Core/Misc: movement cleanup

Port From (https://github.com/TrinityCore/TrinityCore/commit/4793b073eec2af32622ff703911721100730e868)
This commit is contained in:
hondacrx
2021-09-26 12:17:10 -04:00
parent e747de7608
commit 569e20ebc1
12 changed files with 76 additions and 48 deletions
@@ -49,6 +49,7 @@ namespace Game.Movement
{
owner.AddUnitState(UnitState.Chase);
owner.SetWalk(false);
_path = null;
}
public bool Update(Unit owner, uint diff)
@@ -187,18 +188,18 @@ namespace Game.Movement
cOwner.SetCannotReachTarget(false);
}
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
public void Reset(Unit owner) { Initialize(owner); }
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
public void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
static bool IsMutualChase(Unit owner, Unit target)
{
IMovementGenerator gen = target.GetMotionMaster().TopOrNull();
if (gen == null || gen.GetMovementGeneratorType() != MovementGeneratorType.Chase)
if (target.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Chase)
return false;
return ((ChaseMovementGenerator)gen).GetTarget() == owner;
return ((ChaseMovementGenerator)target.GetMotionMaster().Top()).GetTarget() == owner;
}
static bool PositionOkay(Unit owner, Unit target, float? minDistance, float? maxDistance, ChaseAngle? angle)
@@ -39,6 +39,7 @@ namespace Game.Movement
_timer.Reset(0);
_reference = owner.GetPosition();
_path = null;
}
public override void DoReset(T owner)
@@ -55,6 +56,7 @@ namespace Game.Movement
{
_interrupt = true;
owner.StopMoving();
_path = null;
return true;
}
else
@@ -73,9 +75,11 @@ namespace Game.Movement
owner.MovePositionToFirstCollision(destination, distance, angle);
if (_path == null)
{
_path = new PathGenerator(owner);
_path.SetPathLengthLimit(30.0f);
}
_path.SetPathLengthLimit(30.0f);
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
{
@@ -40,6 +40,7 @@ namespace Game.Movement
owner.AddUnitFlag(UnitFlags.Fleeing);
owner.AddUnitState(UnitState.Fleeing);
SetTargetLocation(owner);
_path = null;
}
public override void DoReset(T owner)
@@ -56,6 +57,7 @@ namespace Game.Movement
{
_interrupt = true;
owner.StopMoving();
_path = null;
return true;
}
else
@@ -94,6 +96,7 @@ namespace Game.Movement
{
_interrupt = true;
owner.StopMoving();
_path = null;
return;
}
@@ -110,9 +113,11 @@ namespace Game.Movement
}
if (_path == null)
{
_path = new PathGenerator(owner);
_path.SetPathLengthLimit(30.0f);
}
_path.SetPathLengthLimit(30.0f);
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
{
@@ -218,6 +223,11 @@ namespace Game.Movement
return base.Update(owner, diff);
}
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.TimedFleeing;
}
TimeTracker _totalFleeTime;
}
}
@@ -44,6 +44,7 @@ namespace Game.Movement
{
owner.AddUnitState(UnitState.Follow);
UpdatePetSpeed(owner);
_path = null;
}
public bool Update(Unit owner, uint diff)
@@ -55,14 +55,17 @@ namespace Game.Movement
DoInitialize((T)owner);
IsActive = true;
}
public virtual void Finalize(Unit owner)
{
DoFinalize((T)owner);
}
public virtual void Reset(Unit owner)
{
DoReset((T)owner);
}
public virtual bool Update(Unit owner, uint diff)
{
return DoUpdate((T)owner, diff);
@@ -43,6 +43,7 @@ namespace Game.Movement
_wanderDistance = owner.GetRespawnRadius();
_timer.Reset(0);
_path = null;
}
public override void DoReset(Creature owner)
@@ -59,6 +60,7 @@ namespace Game.Movement
{
_interrupt = true;
owner.StopMoving();
_path = null;
return true;
}
else
@@ -87,6 +89,7 @@ namespace Game.Movement
{
_interrupt = true;
owner.StopMoving();
_path = null;
return;
}
@@ -100,9 +103,11 @@ namespace Game.Movement
uint resetTimer = RandomHelper.randChance(50) ? RandomHelper.URand(5000, 10000) : RandomHelper.URand(1000, 2000);
if (_path == null)
{
_path = new PathGenerator(owner);
_path.SetPathLengthLimit(30.0f);
}
_path.SetPathLengthLimit(30.0f);
bool result = _path.CalculatePath(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
{
@@ -257,7 +257,7 @@ namespace Game.Movement
// check if there is a wait time for the next movement
if (!_nextMoveTime.Passed())
{
// dont update wait timer while moving
// update timer since it's not moving
_nextMoveTime.Update((int)diff);
if (_nextMoveTime.Passed())
{
@@ -268,7 +268,7 @@ namespace Game.Movement
else // if it's not moving and there is no timer, assume node is reached
{
OnArrived(creature); // hooks and wait timer reset (if necessary)
_isArrivalDone = true; // signals that the next move will happen after reaching a node
_isArrivalDone = true; // signals to future StartMove that it reached a node
if (_nextMoveTime.Passed())
StartMove(creature); // check path status, get next point and move if necessary & can
+28 -29
View File
@@ -35,7 +35,7 @@ namespace Game.Movement
{
_owner = me;
_top = -1;
_cleanFlag = MMCleanFlag.None;
_cleanFlag = MotionMasterCleanFlag.None;
for (byte i = 0; i < (int)MovementSlot.Max; ++i)
{
@@ -44,6 +44,12 @@ namespace Game.Movement
}
}
public IMovementGenerator Top()
{
Cypher.Assert(!Empty());
return _slot[_top];
}
public void Initialize()
{
while (!Empty())
@@ -61,7 +67,7 @@ namespace Game.Movement
{
if (_owner.IsTypeId(TypeId.Unit))
{
IMovementGenerator movement = AISelector.SelectMovementAI(_owner.ToCreature());
IMovementGenerator movement = AISelector.SelectMovementAI(_owner);
StartMovement(movement ?? staticIdleMovement, MovementSlot.Idle);
}
else
@@ -75,14 +81,14 @@ namespace Game.Movement
Cypher.Assert(!Empty());
_cleanFlag |= MMCleanFlag.Update;
_cleanFlag |= MotionMasterCleanFlag.Update;
if (!Top().Update(_owner, diff))
{
_cleanFlag &= ~MMCleanFlag.Update;
_cleanFlag &= ~MotionMasterCleanFlag.Update;
MovementExpired();
}
else
_cleanFlag &= ~MMCleanFlag.Update;
_cleanFlag &= ~MotionMasterCleanFlag.Update;
if (!_expireList.Empty())
ClearExpireList();
@@ -90,12 +96,12 @@ namespace Game.Movement
public void Clear(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
if (Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
_cleanFlag |= MotionMasterCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
_cleanFlag &= ~MotionMasterCleanFlag.Reset;
DelayedClean();
}
else
@@ -107,7 +113,7 @@ namespace Game.Movement
if (Empty() || slot >= MovementSlot.Max)
return;
if (_cleanFlag.HasAnyFlag(MMCleanFlag.Update))
if (_cleanFlag.HasAnyFlag(MotionMasterCleanFlag.Update))
DelayedClean(slot);
else
DirectClean(slot);
@@ -115,12 +121,12 @@ namespace Game.Movement
public void MovementExpired(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
if (Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
_cleanFlag |= MotionMasterCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
_cleanFlag &= ~MotionMasterCleanFlag.Reset;
DelayedExpire();
}
else
@@ -130,7 +136,11 @@ namespace Game.Movement
public MovementGeneratorType GetCurrentMovementGeneratorType()
{
if (Empty())
return MovementGeneratorType.Idle;
return MovementGeneratorType.Max;
IMovementGenerator movement = Top();
if (movement == null)
return MovementGeneratorType.Max;
return Top().GetMovementGeneratorType();
}
@@ -654,7 +664,7 @@ namespace Game.Movement
if (curr != null)
{
_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
@@ -794,27 +804,16 @@ namespace Game.Movement
Initialize();
else if (NeedInitTop())
InitTop();
else if (_cleanFlag.HasAnyFlag(MMCleanFlag.Reset))
else if (_cleanFlag.HasAnyFlag(MotionMasterCleanFlag.Reset))
Top().Reset(_owner);
_cleanFlag &= ~MMCleanFlag.Reset;
_cleanFlag &= ~MotionMasterCleanFlag.Reset;
}
public bool Empty() { return (_top < 0); }
int Size() { return _top + 1; }
public IMovementGenerator TopOrNull()
{
return Empty() ? null : Top();
}
public IMovementGenerator Top()
{
Cypher.Assert(!Empty());
return _slot[_top];
}
public static uint SplineId
{
get { return splineId++; }
@@ -829,7 +828,7 @@ namespace Game.Movement
Unit _owner { get; }
IMovementGenerator[] _slot = new IMovementGenerator[(int)MovementSlot.Max];
MMCleanFlag _cleanFlag;
MotionMasterCleanFlag _cleanFlag;
bool[] _initialize = new bool[(int)MovementSlot.Max];
int _top;
List<IMovementGenerator> _expireList = new();
@@ -841,7 +840,7 @@ namespace Game.Movement
public ObjectGuid Target;
}
enum MMCleanFlag
enum MotionMasterCleanFlag
{
None = 0,
Update = 1, // Clear or Expire called from update