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>
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@@ -22,6 +22,7 @@
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#include "CreatureAI.h"
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#include "CreatureAISelector.h"
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#include "CreatureGroups.h"
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#include "MoveSpline.h"
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#include "DatabaseEnv.h"
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#include "Formulas.h"
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#include "GameEventMgr.h"
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@@ -1093,8 +1094,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
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UnitAI* oldAI = i_AI;
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// Xinef: called in add to world
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//Motion_Initialize();
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Motion_Initialize();
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i_AI = ai ? ai : FactorySelector::SelectAI(this);
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delete oldAI;
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@@ -1117,7 +1117,19 @@ void Creature::Motion_Initialize()
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GetMotionMaster()->Initialize();
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}
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else if (m_formation->IsFormed())
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{
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// If the leader is already moving, start following immediately
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// instead of waiting for the next waypoint signal.
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if (Creature* leader = m_formation->GetLeader())
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{
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if (leader->IsAlive() && !leader->movespline->Finalized())
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{
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m_formation->LeaderStartedMoving();
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return;
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}
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}
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GetMotionMaster()->MoveIdle(); //wait the order of leader
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}
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else
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GetMotionMaster()->Initialize();
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}
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@@ -186,6 +186,7 @@ void CreatureGroup::RemoveMember(Creature* member)
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{
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if (m_leader == member)
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{
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RemoveFormationMovement();
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m_leader = nullptr;
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}
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@@ -333,7 +334,7 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
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if (initMotionMaster)
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{
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if (dismiss)
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member->GetMotionMaster()->Initialize();
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member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
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else
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member->GetMotionMaster()->MoveIdle();
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@@ -344,16 +345,11 @@ void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
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m_Formed = !dismiss;
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}
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void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
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void CreatureGroup::LeaderStartedMoving()
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{
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//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
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//! If the leader's path is known, member's path can be plotted as well using formation offsets.
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if (!m_leader)
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return;
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float pathDist = m_leader->GetExactDist(x, y, z);
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float pathAngle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
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for (auto const& itr : m_members)
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{
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Creature* member = itr.first;
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@@ -361,59 +357,39 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
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if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))
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continue;
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// If member is stunned / rooted etc don't allow to move him
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// Or if charmed/controlled
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if (member->HasUnitState(UNIT_STATE_NOT_MOVE) || member->isPossessed() || member->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
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continue;
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// Xinef: this should be automatized, if turn angle is greater than PI/2 (90�) we should swap formation angle
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float followAngle = pFormationInfo.follow_angle;
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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)
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{
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// pussywizard: in both cases should be 2*M_PI - follow_angle
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// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
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// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
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// if (m_leader->GetCurrentWaypointID()+1 == pFormationInfo->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
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followAngle = Position::NormalizeOrientation(pFormationInfo.follow_angle + static_cast<float>(M_PI)); //(2 * M_PI) - itr->second->follow_angle;
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}
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float const followAngle = pFormationInfo.follow_angle;
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float const followDist = pFormationInfo.follow_dist;
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float dx = x + std::cos(followAngle + pathAngle) * followDist;
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float dy = y + std::sin(followAngle + pathAngle) * followDist;
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float dz = z;
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if (!member->HasUnitState(UNIT_STATE_FOLLOW_MOVE))
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member->GetMotionMaster()->MoveFormation(m_leader, followDist, followAngle, pFormationInfo.point_1, pFormationInfo.point_2);
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}
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}
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Acore::NormalizeMapCoord(dx);
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Acore::NormalizeMapCoord(dy);
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if (move_type < 2)
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member->UpdateGroundPositionZ(dx, dy, dz);
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bool CreatureGroup::CanLeaderStartMoving() const
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{
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for (auto const& itr : m_members)
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{
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if (itr.first && itr.first != m_leader && itr.first->IsAlive())
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if (itr.first->IsEngaged() || itr.first->IsInEvadeMode())
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return false;
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}
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// 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
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member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
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switch (move_type)
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{
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case WAYPOINT_MOVE_TYPE_WALK:
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member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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break;
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case WAYPOINT_MOVE_TYPE_RUN:
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member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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break;
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case WAYPOINT_MOVE_TYPE_LAND:
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member->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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break;
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}
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return true;
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}
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// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
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// xinef: change members speed basing on distance - if too far speed up, if too close slow down
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UnitMoveType const mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
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float const speedRate = m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist;
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void CreatureGroup::RemoveFormationMovement()
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{
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for (auto const& itr : m_members)
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{
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Creature* member = itr.first;
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if (!member || member == m_leader)
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continue;
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if (speedRate > 0.01f) // don't move if speed rate is too low
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{
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member->SetSpeedRate(mtype, speedRate);
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member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
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member->SetHomePosition(dx, dy, dz, pathAngle);
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}
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if (member->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_IDLE) == FORMATION_MOTION_TYPE)
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member->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_IDLE, false);
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}
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}
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@@ -108,7 +108,9 @@ public:
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void RemoveMember(Creature* member);
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void FormationReset(bool dismiss, bool initMotionMaster);
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void LeaderMoveTo(float x, float y, float z, uint32 move_type);
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void LeaderStartedMoving();
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[[nodiscard]] bool CanLeaderStartMoving() const;
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void RemoveFormationMovement();
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void MemberEngagingTarget(Creature* member, Unit* target);
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Unit* GetNewTargetForMember(Creature* member);
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void MemberEvaded(Creature* member);
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