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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
fix: warning updating movement flags while rooted (#1858)
fixes https://github.com/mod-playerbots/mod-playerbots/issues/1854 ----- Also includes fixes for: ----- * Bots swimming with waterWalk kept switching between swimming and walking, as result jittering effect swimming under water when water walking active * Bots flying close above water they would land on water and start walking, now they stay flying unless on solid ground they will land and start walking by design ----- Moved all flag setting to updateMovementState: * So all movement flag are handled in updateMovementState which also contains the restricted movement logic. * Handle restricted movement logic and preventing SendMovementFlagUpdate while being restricted. ----- Known issue when flying the following bots feel a bit jittering, wont touch for now at least till core movement changes quirks has been dealt with. The current code is the extended version of what is originally was before core merge with refactored movements. Once the core movement refactors are settled a bit more i would like to revisit this code; as i would expect more imperative code and less manual flag setting e.g. bot->SetWaterWalking, SetGravitiy..SetCanFly etc.
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@@ -971,73 +971,86 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
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void MovementAction::UpdateMovementState()
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{
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// state flags
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const float gLvlZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool onGround = bot->GetPositionZ() < gLvlZ + 1.f;
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real or not
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const bool masterIsFlying = master && master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
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const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
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const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
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const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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const bool wantsToWaterWalk = bot->HasWaterWalkAura();
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const bool wantsToSwim = isInWater || isUnderWater;
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const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
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bot->isFrozen() ||
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bot->IsPolymorphed() ||
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bot->HasRootAura() ||
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bot->HasStunAura() ||
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bot->HasConfuseAura() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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// handle water state
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if (isWaterArea)
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// no update movement flags while movement is current restricted.
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if (!isCurrentlyRestricted && bot->IsAlive())
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{
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !isUnderWater && !isFlying)
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// state flags
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
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const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
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const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
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const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
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const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
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const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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const bool wantsToWaterWalk = bot->HasWaterWalkAura();
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const bool wantsToSwim = isInWater || isUnderWater;
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const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
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bool movementFlagsUpdated = false;
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// handle water state
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if (isWaterArea && !isFlying)
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{
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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movementFlagsUpdated = true;
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}
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// swimming
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else if (wantsToSwim && !isSwimming && masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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movementFlagsUpdated = true;
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}
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}
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else if (isSwimming || isWaterWalking)
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{
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// reset water flags
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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}
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// swimming
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else if (wantsToSwim && !isSwimming && !wantsToWaterWalk && !isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->SendMovementFlagUpdate();
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movementFlagsUpdated = true;
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}
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}
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else
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{
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// reset flags, if not will inherit incorrect walk speed here and there
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// when transistions between land and water.
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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// handle flying state
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if (wantsToFly && !isFlying && masterIsFlying)
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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else if ((!wantsToFly || onGroundZ) && isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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// detect if movement restrictions have been lifted, CC just ended.
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if (wasMovementRestricted)
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movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
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if (movementFlagsUpdated)
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bot->SendMovementFlagUpdate();
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}
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// handle flying state
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if (wantsToFly && !isFlying && masterIsFlying)
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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else if ((!wantsToFly || onGround) && isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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// See if the bot is currently slowed, rooted, or otherwise unable to move
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bool isCurrentlyRestricted = bot->isFrozen() || bot->IsPolymorphed() || bot->HasRootAura() || bot->HasStunAura() ||
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bot->HasConfuseAura() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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// Detect if movement restrictions have been lifted
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if (wasMovementRestricted && !isCurrentlyRestricted && bot->IsAlive())
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{
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// CC just ended - refresh movement state to ensure animations play correctly
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bot->SendMovementFlagUpdate();
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}
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// Save current state for the next check
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// Save current state for the next check
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wasMovementRestricted = isCurrentlyRestricted;
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// Temporary speed increase in group
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@@ -1820,25 +1833,12 @@ void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool gen
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if (!mm)
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return;
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// enable flying
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if (unit->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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{
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unit->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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unit->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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}
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else
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{
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unit->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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unit->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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}
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// enable water walking
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if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
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{
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float gLvlZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
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unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gLvlZ, false);
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// z = gLvlZ; do not overwrite Z axex, otherwise you wont be able to steer the bots into swimming when water
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// walking.
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float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
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unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
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// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
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}
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mm->Clear();
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