fix(Core/Pathfinding): Improve - Point movement (#3658)

This commit is contained in:
FALL1N1
2020-12-01 18:58:00 +02:00
committed by GitHub
parent 66e65c474a
commit 0baecd3e8f
11 changed files with 61 additions and 28 deletions
+13 -1
View File
@@ -47,6 +47,8 @@
#include "LuaEngine.h"
#endif
constexpr uint32 DEF_CANNOT_REACH = 5 * IN_MILLISECONDS; // this is when creatures are in los / no path to the target, 5s wait time then they return to spawn pos with evade
TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
{
TrainerSpellMap::const_iterator itr = spellList.find(spell_id);
@@ -164,7 +166,7 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
m_DBTableGuid(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(0)
m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(0), m_cannotReachTarget(false), m_cannotReachTimer(0)
{
m_regenTimer = CREATURE_REGEN_INTERVAL;
m_valuesCount = UNIT_END;
@@ -610,6 +612,16 @@ void Creature::Update(uint32 diff)
m_regenTimer += CREATURE_REGEN_INTERVAL;
}
if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid())
{
m_cannotReachTimer += diff;
if (m_cannotReachTimer >= DEF_CANNOT_REACH && IsAIEnabled)
{
AI()->EnterEvadeMode();
}
}
break;
}
default:
@@ -499,6 +499,7 @@ public:
uint8 getLevelForTarget(WorldObject const* target) const override; // overwrite Unit::getLevelForTarget for boss level support
bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }
bool IsEvadingAttacks() const { return IsInEvadeMode() || CanNotReachTarget(); }
bool AIM_Initialize(CreatureAI* ai = nullptr);
void Motion_Initialize();
@@ -664,6 +665,9 @@ public:
return m_charmInfo->GetCharmSpell(pos)->GetAction();
}
void SetCannotReachTarget(bool cannotReach) { if (cannotReach == m_cannotReachTarget) return; m_cannotReachTarget = cannotReach; m_cannotReachTimer = 0; }
bool CanNotReachTarget() const { return m_cannotReachTarget; }
void SetPosition(float x, float y, float z, float o);
void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
@@ -784,6 +788,9 @@ private:
time_t _lastDamagedTime; // Part of Evade mechanics
bool m_cannotReachTarget;
uint32 m_cannotReachTimer;
Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
};