[12695] Improve WaypointMMGen

* Add correct Reset position (Npc will evade now to the last reached waypoint, and not to the next waypoint)
* Add proper return value for the CONDITION_LAST_WAYPOINT

* Let WaypointMMGen behave better after evading (keep PAUSED state, keep waittimer (original author @Schmoozerd)
This commit is contained in:
sanctum32 2013-10-21 08:01:16 +03:00 committed by Antz
parent 1c381f206b
commit 6658234c07
3 changed files with 21 additions and 13 deletions

View file

@ -67,17 +67,16 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature& creature)
if (i_path->empty())
return;
i_currentNode = i_path->begin()->first;
m_lastReachedWaypoint = 0;
}
void WaypointMovementGenerator<Creature>::Initialize(Creature& creature)
{
creature.addUnitState(UNIT_STAT_ROAMING);
creature.clearUnitState(UNIT_STAT_WAYPOINT_PAUSED);
LoadPath(creature);
if (!creature.isAlive() || creature.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
StartMoveNow(creature);
}
@ -96,8 +95,8 @@ void WaypointMovementGenerator<Creature>::Interrupt(Creature& creature)
void WaypointMovementGenerator<Creature>::Reset(Creature& creature)
{
creature.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
StartMoveNow(creature);
creature.addUnitState(UNIT_STAT_ROAMING);
StartMove(creature);
}
void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
@ -105,6 +104,8 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
if (!i_path || i_path->empty())
return;
m_lastReachedWaypoint = i_currentNode;
if (m_isArrivalDone)
return;
@ -161,7 +162,6 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
void WaypointMovementGenerator<Creature>::StartMoveNow(Creature& creature)
{
i_nextMoveTime.Reset(0);
creature.clearUnitState(UNIT_STAT_WAYPOINT_PAUSED);
StartMove(creature);
}
@ -173,6 +173,9 @@ void WaypointMovementGenerator<Creature>::StartMove(Creature& creature)
if (Stopped(creature))
return;
if (!creature.isAlive() || creature.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
WaypointPath::const_iterator currPoint = i_path->find(i_currentNode);
MANGOS_ASSERT(currPoint != i_path->end());
@ -253,10 +256,14 @@ bool WaypointMovementGenerator<Creature>::GetResetPosition(Creature&, float& x,
if (!i_path || i_path->empty())
return false;
WaypointPath::const_iterator currPoint = i_path->find(i_currentNode);
MANGOS_ASSERT(currPoint != i_path->end());
WaypointPath::const_iterator lastPoint = i_path->find(m_lastReachedWaypoint);
// Special case: Before the first waypoint is reached, m_lastReachedWaypoint is set to 0 (which may not be contained in i_path)
if (!m_lastReachedWaypoint && lastPoint == i_path->end())
return false;
x = currPoint->second.x; y = currPoint->second.y; z = currPoint->second.z;
MANGOS_ASSERT(lastPoint != i_path->end());
x = lastPoint->second.x; y = lastPoint->second.y; z = lastPoint->second.z;
return true;
}