Core/Units: flight and hover checks will now consider movement template data as well as manually set flight states

- manually set flight states via auras and scripts will no longer be ignored
- restored movement template consideration when generating pathings
- renamed IsLevitating to IsGravityDisabled to reflect the referenced movement flag's name

(cherry picked from commit 43ef610fe0)
This commit is contained in:
Ovah
2020-06-01 15:58:31 +02:00
committed by Shauren
parent 5af8373cce
commit 294657f7dd
5 changed files with 8 additions and 8 deletions

View File

@@ -112,8 +112,8 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
CreatureMovementData const& GetMovementTemplate() const;
bool CanWalk() const { return GetMovementTemplate().IsGroundAllowed(); }
bool CanSwim() const override { return GetMovementTemplate().IsSwimAllowed() || IsPet(); }
bool CanFly() const override { return GetMovementTemplate().IsFlightAllowed(); }
bool CanHover() const { return GetMovementTemplate().Ground == CreatureGroundMovementType::Hover; }
bool CanFly() const override { return GetMovementTemplate().IsFlightAllowed() || IsFlying(); }
bool CanHover() const { return GetMovementTemplate().Ground == CreatureGroundMovementType::Hover || IsHovering(); }
MovementGeneratorType GetDefaultMovementType() const override { return m_defaultMovementType; }
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }

View File

@@ -12410,7 +12410,7 @@ bool Unit::SetWalk(bool enable)
bool Unit::SetDisableGravity(bool disable)
{
if (disable == IsLevitating())
if (disable == IsGravityDisabled())
return false;
if (disable)

View File

@@ -1202,7 +1202,7 @@ class TC_GAME_API Unit : public WorldObject
void SetPlayHoverAnim(bool enable);
void SetHoverHeight(float hoverHeight) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::HoverHeight), hoverHeight); }
bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
bool SetWalk(bool enable);

View File

@@ -179,7 +179,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
{
TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)");
BuildShortcut();
bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->IsFlying();
bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanFly();
bool waterPath = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanSwim();
if (waterPath)
@@ -233,7 +233,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case");
if (Unit const* _sourceUnit = _source->ToUnit())
{
if (_sourceUnit->IsFlying())
if (_sourceUnit->CanFly())
buildShotrcut = true;
// Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging)
else if (_sourceUnit->IsFalling() && endPos.z < startPos.z)

View File

@@ -2585,7 +2585,7 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
if (target->SetCanFly(apply))
{
if (!apply && !target->IsLevitating())
if (!apply && !target->IsGravityDisabled())
target->GetMotionMaster()->MoveFall();
}
}
@@ -3012,7 +3012,7 @@ void AuraEffect::HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp,
target->SetCanTransitionBetweenSwimAndFly(apply);
if (target->SetCanFly(apply))
if (!apply && !target->IsLevitating())
if (!apply && !target->IsGravityDisabled())
target->GetMotionMaster()->MoveFall();
}