmartScriptMgr.h
+++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
@@ -1957,7 +1957,8 @@ enum SmartCastFlags
SMARTCAST_AURA_NOT_PRESENT = 0x020, // Only casts the spell if the target does not have an aura from the spell
SMARTCAST_COMBAT_MOVE = 0x040, // Prevents combat movement if cast successful. Allows movement on range, OOM, LOS
SMARTCAST_THREATLIST_NOT_SINGLE = 0x080, // Only cast if the source's threatlist is higher than one. This includes pets (see Skeram's True Fulfillment)
- SMARTCAST_TARGET_POWER_MANA = 0x100 // Only cast if the target has power type mana (e.g. Mana Drain)
+ SMARTCAST_TARGET_POWER_MANA = 0x100, // Only cast if the target has power type mana (e.g. Mana Drain)
+ SMARTCAST_ENABLE_COMBAT_MOVE_ON_LOS = 0x200,
};
enum SmartFollowType
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index fc48264958..7963773799 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -1283,6 +1283,11 @@ SpellCastResult Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& v
return SPELL_FAILED_SPELL_UNAVAILABLE;
}
+ return CastCustomSpell(spellInfo, value, victim, triggerFlags, castItem, triggeredByAura, originalCaster);
+}
+
+SpellCastResult Unit::CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, ObjectGuid originalCaster)
+{
SpellCastTargets targets;
targets.SetUnitTarget(victim);
@@ -4130,15 +4135,6 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
spell->SetReferencedFromCurrent(false);
}
- // SAI creatures only
- // Start chasing victim if they are spell casters (at least one SMC spell) if interrupted/silenced.
- if (IsCreature())
- {
- if (SmartAI* ai = dynamic_cast<SmartAI*>(ToCreature()->AI()))
- if (ai->CanChaseOnInterrupt())
- ai->SetCombatMove(true);
- }
-
if (IsCreature() && IsAIEnabled)
ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED);
}
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 302f882531..2fcccdb905 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -736,6 +736,8 @@ public:
[[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
+ inline bool IsCrowdControlled() const { return HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_STUNNED)); }
+
/*********************************************************/
/*** UNIT TYPES, CLASSES, RACES... ***/
/*********************************************************/
@@ -1595,6 +1597,7 @@ public:
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
+ SpellCastResult CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
/*********************************************************/
/*** METHODS RELATED TO GAMEOBJECT & DYNOBEJCTS ***/
diff --git a/src/server/game/Entities/Unit/UnitDefines.h b/src/server/game/Entities/Unit/UnitDefines.h
index c0a39a03c5..e6885fe162 100644
--- a/src/server/game/Entities/Unit/UnitDefines.h
+++ b/src/server/game/Entities/Unit/UnitDefines.h
@@ -197,6 +197,8 @@ enum UnitState
UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
UNIT_STATE_NO_ENVIRONMENT_UPD = 0x20000000,
+ UNIT_STATE_NO_COMBAT_MOVEMENT, // serverside only - should never be changed outside of core and hence shouldnt have a defined static value and be at the end
+
UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
| UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 8189fd5058..2b2aba6ef9 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -310,12 +310,29 @@ void MotionMaster::MoveConfused()
/**
* @brief Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
*/
-void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
+void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
{
// ignore movement request if target not exist
if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
+ if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
+ {
+ if (_owner->IsPlayer())
+ {
+ ChaseMovementGenerator<Player>* gen = (ChaseMovementGenerator<Player>*)top();
+ gen->SetOffsetAndAngle(dist, angle);
+ gen->SetNewTarget(target);
+ }
+ else
+ {
+ ChaseMovementGenerator<Creature>* gen = (ChaseMovementGenerator<Creature>*)top();
+ gen->SetOffsetAndAngle(dist, angle);
+ gen->SetNewTarget(target);
+ }
+ return;
+ }
+
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->IsPlayer())
{
@@ -331,6 +348,24 @@ void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std:
}
}
+void MotionMaster::DistanceYourself(float dist)
+{
+ if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
+ {
+ if (_owner->IsPlayer())
+ {
+ ChaseMovementGenerator<Player>* gen = (ChaseMovementGenerator<Player>*)top();
+ gen->DistanceYourself((Player*)_owner, dist);
+ }
+ else
+ {
+ ChaseMovementGenerator<Creature>* gen = (ChaseMovementGenerator<Creature>*)top();
+ gen->DistanceYourself((Creature*)_owner, dist);
+ }
+ return;
+ }
+}
+
void MotionMaster::MoveBackwards(Unit* target, float dist)
{
if (!target)
diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h
index 248263d7ba..0fcf5abae8 100644
--- a/src/server/game/Movement/MotionMaster.h
+++ b/src/server/game/Movement/MotionMaster.h
@@ -247,6 +247,8 @@ public:
void ReinitializeMovement();
bool GetDestination(float& x, float& y, float& z);
+
+ void DistanceYourself(float range);
private:
void Mutate(MovementGenerator* m, MovementSlot slot); // use Move* functions instead
diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
index 76fb0840a4..4dfc688282 100644
--- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
@@ -63,6 +63,81 @@ bool ChaseMovementGenerator<T>::PositionOkay(T* owner, Unit* target, Optional<fl
}
template<class T>
+void ChaseMovementGenerator<T>::SetOffsetAndAngle(std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
+{
+ _range = dist;
+ _angle = angle;
+ _lastTargetPosition.reset();
+}
+
+template<class T>
+void ChaseMovementGenerator<T>::SetNewTarget(Unit* target)
+{
+ i_target.link(target, this);
+ _lastTargetPosition.reset();
+}
+
+template<class T>
+void ChaseMovementGenerator<T>::DistanceYourself(T* owner, float distance)
+{
+ // make a new path if we have to...
+ if (!i_path)
+ i_path = std::make_unique<PathGenerator>(owner);
+
+ float x, y, z;
+ i_target->GetNearPoint(owner, x, y, z, owner->GetBoundaryRadius(), distance, i_target->GetAngle(owner));
+ if (DispatchSplineToPosition(owner, x, y, z, false, false, 0.f, false, false))
+ {
+ m_currentMode = CHASE_MODE_DISTANCING;
+ if constexpr (!std::is_same_v<T, Player>)
+ {
+ owner->AI()->DistancingStarted();
+ }
+ }
+}
+
+template<class T>
+bool ChaseMovementGenerator<T>::DispatchSplineToPosition(T* owner, float x, float y, float z, bool walk, bool cutPath, float maxTarget, bool forceDest, bool target)
+{
+ Creature* cOwner = owner->ToCreature();
+
+ if (owner->IsHovering())
+ owner->UpdateAllowedPositionZ(x, y, z);
+
+ bool success = i_path->CalculatePath(x, y, z, forceDest);
+ if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
+ {
+ if (cOwner)
+ {
+ cOwner->SetCannotReachTarget(i_target.getTarget()->GetGUID());
+ }
+
+ owner->StopMoving();
+ return true;
+ }
+
+ if (cutPath)
+ i_path->ShortenPathUntilDist(G3D::Vector3(x, y, z), maxTarget);
+
+ if (cOwner)
+ {
+ cOwner->SetCannotReachTarget();
+ }
+
+ owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
+ i_recalculateTravel = true;
+
+ Movement::MoveSplineInit init(owner);
+ init.MovebyPath(i_path->GetPath());
+ if (target)
+ init.SetFacing(i_target.getTarget());
+ init.SetWalk(walk);
+ init.Launch();
+
+ return false;
+}
+
+template<class T>
bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
@@ -71,6 +146,13 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
if (!owner || !owner->IsAlive())
return false;
+ if (owner->HasUnitState(UNIT_STATE_NO_COMBAT_MOVEMENT)) // script paused combat movement
+ {
+ owner->StopMoving();
+ _lastTargetPosition.reset();
+ return true;
+ }
+
Creature* cOwner = owner->ToCreature();
bool isStoppedBecauseOfCasting = cOwner && cOwner->IsMovementPreventedByCasting();
@@ -243,53 +325,23 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
shortenPath = false;
}
- if (owner->IsHovering())
- owner->UpdateAllowedPositionZ(x, y, z);
-
- bool success = i_path->CalculatePath(x, y, z, forceDest);
- if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
- {
- if (cOwner)
- {
- cOwner->SetCannotReachTarget(target->GetGUID());
- }
-
- owner->StopMoving();
- return true;
- }
-
- if (shortenPath)
- i_path->ShortenPathUntilDist(G3D::Vector3(x, y, z), maxTarget);
-
- if (cOwner)
- {
- cOwner->SetCannotReachTarget();
- }
-
bool walk = false;
if (cOwner && !cOwner->IsPet())
{
switch (cOwner->GetMovementTemplate().GetChase())
{
- case CreatureChaseMovementType::CanWalk:
- walk = owner->IsWalking();
- break;
- case CreatureChaseMovementType::AlwaysWalk:
- walk = true;
- break;
- default:
- break;
+ case CreatureChaseMovementType::CanWalk:
+ walk = owner->IsWalking();
+ break;
+ case CreatureChaseMovementType::AlwaysWalk:
+ walk = true;
+ break;
+ default:
+ break;
}
}
- owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
- i_recalculateTravel = true;
-
- Movement::MoveSplineInit init(owner);
- init.MovebyPath(i_path->GetPath());
- init.SetFacing(target);
- init.SetWalk(walk);
- init.Launch();
+ DispatchSplineToPosition(owner, x, y, z, walk, shortenPath, maxTarget, forceDest, true);
}
}
@@ -339,9 +391,24 @@ void ChaseMovementGenerator<T>::MovementInform(T* owner)
if (!owner->IsCreature())
return;
- // Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
- if (CreatureAI* AI = owner->ToCreature()->AI())
- AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
+ switch (m_currentMode)
+ {
+ default:
+ {
+ // Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
+ if (CreatureAI* AI = owner->ToCreature()->AI())
+ AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
+ break;
+ }
+ case CHASE_MODE_DISTANCING:
+ {
+ if (CreatureAI* AI = owner->ToCreature()->AI())
+ AI->DistancingEnded();
+ break;
+ }
+ }
+
+ m_currentMode = CHASE_MODE_NORMAL;
}
//-----------------------------------------------//
@@ -604,6 +671,13 @@ template bool ChaseMovementGenerator<Player>::DoUpdate(Player*, uint32);
template bool ChaseMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
template void ChaseMovementGenerator<Unit>::MovementInform(Unit*);
+template void ChaseMovementGenerator<Creature>::SetOffsetAndAngle(std::optional<ChaseRange>, std::optional<ChaseAngle>);
+template void ChaseMovementGenerator<Creature>::SetNewTarget(Unit*);
+template void ChaseMovementGenerator<Creature>::DistanceYourself(Creature*, float);
+template void ChaseMovementGenerator<Player>::SetOffsetAndAngle(std::optional<ChaseRange>, std::optional<ChaseAngle>);
+template void ChaseMovementGenerator<Player>::SetNewTarget(Unit*);
+template void ChaseMovementGenerator<Player>::DistanceYourself(Player*, float);
+
template void FollowMovementGenerator<Player>::DoInitialize(Player*);
template void FollowMovementGenerator<Creature>::DoInitialize(Creature*);
template void FollowMovementGenerator<Player>::DoFinalize(Player*);
diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
index 82ba2df472..e5e87f845b 100644
--- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
+++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
@@ -34,12 +34,20 @@ protected:
FollowerReference i_target;
};
+enum ChaseMovementMode
+{
+ CHASE_MODE_NORMAL, // chasing target
+ CHASE_MODE_BACKPEDAL, // collision movement
+ CHASE_MODE_DISTANCING, // running away from melee
+ CHASE_MODE_FANNING, // mob collision movement
+};
+
template<class T>
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
{
public:
ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
- : TargetedMovementGeneratorBase(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
+ : TargetedMovementGeneratorBase(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle), m_currentMode(CHASE_MODE_NORMAL) {}
~ChaseMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
@@ -58,6 +66,11 @@ public:
bool EnableWalking() const { return false; }
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
+ void SetOffsetAndAngle(std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle);
+ void SetNewTarget(Unit* target);
+
+ void DistanceYourself(T* owner, float distance);
+ bool DispatchSplineToPosition(T* owner, float x, float y, float z, bool walk, bool cutPath, float maxTarget, bool forceDest, bool target = false);
private:
TimeTrackerSmall i_leashExtensionTimer;
std::unique_ptr<PathGenerator> i_path;
@@ -65,10 +78,12 @@ private:
bool i_recalculateTravel;
Optional<Position> _lastTargetPosition;
- Optional<ChaseRange> const _range;
- Optional<ChaseAngle> const _angle;
+ Optional<ChaseRange> _range;
+ Optional<ChaseAngle> _angle;
bool _movingTowards = true;
bool _mutualChase = true;
+
+ ChaseMovementMode m_currentMode;
};
template<class T>