Core: SOme code cleanup, more to follow.

This commit is contained in:
hondacrx
2021-03-20 22:48:48 -04:00
parent 62f554f2e0
commit 62ec699ec6
318 changed files with 5080 additions and 5125 deletions
+14 -14
View File
@@ -29,7 +29,7 @@ namespace Game.Movement
{
public const double gravity = 19.29110527038574;
public const float SPEED_CHARGE = 42.0f;
IdleMovementGenerator staticIdleMovement = new IdleMovementGenerator();
IdleMovementGenerator staticIdleMovement = new();
public MotionMaster(Unit me)
{
@@ -285,7 +285,7 @@ namespace Game.Movement
else
{
// we are already close enough. We just need to turn toward the target without changing position.
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZMinusOffset());
init.SetFacing(target);
init.Launch();
@@ -298,7 +298,7 @@ namespace Game.Movement
float x, y, z;
pos.GetPosition(out x, out y, out z);
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z);
init.SetAnimation(AnimType.ToGround);
init.Launch();
@@ -310,7 +310,7 @@ namespace Game.Movement
float x, y, z;
pos.GetPosition(out x, out y, out z);
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z);
init.SetAnimation(AnimType.ToFly);
init.Launch();
@@ -335,7 +335,7 @@ namespace Game.Movement
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
@@ -361,7 +361,7 @@ namespace Game.Movement
_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetCombatReach(), dist, _owner.GetAngle(srcX, srcY) + MathFunctions.PI);
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
@@ -402,7 +402,7 @@ namespace Game.Movement
float moveTimeHalf = (float)(speedZ / gravity);
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
@@ -426,14 +426,14 @@ namespace Game.Movement
public void MoveCirclePath(float x, float y, float z, float radius, bool clockwise, byte stepCount)
{
float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
Position pos = new Position(x, y, z, 0.0f);
Position pos = new(x, y, z, 0.0f);
float angle = pos.GetAngle(_owner.GetPositionX(), _owner.GetPositionY());
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.args.path = new Vector3[stepCount];
for (byte i = 0; i < stepCount; angle += step, ++i)
{
Vector3 point = new Vector3();
Vector3 point = new();
point.X = (float)(x + radius * Math.Cos(angle));
point.Y = (float)(y + radius * Math.Sin(angle));
@@ -462,7 +462,7 @@ namespace Game.Movement
void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
{
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
if (fly)
{
init.SetFly();
@@ -535,7 +535,7 @@ namespace Game.Movement
return;
}
MoveSplineInit init = new MoveSplineInit(_owner);
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz, false);
init.SetFall();
init.Launch();
@@ -570,7 +570,7 @@ namespace Game.Movement
if (path < CliDB.TaxiPathNodesByPath.Count)
{
Log.outDebug(LogFilter.Server, "{0} taxi to (Path {1} node {2})", _owner.GetName(), path, pathnode);
FlightPathMovementGenerator mgen = new FlightPathMovementGenerator();
FlightPathMovementGenerator mgen = new();
mgen.LoadPath(_owner.ToPlayer());
StartMovement(mgen, MovementSlot.Controlled);
}
@@ -825,7 +825,7 @@ namespace Game.Movement
MMCleanFlag _cleanFlag;
bool[] _initialize = new bool[(int)MovementSlot.Max];
int _top;
List<IMovementGenerator> _expireList = new List<IMovementGenerator>();
List<IMovementGenerator> _expireList = new();
}
public class JumpArrivalCastArgs