Make backwards movement for flee

This commit is contained in:
Yunfan Li
2024-12-29 23:21:03 +08:00
parent adc0d6e72c
commit 79a5fdd7c1
5 changed files with 52 additions and 19 deletions

View File

@@ -177,7 +177,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
}
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
bool exact_waypoint, MovementPriority priority, bool lessDelay)
bool exact_waypoint, MovementPriority priority, bool lessDelay, bool backwards)
{
UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z))
@@ -208,8 +208,16 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
mm.MovePoint(0, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN));
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
float delay = 1000.0f * (distance / speed);
if (lessDelay)
{
delay -= botAI->GetReactDelay();
@@ -235,8 +243,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
}
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(0, x, y, z, generatePath);
float delay = 1000.0f * MoveDelay(distance);
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
delay -= botAI->GetReactDelay();
@@ -270,8 +285,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
MotionMaster& mm = *bot->GetMotionMaster();
G3D::Vector3 endP = path.back();
mm.Clear();
mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath);
float delay = 1000.0f * MoveDelay(distance);
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
delay -= botAI->GetReactDelay();
@@ -1265,20 +1287,20 @@ bool MovementAction::ChaseTo(WorldObject* obj, float distance, float angle)
return true;
}
float MovementAction::MoveDelay(float distance)
float MovementAction::MoveDelay(float distance, bool backwards)
{
float speed;
if (bot->isSwimming())
{
speed = bot->GetSpeed(MOVE_SWIM);
speed = backwards ? bot->GetSpeed(MOVE_SWIM_BACK) : bot->GetSpeed(MOVE_SWIM);
}
else if (bot->IsFlying())
{
speed = bot->GetSpeed(MOVE_FLIGHT);
speed = backwards ? bot->GetSpeed(MOVE_FLIGHT_BACK) : bot->GetSpeed(MOVE_FLIGHT);
}
else
{
speed = bot->GetSpeed(MOVE_RUN);
speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) :bot->GetSpeed(MOVE_RUN);
}
float delay = distance / speed;
return delay;
@@ -1502,6 +1524,12 @@ void MovementAction::ClearIdleState()
bool MovementAction::MoveAway(Unit* target, float distance)
{
// MotionMaster& mm = *bot->GetMotionMaster();
// mm.Clear();
// mm.MoveBackwards(target, distance);
// botAI->SetNextCheckDelay(3000);
// // bot->GetSpeed()
// return true;
if (!target)
{
return false;
@@ -1523,7 +1551,7 @@ bool MovementAction::MoveAway(Unit* target, float distance)
dz = bot->GetPositionZ();
exact = false;
}
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT))
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, true))
{
return true;
}
@@ -1545,7 +1573,7 @@ bool MovementAction::MoveAway(Unit* target, float distance)
dz = bot->GetPositionZ();
exact = false;
}
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT))
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, true))
{
return true;
}