fix(Core/Movement): add creature formation movement generator (#25030)

Co-authored-by: Shauren <shauren.trinity@gmail.com>
Co-authored-by: Rocco Silipo <108557877+Rorschach91@users.noreply.github.com>
This commit is contained in:
sogladev
2026-03-08 17:41:42 +01:00
committed by GitHub
parent 04fbeec3c2
commit 4f3e5ca591
19 changed files with 402 additions and 86 deletions

View File

@@ -22,6 +22,7 @@
#include "CreatureAI.h"
#include "CreatureAISelector.h"
#include "CreatureGroups.h"
#include "MoveSpline.h"
#include "DatabaseEnv.h"
#include "Formulas.h"
#include "GameEventMgr.h"
@@ -1093,8 +1094,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
UnitAI* oldAI = i_AI;
// Xinef: called in add to world
//Motion_Initialize();
Motion_Initialize();
i_AI = ai ? ai : FactorySelector::SelectAI(this);
delete oldAI;
@@ -1117,7 +1117,19 @@ void Creature::Motion_Initialize()
GetMotionMaster()->Initialize();
}
else if (m_formation->IsFormed())
{
// If the leader is already moving, start following immediately
// instead of waiting for the next waypoint signal.
if (Creature* leader = m_formation->GetLeader())
{
if (leader->IsAlive() && !leader->movespline->Finalized())
{
m_formation->LeaderStartedMoving();
return;
}
}
GetMotionMaster()->MoveIdle(); //wait the order of leader
}
else
GetMotionMaster()->Initialize();
}

View File

@@ -186,6 +186,7 @@ void CreatureGroup::RemoveMember(Creature* member)
{
if (m_leader == member)
{
RemoveFormationMovement();
m_leader = nullptr;
}
@@ -333,7 +334,7 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
if (initMotionMaster)
{
if (dismiss)
member->GetMotionMaster()->Initialize();
member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
else
member->GetMotionMaster()->MoveIdle();
@@ -344,16 +345,11 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
m_Formed = !dismiss;
}
void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
void CreatureGroup::LeaderStartedMoving()
{
//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
//! If the leader's path is known, member's path can be plotted as well using formation offsets.
if (!m_leader)
return;
float pathDist = m_leader->GetExactDist(x, y, z);
float pathAngle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
for (auto const& itr : m_members)
{
Creature* member = itr.first;
@@ -361,59 +357,39 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))
continue;
// If member is stunned / rooted etc don't allow to move him
// Or if charmed/controlled
if (member->HasUnitState(UNIT_STATE_NOT_MOVE) || member->isPossessed() || member->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
continue;
// Xinef: this should be automatized, if turn angle is greater than PI/2 (90<39>) we should swap formation angle
float followAngle = pFormationInfo.follow_angle;
if (static_cast<float>(M_PI) - std::fabs(std::fabs(m_leader->GetOrientation() - pathAngle) - static_cast<float>(M_PI)) > static_cast<float>(M_PI)* 0.5f)
{
// pussywizard: in both cases should be 2*M_PI - follow_angle
// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
// if (m_leader->GetCurrentWaypointID()+1 == pFormationInfo->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
followAngle = Position::NormalizeOrientation(pFormationInfo.follow_angle + static_cast<float>(M_PI)); //(2 * M_PI) - itr->second->follow_angle;
}
float const followAngle = pFormationInfo.follow_angle;
float const followDist = pFormationInfo.follow_dist;
float dx = x + std::cos(followAngle + pathAngle) * followDist;
float dy = y + std::sin(followAngle + pathAngle) * followDist;
float dz = z;
if (!member->HasUnitState(UNIT_STATE_FOLLOW_MOVE))
member->GetMotionMaster()->MoveFormation(m_leader, followDist, followAngle, pFormationInfo.point_1, pFormationInfo.point_2);
}
}
Acore::NormalizeMapCoord(dx);
Acore::NormalizeMapCoord(dy);
if (move_type < 2)
member->UpdateGroundPositionZ(dx, dy, dz);
bool CreatureGroup::CanLeaderStartMoving() const
{
for (auto const& itr : m_members)
{
if (itr.first && itr.first != m_leader && itr.first->IsAlive())
if (itr.first->IsEngaged() || itr.first->IsInEvadeMode())
return false;
}
// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
switch (move_type)
{
case WAYPOINT_MOVE_TYPE_WALK:
member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
break;
case WAYPOINT_MOVE_TYPE_RUN:
member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
break;
case WAYPOINT_MOVE_TYPE_LAND:
member->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
break;
}
return true;
}
// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
// xinef: change members speed basing on distance - if too far speed up, if too close slow down
UnitMoveType const mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
float const speedRate = m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist;
void CreatureGroup::RemoveFormationMovement()
{
for (auto const& itr : m_members)
{
Creature* member = itr.first;
if (!member || member == m_leader)
continue;
if (speedRate > 0.01f) // don't move if speed rate is too low
{
member->SetSpeedRate(mtype, speedRate);
member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
member->SetHomePosition(dx, dy, dz, pathAngle);
}
if (member->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_IDLE) == FORMATION_MOTION_TYPE)
member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
}
}

View File

@@ -108,7 +108,9 @@ public:
void RemoveMember(Creature* member);
void FormationReset(bool dismiss, bool initMotionMaster);
void LeaderMoveTo(float x, float y, float z, uint32 move_type);
void LeaderStartedMoving();
[[nodiscard]] bool CanLeaderStartMoving() const;
void RemoveFormationMovement();
void MemberEngagingTarget(Creature* member, Unit* target);
Unit* GetNewTargetForMember(Creature* member);
void MemberEvaded(Creature* member);

View File

@@ -44,6 +44,7 @@
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "MovementGenerator.h"
#include "AbstractFollower.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvP.h"
@@ -5528,6 +5529,16 @@ void Unit::RemoveAreaAurasDueToLeaveWorld()
}
}
void Unit::RemoveAllFollowers()
{
while (auto* ref = m_FollowingRefMgr.getFirst())
{
auto* source = ref->GetSource();
ref->delink();
source->SetTarget(nullptr);
}
}
void Unit::RemoveAllAuras()
{
// this may be a dead loop if some events on aura remove will continiously apply aura on remove
@@ -12700,6 +12711,8 @@ void Unit::RemoveFromWorld()
RemoveAreaAurasDueToLeaveWorld();
RemoveAllFollowers();
if (GetCharmerGUID())
{
LOG_FATAL("entities.unit", "Unit {} has charmer guid when removed from world", GetEntry());

View File

@@ -1881,9 +1881,10 @@ public:
[[nodiscard]] bool IsInDisallowedMountForm() const;
// Followers
void addFollower(FollowerReference* pRef) { m_FollowingRefMgr.insertFirst(pRef); }
void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
void AddFollower(FollowerReference* ref) { m_FollowingRefMgr.insertFirst(ref); }
[[nodiscard]] virtual float GetFollowAngle() const { return static_cast<float>(M_PI / 2); }
void RemoveFollower(FollowerReference* /*ref*/ ) { /* nothing to do yet */ }
void RemoveAllFollowers();
// Pets, guardians, minions...
[[nodiscard]] Guardian* GetGuardianPet() const;

View File

@@ -0,0 +1,28 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "AbstractFollower.h"
#include "Unit.h"
void AbstractFollower::SetTarget(Unit* unit)
{
if (unit == GetTarget())
return;
i_target.link(unit, this);
_target = i_target.getTarget();
}

View File

@@ -0,0 +1,43 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_ABSTRACTFOLLOWER_H
#define ACORE_ABSTRACTFOLLOWER_H
#include "FollowerReference.h"
class Unit;
class AbstractFollower
{
public:
explicit AbstractFollower(Unit* target = nullptr) { SetTarget(target); }
virtual ~AbstractFollower() { SetTarget(nullptr); }
void SetTarget(Unit* unit);
Unit* GetTarget() const { return _target; }
bool IsTargetValid() const { return i_target.isValid(); }
virtual void stopFollowing() { }
Unit* _target = nullptr;
protected:
FollowerReference i_target;
};
#endif

View File

@@ -21,9 +21,9 @@
#include "RefMgr.h"
class Unit;
class TargetedMovementGeneratorBase;
class AbstractFollower;
class FollowerRefMgr : public RefMgr<Unit, TargetedMovementGeneratorBase>
class FollowerRefMgr : public RefMgr<Unit, AbstractFollower>
{
};
#endif

View File

@@ -16,17 +16,17 @@
*/
#include "FollowerReference.h"
#include "TargetedMovementGenerator.h"
#include "AbstractFollower.h"
#include "Unit.h"
void FollowerReference::targetObjectBuildLink()
{
getTarget()->addFollower(this);
getTarget()->AddFollower(this);
}
void FollowerReference::targetObjectDestroyLink()
{
getTarget()->removeFollower(this);
getTarget()->RemoveFollower(this);
}
void FollowerReference::sourceObjectDestroyLink()

View File

@@ -20,10 +20,10 @@
#include "Reference.h"
class TargetedMovementGeneratorBase;
class AbstractFollower;
class Unit;
class FollowerReference : public Reference<Unit, TargetedMovementGeneratorBase>
class FollowerReference : public Reference<Unit, AbstractFollower>
{
protected:
void targetObjectBuildLink() override;

View File

@@ -21,6 +21,7 @@
#include "CreatureAISelector.h"
#include "EscortMovementGenerator.h"
#include "FleeingMovementGenerator.h"
#include "FormationMovementGenerator.h"
#include "GameTime.h"
#include "HomeMovementGenerator.h"
#include "IdleMovementGenerator.h"
@@ -466,6 +467,17 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
}
}
void MotionMaster::MoveFormation(Unit* leader, float dist, float angle, uint32 point1, uint32 point2)
{
if (!leader || leader == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
if (!_owner->IsCreature())
return;
Mutate(new FormationMovementGenerator(leader, dist, angle, point1, point2), MOTION_SLOT_IDLE);
}
/**
* @brief The unit will move to a specific point. Doesn't work with UNIT_FLAG_DISABLE_MOVE
*

View File

@@ -55,7 +55,8 @@ enum MovementGeneratorType
ROTATE_MOTION_TYPE = 15,
EFFECT_MOTION_TYPE = 16,
ESCORT_MOTION_TYPE = 17, // xinef: EscortMovementGenerator.h
NULL_MOTION_TYPE = 18
FORMATION_MOTION_TYPE = 18, // FormationMovementGenerator.h
NULL_MOTION_TYPE = 19
};
enum MovementSlot
@@ -227,6 +228,7 @@ public:
void MoveTargetedHome(bool walk = false);
void MoveRandom(float wanderDistance = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE, bool inheritWalkState = true, bool inheritSpeed = true);
void MoveFormation(Unit* leader, float dist, float angle, uint32 point1, uint32 point2);
void MoveChase(Unit* target, std::optional<ChaseRange> dist = {}, std::optional<ChaseAngle> angle = {});
void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }
void MoveChase(Unit* target, float dist) { MoveChase(target, ChaseRange(dist)); }

View File

@@ -0,0 +1,173 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FormationMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureGroups.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
FormationMovementGenerator::FormationMovementGenerator(Unit* leader, float range, float angle, uint32 point1, uint32 point2)
: AbstractFollower(leader), _range(range), _angle(angle), _point1(point1), _point2(point2), _lastLeaderSplineID(0),
_hasPredictedDestination(false), _isMoving(false), _nextMoveTimer(0)
{
}
void FormationMovementGenerator::DoInitialize(Creature* owner)
{
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->StopMoving();
return;
}
_nextMoveTimer.Reset(0);
}
void FormationMovementGenerator::DoFinalize(Creature* owner)
{
owner->ClearUnitState(UNIT_STATE_FOLLOW_MOVE);
}
void FormationMovementGenerator::DoReset(Creature* owner)
{
DoInitialize(owner);
}
bool FormationMovementGenerator::DoUpdate(Creature* owner, uint32 diff)
{
Unit* target = GetTarget();
if (!owner || !target)
return false;
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->StopMoving();
_nextMoveTimer.Reset(0);
_hasPredictedDestination = false;
_isMoving = false;
return true;
}
if (target->movespline->Finalized() && target->movespline->GetId() == _lastLeaderSplineID && _hasPredictedDestination)
{
owner->StopMoving();
_nextMoveTimer.Reset(0);
_hasPredictedDestination = false;
_isMoving = false;
return true;
}
if (!owner->movespline->Finalized())
owner->SetHomePosition(owner->GetPosition());
if (!target->movespline->Finalized() && target->movespline->GetId() != _lastLeaderSplineID)
{
if (_point1 && target->IsCreature())
{
if (CreatureGroup* formation = target->ToCreature()->GetFormation())
{
if (Creature* leader = formation->GetLeader())
{
uint32 currentWaypoint = leader->GetCurrentWaypointID() + 1;
if (currentWaypoint == _point1 || currentWaypoint == _point2)
_angle = Position::NormalizeOrientation(float(2 * M_PI) - _angle);
}
}
}
LaunchMovement(owner, target);
_lastLeaderSplineID = target->movespline->GetId();
return true;
}
_nextMoveTimer.Update(diff);
if (_nextMoveTimer.Passed())
{
_nextMoveTimer.Reset(FORMATION_MOVEMENT_INTERVAL);
if (_lastLeaderPosition != target->GetPosition())
{
LaunchMovement(owner, target);
return true;
}
}
if (_isMoving && owner->movespline->Finalized())
{
_isMoving = false;
owner->SetFacingTo(target->GetOrientation());
MovementInform(owner);
}
return true;
}
void FormationMovementGenerator::LaunchMovement(Creature* owner, Unit* target)
{
float relativeAngle = 0.0f;
if (!target->movespline->Finalized())
{
G3D::Vector3 const leaderDestination = target->movespline->CurrentDestination();
relativeAngle = target->GetRelativeAngle(leaderDestination.x, leaderDestination.y);
}
Position dest = target->GetPosition();
float velocity = 0.0f;
if (!target->movespline->Finalized())
{
// Pick up leader's spline velocity
velocity = target->movespline->Velocity();
// Calculate travel distance to get a 1650ms result
float travelDist = velocity * 1.65f;
target->MovePositionToFirstCollision(dest, travelDist, relativeAngle);
target->MovePositionToFirstCollision(dest, _range, _angle + relativeAngle);
float distance = owner->GetExactDist(dest);
float velocityMod = std::min<float>(distance / travelDist, 1.5f);
velocity *= velocityMod;
_hasPredictedDestination = true;
}
else
{
target->MovePositionToFirstCollision(dest, _range, _angle + relativeAngle);
_hasPredictedDestination = false;
}
if (velocity == 0.0f)
velocity = target->GetSpeed(MOVE_WALK);
Movement::MoveSplineInit init(owner);
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
init.SetVelocity(velocity);
init.Launch();
_lastLeaderPosition.Relocate(target->GetPosition());
_isMoving = true;
owner->AddUnitState(UNIT_STATE_FOLLOW_MOVE);
}
void FormationMovementGenerator::MovementInform(Creature* owner)
{
if (owner->AI())
owner->AI()->MovementInform(FORMATION_MOTION_TYPE, 0);
}

View File

@@ -0,0 +1,58 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_FORMATIONMOVEMENTGENERATOR_H
#define ACORE_FORMATIONMOVEMENTGENERATOR_H
#include "AbstractFollower.h"
#include "MovementGenerator.h"
#include "Position.h"
#include "Timer.h"
class Creature;
class FormationMovementGenerator : public MovementGeneratorMedium<Creature, FormationMovementGenerator>, public AbstractFollower
{
public:
explicit FormationMovementGenerator(Unit* leader, float range, float angle, uint32 point1, uint32 point2);
MovementGeneratorType GetMovementGeneratorType() { return FORMATION_MOTION_TYPE; }
void DoInitialize(Creature*);
void DoFinalize(Creature*);
void DoReset(Creature*);
bool DoUpdate(Creature*, uint32);
private:
void MovementInform(Creature* owner);
void LaunchMovement(Creature* owner, Unit* target);
static constexpr uint32 FORMATION_MOVEMENT_INTERVAL = 1200;
float const _range;
float _angle;
uint32 const _point1;
uint32 const _point2;
uint32 _lastLeaderSplineID;
bool _hasPredictedDestination;
bool _isMoving;
Position _lastLeaderPosition;
TimeTracker _nextMoveTimer;
};
#endif

View File

@@ -67,8 +67,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
init.SetWalk(walk);
init.Launch();
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), 0);
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
creature->GetFormation()->LeaderStartedMoving();
return;
}
@@ -242,8 +242,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
}
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, 0);
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
creature->GetFormation()->LeaderStartedMoving();
if (sWorld->getBoolConfig(CONFIG_DONT_CACHE_RANDOM_MOVEMENT_PATHS))
_preComputedPaths.erase(pathIdx);

View File

@@ -18,21 +18,14 @@
#ifndef ACORE_TARGETEDMOVEMENTGENERATOR_H
#define ACORE_TARGETEDMOVEMENTGENERATOR_H
#include "FollowerReference.h"
#include "AbstractFollower.h"
#include "MovementGenerator.h"
#include "Optional.h"
#include "PathGenerator.h"
#include "Timer.h"
#include "Unit.h"
class TargetedMovementGeneratorBase
{
public:
TargetedMovementGeneratorBase(Unit* target) { i_target.link(target, this); }
void stopFollowing() { }
protected:
FollowerReference i_target;
};
using TargetedMovementGeneratorBase = AbstractFollower;
enum ChaseMovementMode
{
@@ -43,11 +36,11 @@ enum ChaseMovementMode
};
template<class T>
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public AbstractFollower
{
public:
ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
: TargetedMovementGeneratorBase(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle), m_currentMode(CHASE_MODE_NORMAL) {}
: AbstractFollower(target), i_leashExtensionTimer(5000), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle), m_currentMode(CHASE_MODE_NORMAL) {}
~ChaseMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
@@ -61,7 +54,7 @@ public:
bool PositionOkay(T* owner, Unit* target, Optional<float> maxDistance, Optional<ChaseAngle> angle);
void unitSpeedChanged() { _lastTargetPosition.reset(); }
Unit* GetTarget() const { return i_target.getTarget(); }
Unit* GetTarget() const { return AbstractFollower::GetTarget(); }
bool EnableWalking() const { return false; }
bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
@@ -87,11 +80,11 @@ private:
};
template<class T>
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public TargetedMovementGeneratorBase
class FollowMovementGenerator : public MovementGeneratorMedium<T, FollowMovementGenerator<T>>, public AbstractFollower
{
public:
FollowMovementGenerator(Unit* target, float range, ChaseAngle angle, bool inheritWalkState, bool inheritSpeed)
: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle), _inheritWalkState(inheritWalkState), _inheritSpeed(inheritSpeed) {}
: AbstractFollower(target), i_path(nullptr), i_recheckPredictedDistanceTimer(0), i_recheckPredictedDistance(false), _range(range), _angle(angle), _inheritWalkState(inheritWalkState), _inheritSpeed(inheritSpeed) {}
~FollowMovementGenerator() { }
MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; }
@@ -102,7 +95,7 @@ public:
void DoReset(T*);
void MovementInform(T*);
Unit* GetTarget() const { return i_target.getTarget(); }
Unit* GetTarget() const { return AbstractFollower::GetTarget(); }
void unitSpeedChanged() { _lastTargetPosition.reset(); }

View File

@@ -222,8 +222,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
init.Launch();
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node.move_type);
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
creature->GetFormation()->LeaderStartedMoving();
return true;
}

View File

@@ -166,6 +166,7 @@ namespace Movement
time_passed = 0;
vertical_acceleration = 0.f;
effect_start_time = 0;
velocity = args.velocity;
// Check if its a stop spline
if (args.flags.done)
@@ -190,7 +191,7 @@ namespace Movement
}
MoveSpline::MoveSpline() : m_Id(0), time_passed(0),
vertical_acceleration(0.f), initialOrientation(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
vertical_acceleration(0.f), initialOrientation(0.f), velocity(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
onTransport(false)
{
splineflags.done = true;

View File

@@ -64,6 +64,7 @@ namespace Movement
//float duration_mod_next;
float vertical_acceleration;
float initialOrientation;
float velocity;
int32 effect_start_time;
int32 point_Idx;
int32 point_Idx_offset;
@@ -85,6 +86,7 @@ namespace Movement
[[nodiscard]] int32 Duration() const { return spline.length(); }
[[nodiscard]] MySpline const& _Spline() const { return spline; }
[[nodiscard]] int32 _currentSplineIdx() const { return point_Idx; }
[[nodiscard]] float Velocity() const { return velocity; }
void _Finalize();
void _Interrupt() { splineflags.done = true; }