More refactoring of code.
This commit is contained in:
@@ -47,10 +47,10 @@ namespace Game.Movement
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public void Initialize()
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{
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while (!empty())
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while (!Empty())
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{
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IMovementGenerator curr = top();
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pop();
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IMovementGenerator curr = Top();
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Pop();
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if (curr != null)
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DirectDelete(curr);
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}
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@@ -77,10 +77,10 @@ namespace Game.Movement
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if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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return;
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Cypher.Assert(!empty());
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Cypher.Assert(!Empty());
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_cleanFlag |= MMCleanFlag.Update;
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bool isMoveGenUpdateSuccess = top().Update(_owner, diff);
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bool isMoveGenUpdateSuccess = Top().Update(_owner, diff);
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_cleanFlag &= ~MMCleanFlag.Update;
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if (!isMoveGenUpdateSuccess)
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@@ -114,12 +114,12 @@ namespace Game.Movement
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_expireList = null;
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if (empty())
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if (Empty())
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Initialize();
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else if (NeedInitTop())
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InitTop();
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else if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Reset))
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top().Reset(_owner);
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Top().Reset(_owner);
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_cleanFlag &= ~MMCleanFlag.Reset;
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}
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@@ -140,10 +140,10 @@ namespace Game.Movement
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public MovementGeneratorType GetCurrentMovementGeneratorType()
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{
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if (empty())
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if (Empty())
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return MovementGeneratorType.Idle;
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return top().GetMovementGeneratorType();
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return Top().GetMovementGeneratorType();
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}
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public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
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@@ -160,12 +160,12 @@ namespace Game.Movement
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return _slot[slot];
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}
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public void propagateSpeedChange()
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public void PropagateSpeedChange()
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{
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for (int i = 0; i <= _top; ++i)
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{
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if (_slot[i] != null)
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_slot[i].unitSpeedChanged();
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_slot[i].UnitSpeedChanged();
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}
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}
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@@ -186,7 +186,7 @@ namespace Game.Movement
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public void MoveIdle()
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{
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if (empty() || !IsStatic(top()))
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if (Empty() || !IsStatic(Top()))
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StartMovement(staticIdleMovement, MovementSlot.Idle);
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}
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@@ -357,7 +357,7 @@ namespace Game.Movement
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float x, y, z;
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float moveTimeHalf = (float)(speedZ / gravity);
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float dist = 2 * moveTimeHalf * speedXY;
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float max_height = -MoveSpline.computeFallElevation(moveTimeHalf, false, -speedZ);
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float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
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_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetObjectSize(), dist, _owner.GetAngle(srcX, srcY) + MathFunctions.PI);
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@@ -400,7 +400,7 @@ namespace Game.Movement
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return;
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float moveTimeHalf = (float)(speedZ / gravity);
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float max_height = -MoveSpline.computeFallElevation(moveTimeHalf, false, -speedZ);
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float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
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MoveSplineInit init = new MoveSplineInit(_owner);
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init.MoveTo(x, y, z, false);
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@@ -611,19 +611,19 @@ namespace Game.Movement
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StartMovement(new RotateMovementGenerator(time, direction), MovementSlot.Active);
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}
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void pop()
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void Pop()
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{
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if (empty())
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if (Empty())
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return;
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_slot[_top] = null;
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while (!empty() && top() == null)
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while (!Empty() && Top() == null)
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--_top;
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}
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bool NeedInitTop()
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{
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if (empty())
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if (Empty())
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return false;
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return _initialize[_top];
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@@ -631,7 +631,7 @@ namespace Game.Movement
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void InitTop()
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{
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top().Initialize(_owner);
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Top().Initialize(_owner);
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_initialize[_top] = false;
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}
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@@ -663,29 +663,29 @@ namespace Game.Movement
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void DirectClean(bool reset)
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{
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while (size() > 1)
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while (Size() > 1)
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{
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IMovementGenerator curr = top();
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pop();
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IMovementGenerator curr = Top();
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Pop();
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if (curr != null)
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DirectDelete(curr);
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}
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if (empty())
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if (Empty())
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return;
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if (NeedInitTop())
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InitTop();
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else if (reset)
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top().Reset(_owner);
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Top().Reset(_owner);
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}
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void DelayedClean()
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{
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while (size() > 1)
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while (Size() > 1)
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{
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IMovementGenerator curr = top();
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pop();
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IMovementGenerator curr = Top();
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Pop();
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if (curr != null)
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DelayedDelete(curr);
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}
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@@ -693,34 +693,34 @@ namespace Game.Movement
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void DirectExpire(bool reset)
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{
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if (size() > 1)
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if (Size() > 1)
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{
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IMovementGenerator curr = top();
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pop();
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IMovementGenerator curr = Top();
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Pop();
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DirectDelete(curr);
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}
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while (!empty() && top() == null)//not sure this will work
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while (!Empty() && Top() == null)//not sure this will work
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--_top;
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if (empty())
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if (Empty())
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Initialize();
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else if (NeedInitTop())
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InitTop();
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else if (reset)
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top().Reset(_owner);
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Top().Reset(_owner);
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}
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void DelayedExpire()
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{
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if (size() > 1)
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if (Size() > 1)
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{
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IMovementGenerator curr = top();
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pop();
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IMovementGenerator curr = Top();
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Pop();
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DelayedDelete(curr);
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}
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while (!empty() && top() == null)
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while (!Empty() && Top() == null)
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--_top;
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}
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@@ -740,13 +740,13 @@ namespace Game.Movement
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_expireList.Add(curr);
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}
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public bool empty() { return (_top < 0); }
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public bool Empty() { return (_top < 0); }
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int size() { return _top + 1; }
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int Size() { return _top + 1; }
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public IMovementGenerator top()
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public IMovementGenerator Top()
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{
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Cypher.Assert(!empty());
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Cypher.Assert(!Empty());
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return _slot[_top];
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}
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