Core/Movement: Allow specifying timeout for follow movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/39b76cfbc2022b9ba21786d235927fa3bbdf04eb)
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@@ -17,12 +17,13 @@ namespace Game.Movement
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ChaseAngle _angle;
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TimeTracker _checkTimer;
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TimeTracker _duration;
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PathGenerator _path;
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Position _lastTargetPosition;
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AbstractFollower _abstractFollower;
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public FollowMovementGenerator(Unit target, float range, ChaseAngle angle)
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public FollowMovementGenerator(Unit target, float range, ChaseAngle angle, TimeSpan? duration)
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{
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_abstractFollower = new AbstractFollower(target);
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_range = range;
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@@ -33,6 +34,9 @@ namespace Game.Movement
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Follow;
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if (duration.HasValue)
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_duration = new(duration.Value);
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_checkTimer = new(CHECK_INTERVAL);
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}
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@@ -64,6 +68,17 @@ namespace Game.Movement
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if (target == null || !target.IsInWorld)
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return false;
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if (_duration != null)
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{
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_duration.Update(diff);
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if (_duration.Passed())
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{
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owner.StopMoving();
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DoMovementInform(owner, target);
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return false;
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}
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}
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if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
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{
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_path = null;
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@@ -542,7 +542,7 @@ namespace Game.Movement
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if (target == null)
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Add(new HomeMovementGenerator<Creature>());
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else
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Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle)));
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Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle), null));
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}
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public void MoveRandom(float wanderDistance = 0.0f, TimeSpan? duration = null)
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@@ -551,15 +551,15 @@ namespace Game.Movement
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Add(new RandomMovementGenerator(wanderDistance, duration), MovementSlot.Default);
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}
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public void MoveFollow(Unit target, float dist, float angle = 0.0f, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), slot); }
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public void MoveFollow(Unit target, float dist, float angle = 0.0f, TimeSpan? duration = null, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), duration, slot); }
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public void MoveFollow(Unit target, float dist, ChaseAngle angle, MovementSlot slot = MovementSlot.Active)
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public void MoveFollow(Unit target, float dist, ChaseAngle angle, TimeSpan? duration = null, MovementSlot slot = MovementSlot.Active)
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{
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// Ignore movement request if target not exist
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if (!target || target == _owner)
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return;
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Add(new FollowMovementGenerator(target, dist, angle), slot);
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Add(new FollowMovementGenerator(target, dist, angle, duration), slot);
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}
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public void MoveChase(Unit target, float dist, float angle = 0.0f) { MoveChase(target, new ChaseRange(dist), new ChaseAngle(angle)); }
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