[3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)

Implement smooth movement for all waypoint pathing and escortai

(cherry picked from commit 28050f338d)
This commit is contained in:
Riztazz
2016-11-25 00:31:10 +01:00
committed by joschiwald
parent 27cdd4b257
commit 05fb27dae4
17 changed files with 662 additions and 635 deletions

View File

@@ -2461,64 +2461,6 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
sGameEventMgr->StartEvent(eventId, true);
break;
}
case SMART_ACTION_START_CLOSEST_WAYPOINT:
{
uint32 waypoints[SMART_ACTION_PARAM_COUNT];
waypoints[0] = e.action.closestWaypointFromList.wp1;
waypoints[1] = e.action.closestWaypointFromList.wp2;
waypoints[2] = e.action.closestWaypointFromList.wp3;
waypoints[3] = e.action.closestWaypointFromList.wp4;
waypoints[4] = e.action.closestWaypointFromList.wp5;
waypoints[5] = e.action.closestWaypointFromList.wp6;
float distanceToClosest = std::numeric_limits<float>::max();
WayPoint* closestWp = nullptr;
ObjectList* targets = GetTargets(e, unit);
if (targets)
{
for (ObjectList::iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* target = (*itr)->ToCreature())
{
if (IsSmart(target))
{
for (uint8 i = 0; i < SMART_ACTION_PARAM_COUNT; i++)
{
if (!waypoints[i])
continue;
WPPath* path = sSmartWaypointMgr->GetPath(waypoints[i]);
if (!path || path->empty())
continue;
WPPath::const_iterator itrWp = path->find(0);
if (itrWp != path->end())
{
if (WayPoint* wp = itrWp->second)
{
float distToThisPath = target->GetDistance(wp->x, wp->y, wp->z);
if (distToThisPath < distanceToClosest)
{
distanceToClosest = distToThisPath;
closestWp = wp;
}
}
}
}
if (closestWp)
CAST_AI(SmartAI, target->AI())->StartPath(false, closestWp->id, true);
}
}
}
delete targets;
}
break;
}
case SMART_ACTION_RANDOM_SOUND:
{
std::vector<uint32> sounds;