mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
cleaned up movement code (and left comment for liyunfan)
This commit is contained in:
@@ -178,27 +178,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
|
||||
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()) {
|
||||
// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
|
||||
// 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 disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
|
||||
(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);
|
||||
if (distance > sPlayerbotAIConfig->contactDistance)
|
||||
|
||||
Reference in New Issue
Block a user