Core: SOme code cleanup, more to follow.
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@@ -83,7 +83,7 @@ namespace Game.Movement
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return true;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(true);
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int traveltime = init.Launch();
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@@ -122,7 +122,7 @@ namespace Game.Movement
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(false);
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int traveltime = init.Launch();
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@@ -126,12 +126,12 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.InFlight);
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owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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uint end = GetPathAtMapEnd();
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init.args.path = new Vector3[end];
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for (int i = (int)GetCurrentNode(); i != end; ++i)
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{
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Vector3 vertice = new Vector3(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
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Vector3 vertice = new(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
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init.args.path[i] = vertice;
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}
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init.SetFirstPointId((int)GetCurrentNode());
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@@ -252,9 +252,9 @@ namespace Game.Movement
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uint _endMapId; //! map Id of last node location
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uint _preloadTargetNode; //! node index where preloading starts
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List<TaxiPathNodeRecord> _path = new List<TaxiPathNodeRecord>();
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List<TaxiPathNodeRecord> _path = new();
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int _currentNode;
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new(); //! node indexes and costs where TaxiPath changes
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class TaxiNodeChangeInfo
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{
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@@ -44,7 +44,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ());
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if (_orientation)
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init.SetFacing(_destination.GetOrientation());
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@@ -96,7 +96,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ());
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if (_orientation)
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init.SetFacing(_destination.GetOrientation());
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@@ -59,7 +59,7 @@ namespace Game.AI
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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float x, y, z, o;
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// at apply we can select more nice return points base at current movegen
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if (owner.GetMotionMaster().Empty() || !owner.GetMotionMaster().Top().GetResetPosition(owner, out x, out y, out z))
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@@ -55,10 +55,10 @@ namespace Game.Movement
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if (!GridDefines.IsValidMapCoord(destX, destY, destZ) || !GridDefines.IsValidMapCoord(x, y, z))
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return false;
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Vector3 dest = new Vector3(destX, destY, destZ);
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Vector3 dest = new(destX, destY, destZ);
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SetEndPosition(dest);
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Vector3 start = new Vector3(x, y, z);
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Vector3 start = new(x, y, z);
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SetStartPosition(start);
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_forceDestination = forceDest;
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@@ -477,8 +477,8 @@ namespace Game.Movement
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Array.Copy(startPoint, pathPoints, 3); // first point
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// path has to be split into polygons with dist SMOOTH_PATH_STEP_SIZE between them
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Vector3 startVec = new Vector3(startPoint[0], startPoint[1], startPoint[2]);
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Vector3 endVec = new Vector3(endPoint[0], endPoint[1], endPoint[2]);
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Vector3 startVec = new(startPoint[0], startPoint[1], startPoint[2]);
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Vector3 endVec = new(endPoint[0], endPoint[1], endPoint[2]);
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Vector3 diffVec = (endVec - startVec);
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Vector3 prevVec = startVec;
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float len = diffVec.GetLength();
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@@ -976,7 +976,7 @@ namespace Game.Movement
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Vector3 _endPosition;
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PathType pathType;
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Detour.dtQueryFilter _filter = new Detour.dtQueryFilter();
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Detour.dtQueryFilter _filter = new();
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Detour.dtNavMeshQuery _navMeshQuery;
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Detour.dtNavMesh _navMesh;
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}
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@@ -52,7 +52,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath);
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if (_speed > 0.0f)
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init.SetVelocity(_speed);
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@@ -99,7 +99,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath);
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if (_speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
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init.SetVelocity(_speed);
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@@ -92,7 +92,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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Position position = new Position(_reference);
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Position position = new(_reference);
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float distance = RandomHelper.FRand(0.0f, 1.0f) * _wanderDistance;
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float angle = RandomHelper.FRand(0.0f, 1.0f) * MathF.PI * 2.0f;
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owner.MovePositionToFirstCollision(ref position, distance, angle);
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@@ -110,7 +110,7 @@ namespace Game.Movement
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(true);
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int traveltime = init.Launch();
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@@ -48,7 +48,7 @@ namespace Game.Movement
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{
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int numWp = wp.Length;
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Cypher.Assert(numWp > 1, "Every path must have source & destination");
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MoveSplineInit init = new MoveSplineInit(me);
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MoveSplineInit init = new(me);
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if (numWp > 2)
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init.MovebyPath(wp.ToArray());
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else
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@@ -174,7 +174,7 @@ namespace Game.Movement
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.SplineChain; }
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uint _id;
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List<SplineChainLink> _chain = new List<SplineChainLink>();
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List<SplineChainLink> _chain = new();
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byte _chainSize;
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bool _walk;
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bool finished;
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@@ -201,7 +201,7 @@ namespace Game.Movement
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if (owner.IsTypeId(TypeId.Unit))
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owner.ToCreature().SetCannotReachTarget(false);
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MoveSplineInit init = new MoveSplineInit(owner);
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MoveSplineInit init = new(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(EnableWalking());
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// Using the same condition for facing target as the one that is used for SetInFront on movement end
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@@ -179,14 +179,14 @@ namespace Game.Movement
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
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Position formationDest = new Position(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f);
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Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f);
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_isArrivalDone = false;
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_recalculateSpeed = false;
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creature.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(creature);
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MoveSplineInit init = new(creature);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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if (transportPath)
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