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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Creature): Improve chase movement (#17557)
* Update TargetedMovementGenerator.cpp * Adding Ovahlord as co-author TIL: you can assign multiple authors to a commit 😛 Co-Authored-By: Ovahlord <18347559+ovahlord@users.noreply.github.com> * Remove unused variable * Undo some changes --------- Co-authored-by: Ovahlord <18347559+ovahlord@users.noreply.github.com>
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@@ -32,14 +32,31 @@ static bool IsMutualChase(Unit* owner, Unit* target)
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return target->GetVictim() == owner;
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}
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inline float GetChaseRange(Unit const* owner, Unit const* target)
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{
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float hitboxSum = owner->GetCombatReach() + target->GetCombatReach();
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float hoverDelta = owner->GetHoverHeight() - target->GetHoverHeight();
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if (hoverDelta != 0.0f)
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return std::sqrt(std::max(hitboxSum * hitboxSum - hoverDelta * hoverDelta, 0.0f));
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return hitboxSum;
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}
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template<class T>
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bool ChaseMovementGenerator<T>::PositionOkay(T* owner, Unit* target, Optional<float> maxDistance, Optional<ChaseAngle> angle)
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{
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float const distSq = owner->GetExactDistSq(target);
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// Distance between owner(chaser) and target is greater than the allowed distance.
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if (maxDistance && distSq > G3D::square(*maxDistance))
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return false;
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// owner's relative angle to its target is not within boundaries
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if (angle && !angle->IsAngleOkay(target->GetRelativeAngle(owner)))
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return false;
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// owner cannot see its target
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if (!owner->IsWithinLOSInMap(target))
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return false;
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return true;
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@@ -62,10 +79,7 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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owner->StopMoving();
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_lastTargetPosition.reset();
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if (Creature* cOwner2 = owner->ToCreature())
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{
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cOwner2->SetCannotReachTarget();
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}
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return true;
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}
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@@ -78,166 +92,162 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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Unit* target = i_target.getTarget();
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bool const mutualChase = IsMutualChase(owner, target);
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float const hitboxSum = owner->GetCombatReach() + target->GetCombatReach();
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float const minTarget = (_range ? _range->MinTolerance : 0.0f) + hitboxSum;
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float const maxRange = _range ? _range->MaxRange + hitboxSum : owner->GetMeleeRange(target); // melee range already includes hitboxes
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float const maxTarget = _range ? _range->MaxTolerance + hitboxSum : CONTACT_DISTANCE + hitboxSum;
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float const chaseRange = GetChaseRange(owner, target);
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float const minTarget = (_range ? _range->MinTolerance : 0.0f) + chaseRange;
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float const maxRange = _range ? _range->MaxRange + chaseRange : owner->GetMeleeRange(target); // melee range already includes hitboxes
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float const maxTarget = _range ? _range->MaxTolerance + chaseRange : CONTACT_DISTANCE + chaseRange;
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Optional<ChaseAngle> angle = mutualChase ? Optional<ChaseAngle>() : _angle;
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// periodically check if we're already in the expected range...
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i_recheckDistance.Update(time_diff);
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if (i_recheckDistance.Passed())
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{
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i_recheckDistance.Reset(100);
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i_recheckDistance.Reset(400); // Sniffed value
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if (i_recalculateTravel && PositionOkay(owner, target, _movingTowards ? maxTarget : Optional<float>(), angle))
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{
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if (Creature* cOwner2 = owner->ToCreature())
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if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && !target->isMoving() && !mutualChase)
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{
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cOwner2->SetCannotReachTarget();
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i_recalculateTravel = false;
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i_path = nullptr;
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if (Creature* cOwner2 = owner->ToCreature())
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cOwner2->SetCannotReachTarget();
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owner->StopMoving();
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owner->SetInFront(target);
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MovementInform(owner);
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return true;
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}
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i_recalculateTravel = false;
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i_path = nullptr;
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owner->StopMoving();
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owner->SetInFront(target);
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MovementInform(owner);
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return true;
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}
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}
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// if we're done moving, we want to clean up
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if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->movespline->Finalized())
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{
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i_recalculateTravel = false;
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i_path = nullptr;
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if (Creature* cOwner2 = owner->ToCreature())
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cOwner2->SetCannotReachTarget();
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owner->ClearUnitState(UNIT_STATE_CHASE_MOVE);
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owner->SetInFront(target);
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MovementInform(owner);
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}
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if (owner->IsWithinMeleeRange(this->i_target.getTarget()))
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// if the target moved, we have to consider whether to adjust
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if (!_lastTargetPosition || target->GetPosition() != _lastTargetPosition.value() || mutualChase != _mutualChase)
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{
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_lastTargetPosition = target->GetPosition();
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_mutualChase = mutualChase;
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if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, target->isMoving() ? maxTarget : maxRange, angle))
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{
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owner->Attack(this->i_target.getTarget(), true);
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if (Creature* cOwner2 = owner->ToCreature())
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// can we get to the target?
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if (cOwner && !target->isInAccessiblePlaceFor(cOwner))
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{
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cOwner2->SetCannotReachTarget();
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cOwner->SetCannotReachTarget(target->GetGUID());
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cOwner->StopMoving();
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i_path = nullptr;
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return true;
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}
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}
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else if (i_path && i_path->GetPathType() & PATHFIND_INCOMPLETE)
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{
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if (Creature* cOwner2 = owner->ToCreature())
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// figure out which way we want to move
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float tarX, tarY, tarZ;
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target->GetPosition(tarX, tarY, tarZ);
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bool withinRange = owner->IsInDist(target, maxRange);
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bool withinLOS = owner->IsWithinLOS(tarX, tarY, tarZ);
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bool moveToward = !(withinRange && withinLOS);
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// make a new path if we have to...
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if (!i_path || moveToward != _movingTowards)
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i_path = std::make_unique<PathGenerator>(owner);
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else
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i_path->Clear();
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// Predict chase destination to keep up with chase target
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float additionalRange = 0;
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bool predictDestination = !mutualChase && target->isMoving();
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if (predictDestination)
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{
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cOwner2->SetCannotReachTarget(this->i_target.getTarget()->GetGUID());
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UnitMoveType moveType = MOVE_RUN;
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if (target->CanFly())
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moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_FLIGHT_BACK : MOVE_FLIGHT;
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else
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{
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if (target->IsWalking())
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moveType = MOVE_WALK;
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else
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moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_RUN_BACK : MOVE_RUN;
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}
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float speed = target->GetSpeed(moveType) * 0.5f;
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additionalRange = owner->GetExactDistSq(target) < G3D::square(speed) ? 0 : speed;
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}
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}
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i_recalculateTravel = false;
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i_path = nullptr;
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}
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float x, y, z;
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bool shortenPath;
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if (_lastTargetPosition && i_target->GetPosition() == _lastTargetPosition.value() && mutualChase == _mutualChase)
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return true;
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// if we want to move toward the target and there's no fixed angle...
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if (moveToward && !angle)
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{
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// ...we'll pathfind to the center, then shorten the path
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target->GetPosition(x, y, z);
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shortenPath = true;
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}
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else
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{
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// otherwise, we fall back to nearpoint finding
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target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - chaseRange - additionalRange, 0, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAngle(owner));
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shortenPath = false;
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}
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_lastTargetPosition = i_target->GetPosition();
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if (owner->IsHovering())
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owner->UpdateAllowedPositionZ(x, y, z);
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if (PositionOkay(owner, target, maxRange, angle) && !owner->HasUnitState(UNIT_STATE_CHASE_MOVE))
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{
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if (Creature* cOwner2 = owner->ToCreature())
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{
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cOwner2->SetCannotReachTarget();
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}
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bool success = i_path->CalculatePath(x, y, z, forceDest);
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if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
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{
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if (cOwner)
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{
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cOwner->SetCannotReachTarget(target->GetGUID());
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}
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return true;
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}
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owner->StopMoving();
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return true;
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}
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float tarX, tarY, tarZ;
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target->GetPosition(tarX, tarY, tarZ);
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if (shortenPath)
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i_path->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), maxTarget);
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bool withinRange = owner->IsInDist(target, maxRange);
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bool withinLOS = owner->IsWithinLOS(tarX, tarY, tarZ);
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bool moveToward = !(withinRange && withinLOS);
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if (cOwner)
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{
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cOwner->SetCannotReachTarget();
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}
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_mutualChase = mutualChase;
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if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE))
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{
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// can we get to the target?
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if (cOwner && !target->isInAccessiblePlaceFor(cOwner))
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{
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cOwner->SetCannotReachTarget(target->GetGUID());
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cOwner->StopMoving();
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i_path = nullptr;
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return true;
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}
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}
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if (!i_path || moveToward != _movingTowards)
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i_path = std::make_unique<PathGenerator>(owner);
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else
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i_path->Clear();
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float x, y, z;
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bool shortenPath;
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// if we want to move toward the target and there's no fixed angle...
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if (moveToward && !angle)
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{
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// ...we'll pathfind to the center, then shorten the path
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target->GetPosition(x, y, z);
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shortenPath = true;
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}
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else
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{
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// otherwise, we fall back to nearpoint finding
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target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - hitboxSum, 0, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAngle(owner));
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shortenPath = false;
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}
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if (owner->IsHovering())
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owner->UpdateAllowedPositionZ(x, y, z);
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i_recalculateTravel = true;
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bool success = i_path->CalculatePath(x, y, z, forceDest);
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if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
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{
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if (cOwner)
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{
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cOwner->SetCannotReachTarget(target->GetGUID());
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}
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return true;
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}
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if (shortenPath)
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i_path->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), maxTarget);
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if (cOwner)
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{
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cOwner->SetCannotReachTarget();
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}
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bool walk = false;
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if (cOwner && !cOwner->IsPet())
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{
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switch (cOwner->GetMovementTemplate().GetChase())
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{
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case CreatureChaseMovementType::CanWalk:
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if (owner->IsWalking())
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bool walk = false;
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if (cOwner && !cOwner->IsPet())
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{
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switch (cOwner->GetMovementTemplate().GetChase())
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{
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case CreatureChaseMovementType::CanWalk:
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walk = owner->IsWalking();
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break;
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case CreatureChaseMovementType::AlwaysWalk:
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walk = true;
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break;
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case CreatureChaseMovementType::AlwaysWalk:
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walk = true;
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break;
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default:
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break;
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break;
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default:
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break;
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}
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}
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owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
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i_recalculateTravel = true;
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Movement::MoveSplineInit init(owner);
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init.MovebyPath(i_path->GetPath());
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init.SetFacing(target);
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init.SetWalk(walk);
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init.Launch();
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}
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}
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owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
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Movement::MoveSplineInit init(owner);
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init.MovebyPath(i_path->GetPath());
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init.SetFacing(target);
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init.SetWalk(walk);
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init.Launch();
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return true;
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}
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@@ -256,8 +266,8 @@ void ChaseMovementGenerator<Creature>::DoInitialize(Creature* owner)
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{
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i_path = nullptr;
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_lastTargetPosition.reset();
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i_recheckDistance.Reset(0);
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owner->SetWalk(false);
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owner->StopMoving();
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owner->AddUnitState(UNIT_STATE_CHASE);
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}
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