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diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp | |
index 1dd66d7699..8683884b25 100644 | |
--- a/src/server/game/AI/CreatureAI.cpp | |
+++ b/src/server/game/AI/CreatureAI.cpp | |
@@ -350,6 +350,40 @@ void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBounda | |
me->DoImmediateBoundaryCheck(); | |
} | |
+bool CreatureAI::CheckMeleeRepositionRequirements() | |
+{ | |
+ if (Unit* victim = me->GetVictim()) | |
+ { | |
+ Position victimPos = victim->GetPosition(); | |
+ | |
+ // If we are closer than 50% of the combat reach we are going to reposition ourself | |
+ // Dont call if we have more than one attacker because Circling Target will take place. | |
+ float reach = CalculatePct(me->GetCombatReach() + victim->GetCombatReach(), 50); | |
+ float moveDist = CalculatePct(me->GetCombatReach() + victim->GetCombatReach(), 100); | |
+ if (me->IsFreeToMove() && victim->getAttackers().size() == 1 && me->GetDistance(victimPos) < reach) | |
+ { | |
+ me->GetMotionMaster()->MoveBackwards(victim, moveDist); | |
+ return true; | |
+ } | |
+ } | |
+ return false; | |
+} | |
+ | |
+bool CreatureAI::CheckCircleRepositionRequirements() | |
+{ | |
+ if (Unit* victim = me->GetVictim()) | |
+ { | |
+ Position victimPos = victim->GetPosition(); | |
+ | |
+ if (me->IsFreeToMove() && victim->getAttackers().size() > 1) | |
+ { | |
+ me->GetMotionMaster()->MoveCircleTarget(victim); | |
+ return true; | |
+ } | |
+ } | |
+ return false; | |
+} | |
+ | |
Creature* CreatureAI::DoSummon(uint32 entry, Position const& pos, uint32 despawnTime, TempSummonType summonType) | |
{ | |
return me->SummonCreature(entry, pos, summonType, despawnTime); | |
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h | |
index d7cfec7b0b..25284740d3 100644 | |
--- a/src/server/game/AI/CreatureAI.h | |
+++ b/src/server/game/AI/CreatureAI.h | |
@@ -226,6 +226,9 @@ class TC_GAME_API CreatureAI : public UnitAI | |
static bool IsInBounds(CreatureBoundary const& boundary, Position const* who); | |
bool IsInBoundary(Position const* who = nullptr) const; | |
+ bool CheckMeleeRepositionRequirements(); | |
+ bool CheckCircleRepositionRequirements(); | |
+ | |
protected: | |
virtual void MoveInLineOfSight(Unit* /*who*/); | |
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp | |
index 0ac2b3be02..6a0b813a15 100644 | |
--- a/src/server/game/Entities/Creature/Creature.cpp | |
+++ b/src/server/game/Entities/Creature/Creature.cpp | |
@@ -779,6 +779,25 @@ void Creature::Update(uint32 diff) | |
m_boundaryCheckTime -= diff; | |
} | |
+ // Moving back from the target. | |
+ if (diff >= m_moveBackMovementTime) | |
+ { | |
+ AI()->CheckMeleeRepositionRequirements(); | |
+ m_moveBackMovementTime = MOVE_BACK_CHECK_INTERVAL; | |
+ } | |
+ else | |
+ m_moveBackMovementTime -= diff; | |
+ | |
+ // Circling the target. | |
+ if (diff >= m_moveCircleMovementTime) | |
+ { | |
+ AI()->CheckCircleRepositionRequirements(); | |
+ m_moveCircleMovementTime = MOVE_CIRCLE_CHECK_INTERVAL; | |
+ } | |
+ else | |
+ m_moveCircleMovementTime -= diff; | |
+ | |
+ | |
// if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now | |
if (m_combatPulseDelay > 0 && IsEngaged() && GetMap()->IsDungeon()) | |
{ | |
@@ -3272,3 +3291,15 @@ bool Creature::IsEscortNPC(bool onlyIfActive) | |
return AI()->IsEscortNPC(onlyIfActive); | |
} | |
+ | |
+bool Creature::IsFreeToMove() | |
+{ | |
+ uint32 moveFlags = m_movementInfo.GetMovementFlags(); | |
+ // Do not reposition ourself when we are not allowed to move | |
+ if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove()) && | |
+ GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE || | |
+ moveFlags & MOVEMENTFLAG_SPLINE_ENABLED) | |
+ return false; | |
+ | |
+ return true; | |
+} | |
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h | |
index 23e567f733..ff1dde1039 100644 | |
--- a/src/server/game/Entities/Creature/Creature.h | |
+++ b/src/server/game/Entities/Creature/Creature.h | |
@@ -348,6 +348,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma | |
void ReleaseFocus(Spell const* focusSpell = nullptr, bool withDelay = true); | |
bool IsMovementPreventedByCasting() const override; | |
+ bool IsFreeToMove(); | |
// Part of Evade mechanics | |
time_t GetLastDamagedTime() const { return _lastDamagedTime; } | |
@@ -386,6 +387,11 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma | |
uint32 m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse | |
uint32 m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons) | |
+ static constexpr uint32 MOVE_BACK_CHECK_INTERVAL = 3000; | |
+ static constexpr uint32 MOVE_CIRCLE_CHECK_INTERVAL = 3000; | |
+ uint32 m_moveBackMovementTime = MOVE_BACK_CHECK_INTERVAL; | |
+ uint32 m_moveCircleMovementTime = MOVE_CIRCLE_CHECK_INTERVAL; | |
+ | |
ReactStates m_reactState; // for AI, not charmInfo | |
void RegenerateHealth(); | |
void Regenerate(Powers power); | |
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp | |
index 09f5ef01a5..1d39fd9cdc 100644 | |
--- a/src/server/game/Entities/Unit/Unit.cpp | |
+++ b/src/server/game/Entities/Unit/Unit.cpp | |
@@ -287,6 +287,7 @@ bool DispelableAura::RollDispel() const | |
return roll_chance_i(_chance); | |
} | |
+ | |
Unit::Unit(bool isWorldObject) : | |
WorldObject(isWorldObject), m_playerMovingMe(nullptr), m_lastSanctuaryTime(0), | |
IsAIEnabled(false), NeedChangeAI(false), LastCharmerGUID(), m_ControlledByPlayer(false), | |
@@ -294,7 +295,8 @@ Unit::Unit(bool isWorldObject) : | |
m_AutoRepeatFirstCast(false), m_procDeep(0), m_removedAurasCount(0), | |
i_motionMaster(new MotionMaster(this)), m_regenTimer(0), m_vehicle(nullptr), | |
m_vehicleKit(nullptr), m_unitTypeMask(UNIT_MASK_NONE), m_Diminishing(), m_combatManager(this), | |
- m_threatManager(this), m_comboTarget(nullptr), m_comboPoints(0), m_spellHistory(new SpellHistory(this)) | |
+ m_threatManager(this), m_comboTarget(nullptr), m_comboPoints(0), m_spellHistory(new SpellHistory(this)), | |
+ m_attackPosition(NULL) | |
{ | |
m_objectType |= TYPEMASK_UNIT; | |
m_objectTypeId = TYPEID_UNIT; | |
@@ -451,6 +453,16 @@ void Unit::Update(uint32 p_time) | |
ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, HealthAbovePct(75)); | |
} | |
+ if (_attackPointCheckTimer > p_time) | |
+ { | |
+ _attackPointCheckTimer -= p_time; | |
+ } | |
+ else | |
+ { | |
+ _attackPointCheckTimer = ATTACK_POINT_CHECK_INTERVAL; | |
+ SetMeleeAttackPoints(); | |
+ } | |
+ | |
UpdateSplineMovement(p_time); | |
i_motionMaster->Update(p_time); | |
} | |
@@ -554,6 +566,20 @@ bool Unit::IsWithinMeleeRangeAt(Position const& pos, Unit const* obj) const | |
return distsq <= maxdist * maxdist; | |
} | |
+bool Unit::IsWithinRange(Unit const* obj, float dist) const | |
+{ | |
+ if (!obj || !IsInMap(obj) || !InSamePhase(obj)) | |
+ return false; | |
+ | |
+ float dx = GetPositionX() - obj->GetPositionX(); | |
+ float dy = GetPositionY() - obj->GetPositionY(); | |
+ float dz = GetPositionZ() - obj->GetPositionZ(); | |
+ float distsq = dx * dx + dy * dy + dz * dz; | |
+ | |
+ return distsq <= dist * dist; | |
+} | |
+ | |
+ | |
float Unit::GetMeleeRange(Unit const* target) const | |
{ | |
float range = GetCombatReach() + target->GetCombatReach() + 4.0f / 3.0f; | |
@@ -2005,7 +2031,7 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr | |
if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN)) | |
SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells) | |
- | |
+ | |
// melee attack spell cast at main hand attack only - no normal melee dmg dealt | |
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra) | |
m_currentSpells[CURRENT_MELEE_SPELL]->cast(); | |
@@ -13501,3 +13527,91 @@ float Unit::GetCollisionHeight() const | |
float const collisionHeight = scaleMod * modelData->CollisionHeight * modelData->Scale * displayInfo->scale; | |
return collisionHeight == 0.0f ? DEFAULT_COLLISION_HEIGHT : collisionHeight; | |
} | |
+ | |
+ | |
+struct AttackDistance { | |
+ AttackDistance(uint8 index, AttackPosition attackPos) : _index(index), _attackPos(attackPos) {} | |
+ uint8 _index; | |
+ AttackPosition _attackPos; | |
+}; | |
+ | |
+void Unit::SetMeleeAttackPoints() | |
+{ | |
+ if (getAttackers().size() <= 1) | |
+ { | |
+ return; | |
+ } | |
+ | |
+ // Delete the attack positions each iteration. | |
+ attackMeleePositions.clear(); | |
+ | |
+ // Calculate the attack positions. | |
+ // radius (Melee range unknown so use default). | |
+ float radius = MIN_MELEE_REACH; | |
+ uint8 attackPoints = getAttackers().size() * 3; | |
+ for (uint8 i = 0; i < attackPoints; ++i) | |
+ { | |
+ int8 anglePosition = ceil((i+1)/2) * ((i+1) % 2 ? -1 : 1); | |
+ float step = float(M_PI*2) / attackPoints; | |
+ Position const& pos = GetPosition(); | |
+ float angle = GetOrientation() + float(M_PI * 2) + (step * anglePosition); | |
+ //TC_LOG_DEBUG("server", "AttackPosition (z,y,z)=(%4.1f,%4.1f,%4.1f)", pos.m_positionX + radius * cosf(angle), pos.m_positionY + radius * sinf(angle), pos.m_positionZ); | |
+ attackMeleePositions.push_back(AttackPosition(Position(pos.m_positionX + radius * cosf(angle), pos.m_positionY + radius * sinf(angle), pos.m_positionZ))); | |
+ } | |
+ m_previousAttackerCount = getAttackers().size(); | |
+ m_previousPosition = GetPosition(); | |
+} | |
+ | |
+Position Unit::GetMeleeAttackPoint(Unit* attacker) | |
+{ | |
+ if (getAttackers().size() <= 1) | |
+ return NULL; | |
+ | |
+ // If already on an attack Position and close to Target abort. | |
+ if (attacker->GetDistance(GetPosition()) < GetCombatReach() && !(attacker->m_attackPosition == NULL) && attacker->GetDistance(attacker->m_attackPosition._pos) < 0.25f) | |
+ return NULL; | |
+ attacker->m_attackPosition = NULL; | |
+ | |
+ // Get all the distances. | |
+ std::vector<AttackDistance> distances; | |
+ distances.reserve( attackMeleePositions.size()); | |
+ for (uint8 i = 0; i < attackMeleePositions.size(); ++i) | |
+ { | |
+ // If the spot has been taken. | |
+ if (!attackMeleePositions[i]._taken) | |
+ distances.push_back(AttackDistance(i,attackMeleePositions[i])); | |
+ } | |
+ | |
+ if (distances.size() == 0) | |
+ return NULL; | |
+ | |
+ // Get the shortest point. | |
+ uint8 shortestIndex = 0; | |
+ float shortestLength = 100.0f; | |
+ for (uint8 i = 0; i < distances.size(); ++i) | |
+ { | |
+ float dist = attacker->GetDistance2d(distances[i]._attackPos._pos.m_positionX, distances[i]._attackPos._pos.m_positionY); // +GetDistance(distances[i]._attackPos._pos); | |
+ //TC_LOG_DEBUG("server", "dist=(%4.1f)", dist); | |
+ if (shortestLength > dist) | |
+ { | |
+ shortestLength = dist; | |
+ shortestIndex = i; | |
+ } | |
+ } | |
+ //TC_LOG_DEBUG("server", "shortestLength=(%4.1f)", shortestLength); | |
+ | |
+ // Create closest Position. | |
+ Position closestPos(distances[shortestIndex]._attackPos._pos); | |
+ | |
+ // Too close mark point taken and find another spot. | |
+ for (uint8 i = 0; i < attackMeleePositions.size(); ++i) | |
+ { | |
+ float dist = closestPos.GetExactDist(attackMeleePositions[i]._pos); | |
+ //TC_LOG_DEBUG("server", "points_dist=(%4.1f)", dist); | |
+ if (dist < GetCombatReach()/2) | |
+ attackMeleePositions[i]._taken = true; | |
+ } | |
+ attacker->m_attackPosition = distances[shortestIndex]._attackPos; | |
+ | |
+ return closestPos; | |
+} | |
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h | |
index dfd1c1e020..6bd4005951 100644 | |
--- a/src/server/game/Entities/Unit/Unit.h | |
+++ b/src/server/game/Entities/Unit/Unit.h | |
@@ -702,6 +702,26 @@ struct TC_GAME_API CharmInfo | |
float _stayZ; | |
}; | |
+struct AttackPosition { | |
+ AttackPosition(Position pos) : _pos(pos), _taken(false) {} | |
+ bool operator==(const int val) | |
+ { | |
+ return val == NULL; | |
+ }; | |
+ int operator=(const int val) | |
+ { | |
+ if (val == NULL) | |
+ { | |
+ _pos = NULL; | |
+ _taken = false; | |
+ return NULL; | |
+ } | |
+ return NULL; | |
+ }; | |
+ Position _pos; | |
+ bool _taken; | |
+}; | |
+ | |
// for clearing special attacks | |
#define REACTIVE_TIMER_START 4000 | |
@@ -789,6 +809,7 @@ class TC_GAME_API Unit : public WorldObject | |
bool CanDualWield() const { return m_canDualWield; } | |
virtual void SetCanDualWield(bool value) { m_canDualWield = value; } | |
float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; } | |
+ bool IsWithinRange(Unit const* obj, float dist) const; | |
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const; | |
bool IsWithinMeleeRange(Unit const* obj) const { return IsWithinMeleeRangeAt(GetPosition(), obj); } | |
bool IsWithinMeleeRangeAt(Position const& pos, Unit const* obj) const; | |
@@ -805,6 +826,10 @@ class TC_GAME_API Unit : public WorldObject | |
bool AttackStop(); | |
void RemoveAllAttackers(); | |
AttackerSet const& getAttackers() const { return m_attackers; } | |
+ | |
+ void Unit::SetMeleeAttackPoints(); | |
+ Position GetMeleeAttackPoint(Unit* attacker); | |
+ | |
bool isAttackingPlayer() const; | |
Unit* GetVictim() const { return m_attacking; } | |
// Use this only when 100% sure there is a victim | |
@@ -1676,6 +1701,9 @@ class TC_GAME_API Unit : public WorldObject | |
virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false); | |
float GetCollisionHeight() const override; | |
+ | |
+ AttackPosition getAttackPosition() { return m_attackPosition; } | |
+ | |
protected: | |
explicit Unit (bool isWorldObject); | |
@@ -1756,6 +1784,10 @@ class TC_GAME_API Unit : public WorldObject | |
virtual void AtEnterCombat() { } | |
virtual void AtExitCombat(); | |
+ std::vector<AttackPosition> attackMeleePositions; | |
+ Position m_previousPosition; | |
+ uint8 m_previousAttackerCount; | |
+ AttackPosition m_attackPosition; | |
private: | |
void UpdateSplineMovement(uint32 t_diff); | |
@@ -1799,6 +1831,9 @@ class TC_GAME_API Unit : public WorldObject | |
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed? | |
SpellHistory* m_spellHistory; | |
+ | |
+ static constexpr uint32 ATTACK_POINT_CHECK_INTERVAL = 200; | |
+ uint32 _attackPointCheckTimer = ATTACK_POINT_CHECK_INTERVAL; | |
}; | |
namespace Trinity | |
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp | |
index ebccc6fa48..2712c85cf8 100644 | |
--- a/src/server/game/Movement/MotionMaster.cpp | |
+++ b/src/server/game/Movement/MotionMaster.cpp | |
@@ -595,6 +595,54 @@ void MotionMaster::MoveChase(Unit* target, Optional<ChaseRange> dist, Optional<C | |
Add(new ChaseMovementGenerator(target, dist, angle)); | |
} | |
+void MotionMaster::MoveCircleTarget(Unit* target) | |
+{ | |
+ if (!target) | |
+ return; | |
+ | |
+ //TC_LOG_DEBUG("server", "MoveCircleTarget"); | |
+ | |
+ Position point = target->GetMeleeAttackPoint(_owner); | |
+ if (point == NULL) | |
+ return; | |
+ | |
+ if (_owner->IsFlying()) | |
+ ; // Dont do anything yet might add later. | |
+ else | |
+ point.m_positionZ = _owner->GetMapHeight(point.m_positionX, point.m_positionY, point.m_positionZ); | |
+ | |
+ Movement::MoveSplineInit init(_owner); | |
+ init.MoveTo(point.m_positionX, point.m_positionY, point.m_positionZ, true, true); | |
+ init.SetFacing(target); | |
+ init.Launch(); | |
+} | |
+ | |
+void MotionMaster::MoveBackwards(Unit* target, float dist) | |
+{ | |
+ if (!target) | |
+ return; | |
+ | |
+ //TC_LOG_DEBUG("server", "MoveBackwards"); | |
+ | |
+ Position const& pos = target->GetPosition(); | |
+ float angle = pos.GetOrientation() + (M_PI*2); | |
+ G3D::Vector3 point; | |
+ point.x = pos.m_positionX + dist * cosf(angle); | |
+ point.y = pos.m_positionY + dist * sinf(angle); | |
+ point.z = pos.m_positionZ; | |
+ | |
+ //if (_owner->IsFlying()) | |
+ // point.z = pos.m_positionZ; | |
+ //else | |
+ // point.z = _owner->GetMapHeight(point.x, point.y, point.z); | |
+ | |
+ Movement::MoveSplineInit init(_owner); | |
+ init.MoveTo(point.x, point.y, point.z); | |
+ init.SetFacing(target); | |
+ init.SetBackward(); | |
+ init.Launch(); | |
+} | |
+ | |
void MotionMaster::MoveConfused() | |
{ | |
if (_owner->GetTypeId() == TYPEID_PLAYER) | |
diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h | |
index 3be8d735a2..592fec1c92 100644 | |
--- a/src/server/game/Movement/MotionMaster.h | |
+++ b/src/server/game/Movement/MotionMaster.h | |
@@ -142,6 +142,8 @@ class TC_GAME_API MotionMaster | |
void MoveFollow(Unit* target, float dist, ChaseAngle angle, MovementSlot slot = MOTION_SLOT_ACTIVE); | |
void MoveChase(Unit* target, Optional<ChaseRange> dist = {}, Optional<ChaseAngle> angle = {}); | |
void MoveChase(Unit* target, float dist, float angle = 0.0f) { MoveChase(target, Optional<ChaseRange>(dist), Optional<ChaseAngle>(angle)); } | |
+ void MoveCircleTarget(Unit* target); | |
+ void MoveBackwards(Unit* target, float dist); | |
void MoveConfused(); | |
void MoveFleeing(Unit* enemy, uint32 time = 0); | |
void MovePoint(uint32 id, Position const& pos, bool generatePath = true, Optional<float> finalOrient = {}); | |
diff --git a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp | |
index f83c7e8b16..f6554e932a 100644 | |
--- a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp | |
+++ b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp | |
@@ -73,7 +73,7 @@ void ChaseMovementGenerator::Initialize(Unit* owner) | |
owner->SetWalk(false); | |
_path = nullptr; | |
- _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); | |
+ //_lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); | |
} | |
void ChaseMovementGenerator::Reset(Unit* owner) | |
@@ -121,7 +121,8 @@ bool ChaseMovementGenerator::Update(Unit* owner, uint32 diff) | |
else | |
{ | |
_rangeCheckTimer = RANGE_CHECK_INTERVAL; | |
- if (PositionOkay(owner, target, _movingTowards ? Optional<float>() : minTarget, _movingTowards ? maxTarget : Optional<float>(), angle)) | |
+ if (PositionOkay(owner, target, _movingTowards ? Optional<float>() : minTarget, _movingTowards ? maxTarget : Optional<float>(), angle) && | |
+ owner->getAttackPosition() == NULL) | |
{ | |
_path = nullptr; | |
owner->StopMoving(); | |
@@ -141,73 +142,100 @@ bool ChaseMovementGenerator::Update(Unit* owner, uint32 diff) | |
DoMovementInform(owner, target); | |
} | |
- // if the target moved, we have to consider whether to adjust | |
- if (_lastTargetPosition != target->GetPosition() || mutualChase != _mutualChase) | |
+ //if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE)) | |
+ //{ | |
+ if (_pathCheckTimer > diff) | |
{ | |
- _lastTargetPosition = target->GetPosition(); | |
- _mutualChase = mutualChase; | |
- if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, minRange, maxRange, angle)) | |
+ _pathCheckTimer -= diff; | |
+ return true; | |
+ } | |
+ else | |
+ { | |
+ _pathCheckTimer = PATH_CHECK_INTERVAL; | |
+ } | |
+ //} | |
+ | |
+ if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, minRange, maxRange, angle)) | |
+ { | |
+ Creature* const cOwner = owner->ToCreature(); | |
+ // can we get to the target? | |
+ if (cOwner && !target->isInAccessiblePlaceFor(cOwner)) | |
{ | |
- Creature* const cOwner = owner->ToCreature(); | |
- // can we get to the target? | |
- if (cOwner && !target->isInAccessiblePlaceFor(cOwner)) | |
- { | |
- cOwner->SetCannotReachTarget(true); | |
- cOwner->StopMoving(); | |
- _path = nullptr; | |
- return true; | |
- } | |
+ cOwner->SetCannotReachTarget(true); | |
+ cOwner->StopMoving(); | |
+ _path = nullptr; | |
+ return true; | |
+ } | |
- // figure out which way we want to move | |
- bool const moveToward = !owner->IsInDist(target, maxRange); | |
+ // Fan Creatures around target if there are more than one. | |
+ Unit * target = GetTarget(); | |
+ int chaserCount = target->getAttackers().size(); | |
+ // Only start fanning if its within a certain distance. | |
+ if (chaserCount > 1) | |
+ { | |
+ owner->GetMotionMaster()->MoveCircleTarget(target); | |
+ return true; | |
+ } | |
- // make a new path if we have to... | |
- if (!_path || moveToward != _movingTowards) | |
- _path = std::make_unique<PathGenerator>(owner); | |
+ // figure out which way we want to move | |
+ bool const moveToward = !owner->IsInDist(target, maxRange); | |
- float x, y, z; | |
- bool shortenPath; | |
- // if we want to move toward the target and there's no fixed angle... | |
- if (moveToward && !angle) | |
- { | |
- // ...we'll pathfind to the center, then shorten the path | |
- target->GetPosition(x, y, z); | |
- shortenPath = true; | |
- } | |
- else | |
- { | |
- // otherwise, we fall back to nearpoint finding | |
- target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - hitboxSum, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAbsoluteAngle(owner)); | |
- shortenPath = false; | |
- } | |
+ // make a new path if we have to... | |
+ if (!_path || moveToward != _movingTowards) | |
+ _path = std::make_unique<PathGenerator>(owner); | |
- if (owner->IsHovering()) | |
- owner->UpdateAllowedPositionZ(x, y, z); | |
+ float x, y, z; | |
+ bool shortenPath; | |
+ // if we want to move toward the target and there's no fixed angle... | |
+ if (moveToward && !angle) | |
+ { | |
+ // ...we'll pathfind to the center, then shorten the path | |
+ target->GetPosition(x, y, z); | |
+ shortenPath = true; | |
+ } | |
+ else | |
+ { | |
+ // otherwise, we fall back to nearpoint finding | |
+ target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - hitboxSum, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAbsoluteAngle(owner)); | |
+ shortenPath = false; | |
+ } | |
- bool success = _path->CalculatePath(x, y, z); | |
- if (!success || (_path->GetPathType() & PATHFIND_NOPATH)) | |
- { | |
- if (cOwner) | |
- cOwner->SetCannotReachTarget(true); | |
- owner->StopMoving(); | |
- return true; | |
- } | |
+ if (owner->IsHovering()) | |
+ owner->UpdateAllowedPositionZ(x, y, z); | |
- if (shortenPath) | |
- _path->ShortenPathUntilDist(PositionToVector3(target), maxTarget); | |
+ bool success = _path->CalculatePath(x, y, z); | |
+ // Special case where Enemy cant get close to player to Melee because of height difference. | |
+ float floorZ; | |
+ bool canReach = true; | |
+ if (target && target->IsFlying() && !owner->IsFlying()) | |
+ { | |
+ target->UpdateAllowedPositionZ(_path->GetEndPosition().x, _path->GetEndPosition().y, floorZ); | |
+ if (abs(floorZ - _path->GetStartPosition().z) > MELEE_RANGE) | |
+ canReach = false; | |
+ } | |
+ | |
+ if ((!success || (!canReach && success)) || (_path->GetPathType() & PATHFIND_NOPATH)) | |
+ { | |
if (cOwner) | |
- cOwner->SetCannotReachTarget(false); | |
+ cOwner->SetCannotReachTarget(true); | |
+ owner->StopMoving(); | |
+ return true; | |
+ } | |
+ | |
+ if (shortenPath) | |
+ _path->ShortenPathUntilDist(PositionToVector3(target), maxTarget); | |
- owner->AddUnitState(UNIT_STATE_CHASE_MOVE); | |
+ if (cOwner) | |
+ cOwner->SetCannotReachTarget(false); | |
- Movement::MoveSplineInit init(owner); | |
- init.MovebyPath(_path->GetPath()); | |
- init.SetWalk(false); | |
- init.SetFacing(target); | |
+ owner->AddUnitState(UNIT_STATE_CHASE_MOVE); | |
- init.Launch(); | |
- } | |
+ Movement::MoveSplineInit moveSplineInit(owner); | |
+ moveSplineInit.MovebyPath(_path->GetPath()); | |
+ moveSplineInit.SetWalk(false); | |
+ moveSplineInit.SetFacing(target); | |
+ moveSplineInit.Launch(); | |
} | |
// and then, finally, we're done for the tick | |
diff --git a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.h b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.h | |
index 48d828b760..aef1a9c166 100644 | |
--- a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.h | |
+++ b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.h | |
@@ -40,19 +40,21 @@ class ChaseMovementGenerator : public MovementGenerator, public AbstractFollower | |
void Finalize(Unit*, bool, bool) override; | |
MovementGeneratorType GetMovementGeneratorType() const override { return CHASE_MOTION_TYPE; } | |
- void UnitSpeedChanged() override { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); } | |
+ //void UnitSpeedChanged() override { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); } | |
private: | |
- static constexpr uint32 RANGE_CHECK_INTERVAL = 100; // time (ms) until we attempt to recalculate | |
+ static constexpr uint32 RANGE_CHECK_INTERVAL = 500; // time (ms) until we attempt to recalculate | |
+ static constexpr uint32 PATH_CHECK_INTERVAL = 500; | |
Optional<ChaseRange> const _range; | |
Optional<ChaseAngle> const _angle; | |
std::unique_ptr<PathGenerator> _path; | |
- Position _lastTargetPosition; | |
+ //Position _lastTargetPosition; | |
uint32 _rangeCheckTimer = RANGE_CHECK_INTERVAL; | |
+ uint32 _pathCheckTimer = PATH_CHECK_INTERVAL; | |
bool _movingTowards = true; | |
- bool _mutualChase = true; | |
+ //bool _mutualChase = true; | |
}; | |
#endif |
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