Core/Movement: remove redundant method MovementGenerator::NotifyAIOnFinalize and use existing Finalize - MovementInform implementation
Port From (https://github.com/TrinityCore/TrinityCore/commit/0e0deaefd4e84c8069f6249778774f605fc5e628)
This commit is contained in:
@@ -118,7 +118,7 @@ namespace Game.AI
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me.SetControlled(true, UnitState.Fleeing);
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me.SetControlled(true, UnitState.Fleeing);
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}
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}
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public override void OnMovementGeneratorFinalized(MovementGeneratorType type)
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public override void MovementInform(MovementGeneratorType type, uint id)
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{
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{
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if (type == MovementGeneratorType.TimedFleeing)
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if (type == MovementGeneratorType.TimedFleeing)
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EnterEvadeMode(EvadeReason.Other);
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EnterEvadeMode(EvadeReason.Other);
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@@ -498,8 +498,6 @@ namespace Game.AI
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/// </summary>
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/// </summary>
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public virtual void OnGameEvent(bool start, ushort eventId) { }
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public virtual void OnGameEvent(bool start, ushort eventId) { }
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public virtual void OnMovementGeneratorFinalized(MovementGeneratorType type) { }
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public virtual string GetDebugInfo()
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public virtual string GetDebugInfo()
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{
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{
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return $"Me: {(me != null ? me.GetDebugInfo() : "NULL")}";
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return $"Me: {(me != null ? me.GetDebugInfo() : "NULL")}";
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@@ -16,6 +16,7 @@
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*/
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*/
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using Framework.Constants;
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using Framework.Constants;
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using Game.AI;
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using Game.Entities;
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using Game.Entities;
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using System;
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using System;
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@@ -208,9 +209,9 @@ namespace Game.Movement
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TimeTracker _timer;
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TimeTracker _timer;
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}
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}
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public class TimedFleeingGenerator : FleeingMovementGenerator<Creature>
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public class TimedFleeingMovementGenerator : FleeingMovementGenerator<Creature>
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{
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{
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public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
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public TimedFleeingMovementGenerator(ObjectGuid fright, uint time) : base(fright)
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{
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{
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_totalFleeTime = new TimeTracker(time);
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_totalFleeTime = new TimeTracker(time);
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}
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}
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@@ -243,6 +244,14 @@ namespace Game.Movement
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owner.ToCreature().GetAI().AttackStart(victim);
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owner.ToCreature().GetAI().AttackStart(victim);
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}
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}
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}
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}
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if (movementInform)
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{
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Creature ownerCreature = owner.ToCreature();
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CreatureAI ai = ownerCreature != null ? ownerCreature.GetAI() : null;
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if (ai != null)
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ai.MovementInform(MovementGeneratorType.TimedFleeing, 0);
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}
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}
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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public override MovementGeneratorType GetMovementGeneratorType()
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@@ -61,12 +61,6 @@ namespace Game.Movement
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return false;
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return false;
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}
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}
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public void NotifyAIOnFinalize(Unit obj)
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{
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UnitAI ai = obj.GetAI();
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ai?.OnMovementGeneratorFinalized(GetMovementGeneratorType());
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}
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public void AddFlag(MovementGeneratorFlags flag) { Flags |= flag; }
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public void AddFlag(MovementGeneratorFlags flag) { Flags |= flag; }
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public bool HasFlag(MovementGeneratorFlags flag) { return (Flags & flag) != 0; }
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public bool HasFlag(MovementGeneratorFlags flag) { return (Flags & flag) != 0; }
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public void RemoveFlag(MovementGeneratorFlags flag) { Flags &= ~flag; }
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public void RemoveFlag(MovementGeneratorFlags flag) { Flags &= ~flag; }
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@@ -580,7 +580,7 @@ namespace Game.Movement
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if (_owner.IsCreature())
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if (_owner.IsCreature())
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{
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{
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if (time != 0)
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if (time != 0)
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Add(new TimedFleeingGenerator(enemy.GetGUID(), time));
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Add(new TimedFleeingMovementGenerator(enemy.GetGUID(), time));
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else
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else
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Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
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Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
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}
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}
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@@ -1119,10 +1119,7 @@ namespace Game.Movement
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{
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{
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case MovementSlot.Default:
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case MovementSlot.Default:
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if (_defaultGenerator != null)
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if (_defaultGenerator != null)
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{
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_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
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_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
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_defaultGenerator.NotifyAIOnFinalize(_owner);
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}
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_defaultGenerator = movement;
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_defaultGenerator = movement;
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if (IsStatic(movement))
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if (IsStatic(movement))
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@@ -1160,14 +1157,12 @@ namespace Game.Movement
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void Delete(MovementGenerator movement, bool active, bool movementInform)
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void Delete(MovementGenerator movement, bool active, bool movementInform)
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{
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{
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movement.Finalize(_owner, active, movementInform);
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movement.Finalize(_owner, active, movementInform);
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movement.NotifyAIOnFinalize(_owner);
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ClearBaseUnitState(movement);
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ClearBaseUnitState(movement);
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}
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}
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void DeleteDefault(bool active, bool movementInform)
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void DeleteDefault(bool active, bool movementInform)
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{
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{
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_defaultGenerator.Finalize(_owner, active, movementInform);
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_defaultGenerator.Finalize(_owner, active, movementInform);
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_defaultGenerator.NotifyAIOnFinalize(_owner);
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_defaultGenerator = GetIdleMovementGenerator();
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_defaultGenerator = GetIdleMovementGenerator();
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AddFlag(MotionMasterFlags.StaticInitializationPending);
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AddFlag(MotionMasterFlags.StaticInitializationPending);
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}
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}
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