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https://github.com/mod-playerbots/mod-playerbots
synced 2025-12-01 21:12:50 +08:00
movement for fly & swimming
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@@ -87,7 +87,7 @@ bool FollowAction::isUseful()
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if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
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return false;
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distance = sServerFacade->GetDistance2d(bot, loc.GetPositionX(), loc.GetPositionY());
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distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
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}
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return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());
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@@ -148,7 +148,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// if (bot->Unit::IsFalling()) {
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// bot->Say("I'm falling", LANG_UNIVERSAL);
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// }
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float distance = bot->GetDistance2d(x, y);
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float distance = bot->GetDistance(x, y, z);
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if (distance > sPlayerbotAIConfig->contactDistance)
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{
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WaitForReach(distance);
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@@ -166,7 +166,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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MotionMaster &mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(mapId, x, y, SearchBestGroundZForPath(x, y, z), generatePath);
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mm.MovePoint(mapId, x, y, SearchBestGroundZForPath(x, y, z, generatePath), generatePath);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
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return true;
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}
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@@ -1268,8 +1268,11 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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return MoveNear(mapId, x, y, z, distance);
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}
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float MovementAction::SearchBestGroundZForPath(float x, float y, float z, float range)
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float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range)
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{
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if (!generatePath) {
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return z;
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}
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float modified_z;
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float delta;
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for (delta = 0.0f; delta <= range / 2; delta++) {
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@@ -41,7 +41,7 @@ class MovementAction : public Action
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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private:
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float SearchBestGroundZForPath(float x, float y, float z, float range = 10.0f);
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float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 10.0f);
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};
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class FleeAction : public MovementAction
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