cleaned up movement code (and left comment for liyunfan)

This commit is contained in:
Fuzz
2024-08-06 19:56:20 +10:00
parent af674e9361
commit 5ce49299c4

View File

@@ -178,27 +178,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
return false; return false;
} }
if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
float distance = vehicleBase->GetExactDist(x, y, z);
if (distance <= sPlayerbotAIConfig->contactDistance)
return false;
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
return true;
}
// if (bot->Unit::IsFalling()) { // if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL); // bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
// return false; // return false;
@@ -212,7 +191,28 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
bool generatePath = !bot->IsFlying() && !bot->isSwimming(); bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 || bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground()); (sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (exact_waypoint || disableMoveSplinePath || !generatePath) if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > sPlayerbotAIConfig->contactDistance)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
// TODO: is botAI->SetNextCheckDelay() meant to go here or is setting "last movement" value enough? (same question goes for below)
return true;
}
}
else if (exact_waypoint || disableMoveSplinePath || !generatePath)
{ {
float distance = bot->GetExactDist(x, y, z); float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance) if (distance > sPlayerbotAIConfig->contactDistance)