Misc cleanups
This commit is contained in:
@@ -496,8 +496,8 @@ namespace Game.AI
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public void SetDespawnAtEnd(bool despawn) { _despawnAtEnd = despawn; }
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public void SetDespawnAtEnd(bool despawn) { _despawnAtEnd = despawn; }
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public void SetDespawnAtFar(bool despawn) { _despawnAtFar = despawn; }
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public void SetDespawnAtFar(bool despawn) { _despawnAtFar = despawn; }
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bool GetAttack() { return _activeAttacker; } // used in EnterEvadeMode override
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public bool IsActiveAttacker() { return _activeAttacker; } // used in EnterEvadeMode override
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void SetCanAttack(bool attack) { _activeAttacker = attack; }
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public void SetActiveAttacker(bool attack) { _activeAttacker = attack; }
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ObjectGuid GetEventStarterGUID() { return _playerGUID; }
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ObjectGuid GetEventStarterGUID() { return _playerGUID; }
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@@ -0,0 +1,271 @@
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Movement
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{
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public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
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{
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uint GetPathAtMapEnd()
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{
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if (_currentNode >= _path.Count)
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return (uint)_path.Count;
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uint curMapId = _path[_currentNode].ContinentID;
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for (int i = _currentNode; i < _path.Count; ++i)
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{
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if (_path[i].ContinentID != curMapId)
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return (uint)i;
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}
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return (uint)_path.Count;
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}
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bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
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{
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return p1.ContinentID != p2.ContinentID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f);
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}
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public void LoadPath(Player player, uint startNode = 0)
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{
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_path.Clear();
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_currentNode = (int)startNode;
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_pointsForPathSwitch.Clear();
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var taxi = player.m_taxi.GetPath();
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float discount = player.GetReputationPriceDiscount(player.m_taxi.GetFlightMasterFactionTemplate());
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for (int src = 0, dst = 1; dst < taxi.Count; src = dst++)
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{
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uint path, cost;
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Global.ObjectMgr.GetTaxiPath(taxi[src], taxi[dst], out path, out cost);
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if (path > CliDB.TaxiPathNodesByPath.Keys.Max())
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return;
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var nodes = CliDB.TaxiPathNodesByPath[path];
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if (!nodes.Empty())
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{
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TaxiPathNodeRecord start = nodes[0];
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TaxiPathNodeRecord end = nodes[nodes.Length - 1];
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bool passedPreviousSegmentProximityCheck = false;
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for (uint i = 0; i < nodes.Length; ++i)
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{
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if (passedPreviousSegmentProximityCheck || src == 0 || _path.Empty() || IsNodeIncludedInShortenedPath(_path.Last(), nodes[i]))
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{
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if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
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(dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1)))
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{
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passedPreviousSegmentProximityCheck = true;
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_path.Add(nodes[i]);
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}
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}
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else
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{
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_path.RemoveAt(_path.Count - 1);
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_pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1;
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}
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}
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}
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_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(_path.Count - 1), (long)Math.Ceiling(cost * discount)));
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}
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}
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public override void DoInitialize(Player owner)
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{
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Reset(owner);
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InitEndGridInfo();
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}
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public override void DoFinalize(Player owner)
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{
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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owner.ClearUnitState(UnitState.InFlight);
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owner.Dismount();
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owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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if (owner.m_taxi.Empty())
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{
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owner.GetHostileRefManager().SetOnlineOfflineState(true);
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// update z position to ground and orientation for landing point
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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owner.StopMoving();
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owner.SetFallInformation(0, owner.GetPositionZ());
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}
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owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
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owner.RestoreDisplayId();
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}
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public override void DoReset(Player owner)
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{
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owner.GetHostileRefManager().SetOnlineOfflineState(false);
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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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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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init.args.path[i] = vertice;
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}
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init.SetFirstPointId((int)GetCurrentNode());
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init.SetFly();
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init.SetSmooth();
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init.SetUncompressed();
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init.SetWalk(true);
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init.SetVelocity(30.0f);
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init.Launch();
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}
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public override bool DoUpdate(Player player, uint time_diff)
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{
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uint pointId = (uint)player.MoveSpline.CurrentPathIdx();
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if (pointId > _currentNode)
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{
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bool departureEvent = true;
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do
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{
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DoEventIfAny(player, _path[_currentNode], departureEvent);
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while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _currentNode)
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{
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_pointsForPathSwitch.RemoveAt(0);
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player.m_taxi.NextTaxiDestination();
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if (!_pointsForPathSwitch.Empty())
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{
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player.UpdateCriteria(CriteriaTypes.GoldSpentForTravelling, (uint)_pointsForPathSwitch[0].Cost);
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player.ModifyMoney(-_pointsForPathSwitch[0].Cost);
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}
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}
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if (pointId == _currentNode)
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break;
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if (_currentNode == _preloadTargetNode)
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PreloadEndGrid();
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_currentNode += (departureEvent ? 1 : 0);
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departureEvent = !departureEvent;
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}
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while (true);
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}
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return _currentNode < (_path.Count - 1);
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}
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public void SetCurrentNodeAfterTeleport()
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{
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if (_path.Empty() || _currentNode >= _path.Count)
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return;
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uint map0 = _path[_currentNode].ContinentID;
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for (int i = _currentNode + 1; i < _path.Count; ++i)
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{
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if (_path[i].ContinentID != map0)
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{
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_currentNode = i;
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return;
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}
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}
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}
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void DoEventIfAny(Player player, TaxiPathNodeRecord node, bool departure)
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{
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uint eventid = departure ? node.DepartureEventID : node.ArrivalEventID;
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if (eventid != 0)
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{
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Log.outDebug(LogFilter.Scripts, "Taxi {0} event {1} of node {2} of path {3} for player {4}", departure ? "departure" : "arrival", eventid, node.NodeIndex, node.PathID, player.GetName());
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player.GetMap().ScriptsStart(ScriptsType.Event, eventid, player, player);
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}
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}
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bool GetResetPos(Player player, out float x, out float y, out float z)
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{
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TaxiPathNodeRecord node = _path[_currentNode];
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x = node.Loc.X;
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y = node.Loc.Y;
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z = node.Loc.Z;
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return true;
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}
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void InitEndGridInfo()
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{
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int nodeCount = _path.Count; //! Number of nodes in path.
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_endMapId = _path[nodeCount - 1].ContinentID; //! MapId of last node
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_preloadTargetNode = (uint)nodeCount - 3;
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_endGridX = _path[nodeCount - 1].Loc.X;
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_endGridY = _path[nodeCount - 1].Loc.Y;
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}
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void PreloadEndGrid()
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{
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// used to preload the final grid where the flightmaster is
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Map endMap = Global.MapMgr.FindBaseNonInstanceMap(_endMapId);
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// Load the grid
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if (endMap != null)
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{
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Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, _path.Count - 1);
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endMap.LoadGrid(_endGridX, _endGridY);
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}
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else
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Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
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public List<TaxiPathNodeRecord> GetPath() { return _path; }
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bool HasArrived() { return (_currentNode >= _path.Count); }
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public void SkipCurrentNode() { ++_currentNode; }
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public uint GetCurrentNode() { return (uint)_currentNode; }
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float _endGridX; //! X coord of last node location
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float _endGridY; //! Y coord of last node location
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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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int _currentNode;
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
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class TaxiNodeChangeInfo
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{
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public TaxiNodeChangeInfo(uint pathIndex, long cost)
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{
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PathIndex = pathIndex;
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Cost = cost;
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}
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public uint PathIndex;
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public long Cost;
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}
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}
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}
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@@ -16,11 +16,7 @@
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*/
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*/
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using Framework.Constants;
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using Framework.Constants;
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using Framework.GameMath;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@@ -349,247 +345,4 @@ namespace Game.Movement
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WaypointPath _path;
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WaypointPath _path;
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int _currentNode;
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int _currentNode;
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}
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}
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public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
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{
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uint GetPathAtMapEnd()
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{
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if (_currentNode >= _path.Count)
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return (uint)_path.Count;
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uint curMapId = _path[_currentNode].ContinentID;
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for (int i = _currentNode; i < _path.Count; ++i)
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{
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if (_path[i].ContinentID != curMapId)
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return (uint)i;
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}
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return (uint)_path.Count;
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}
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bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
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{
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return p1.ContinentID != p2.ContinentID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f);
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}
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public void LoadPath(Player player, uint startNode = 0)
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{
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_path.Clear();
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_currentNode = (int)startNode;
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_pointsForPathSwitch.Clear();
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var taxi = player.m_taxi.GetPath();
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float discount = player.GetReputationPriceDiscount(player.m_taxi.GetFlightMasterFactionTemplate());
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for (int src = 0, dst = 1; dst < taxi.Count; src = dst++)
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{
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uint path, cost;
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Global.ObjectMgr.GetTaxiPath(taxi[src], taxi[dst], out path, out cost);
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if (path > CliDB.TaxiPathNodesByPath.Keys.Max())
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return;
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var nodes = CliDB.TaxiPathNodesByPath[path];
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if (!nodes.Empty())
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{
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TaxiPathNodeRecord start = nodes[0];
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TaxiPathNodeRecord end = nodes[nodes.Length - 1];
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bool passedPreviousSegmentProximityCheck = false;
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for (uint i = 0; i < nodes.Length; ++i)
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{
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if (passedPreviousSegmentProximityCheck || src == 0 || _path.Empty() || IsNodeIncludedInShortenedPath(_path.Last(), nodes[i]))
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{
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if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
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(dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1)))
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{
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passedPreviousSegmentProximityCheck = true;
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_path.Add(nodes[i]);
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}
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}
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else
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{
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_path.RemoveAt(_path.Count - 1);
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_pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1;
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}
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}
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}
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_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(_path.Count - 1), (long)Math.Ceiling(cost * discount)));
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|
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}
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|
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}
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|
||||||
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|
||||||
public override void DoInitialize(Player owner)
|
|
||||||
{
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|
||||||
Reset(owner);
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|
||||||
InitEndGridInfo();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void DoFinalize(Player owner)
|
|
||||||
{
|
|
||||||
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
|
|
||||||
owner.ClearUnitState(UnitState.InFlight);
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|
||||||
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|
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owner.Dismount();
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|
||||||
owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
|
||||||
|
|
||||||
if (owner.m_taxi.Empty())
|
|
||||||
{
|
|
||||||
owner.GetHostileRefManager().SetOnlineOfflineState(true);
|
|
||||||
// update z position to ground and orientation for landing point
|
|
||||||
// this prevent cheating with landing point at lags
|
|
||||||
// when client side flight end early in comparison server side
|
|
||||||
owner.StopMoving();
|
|
||||||
owner.SetFallInformation(0, owner.GetPositionZ());
|
|
||||||
}
|
|
||||||
|
|
||||||
owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
|
|
||||||
owner.RestoreDisplayId();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void DoReset(Player owner)
|
|
||||||
{
|
|
||||||
owner.GetHostileRefManager().SetOnlineOfflineState(false);
|
|
||||||
owner.AddUnitState(UnitState.InFlight);
|
|
||||||
owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
|
||||||
|
|
||||||
MoveSplineInit init = new MoveSplineInit(owner);
|
|
||||||
uint end = GetPathAtMapEnd();
|
|
||||||
init.args.path = new Vector3[end];
|
|
||||||
for (int i = (int)GetCurrentNode(); i != end; ++i)
|
|
||||||
{
|
|
||||||
Vector3 vertice = new Vector3(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
|
|
||||||
init.args.path[i] = vertice;
|
|
||||||
}
|
|
||||||
init.SetFirstPointId((int)GetCurrentNode());
|
|
||||||
init.SetFly();
|
|
||||||
init.SetSmooth();
|
|
||||||
init.SetUncompressed();
|
|
||||||
init.SetWalk(true);
|
|
||||||
init.SetVelocity(30.0f);
|
|
||||||
init.Launch();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool DoUpdate(Player player, uint time_diff)
|
|
||||||
{
|
|
||||||
uint pointId = (uint)player.MoveSpline.CurrentPathIdx();
|
|
||||||
if (pointId > _currentNode)
|
|
||||||
{
|
|
||||||
bool departureEvent = true;
|
|
||||||
do
|
|
||||||
{
|
|
||||||
DoEventIfAny(player, _path[_currentNode], departureEvent);
|
|
||||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _currentNode)
|
|
||||||
{
|
|
||||||
_pointsForPathSwitch.RemoveAt(0);
|
|
||||||
player.m_taxi.NextTaxiDestination();
|
|
||||||
if (!_pointsForPathSwitch.Empty())
|
|
||||||
{
|
|
||||||
player.UpdateCriteria(CriteriaTypes.GoldSpentForTravelling, (uint)_pointsForPathSwitch[0].Cost);
|
|
||||||
player.ModifyMoney(-_pointsForPathSwitch[0].Cost);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pointId == _currentNode)
|
|
||||||
break;
|
|
||||||
|
|
||||||
if (_currentNode == _preloadTargetNode)
|
|
||||||
PreloadEndGrid();
|
|
||||||
_currentNode += (departureEvent ? 1 : 0);
|
|
||||||
departureEvent = !departureEvent;
|
|
||||||
}
|
|
||||||
while (true);
|
|
||||||
}
|
|
||||||
|
|
||||||
return _currentNode < (_path.Count - 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetCurrentNodeAfterTeleport()
|
|
||||||
{
|
|
||||||
if (_path.Empty() || _currentNode >= _path.Count)
|
|
||||||
return;
|
|
||||||
|
|
||||||
uint map0 = _path[_currentNode].ContinentID;
|
|
||||||
for (int i = _currentNode + 1; i < _path.Count; ++i)
|
|
||||||
{
|
|
||||||
if (_path[i].ContinentID != map0)
|
|
||||||
{
|
|
||||||
_currentNode = i;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void DoEventIfAny(Player player, TaxiPathNodeRecord node, bool departure)
|
|
||||||
{
|
|
||||||
uint eventid = departure ? node.DepartureEventID : node.ArrivalEventID;
|
|
||||||
if (eventid != 0)
|
|
||||||
{
|
|
||||||
Log.outDebug(LogFilter.Scripts, "Taxi {0} event {1} of node {2} of path {3} for player {4}", departure ? "departure" : "arrival", eventid, node.NodeIndex, node.PathID, player.GetName());
|
|
||||||
player.GetMap().ScriptsStart(ScriptsType.Event, eventid, player, player);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool GetResetPos(Player player, out float x, out float y, out float z)
|
|
||||||
{
|
|
||||||
TaxiPathNodeRecord node = _path[_currentNode];
|
|
||||||
x = node.Loc.X;
|
|
||||||
y = node.Loc.Y;
|
|
||||||
z = node.Loc.Z;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void InitEndGridInfo()
|
|
||||||
{
|
|
||||||
int nodeCount = _path.Count; //! Number of nodes in path.
|
|
||||||
_endMapId = _path[nodeCount - 1].ContinentID; //! MapId of last node
|
|
||||||
_preloadTargetNode = (uint)nodeCount - 3;
|
|
||||||
_endGridX = _path[nodeCount - 1].Loc.X;
|
|
||||||
_endGridY = _path[nodeCount - 1].Loc.Y;
|
|
||||||
}
|
|
||||||
|
|
||||||
void PreloadEndGrid()
|
|
||||||
{
|
|
||||||
// used to preload the final grid where the flightmaster is
|
|
||||||
Map endMap = Global.MapMgr.FindBaseNonInstanceMap(_endMapId);
|
|
||||||
|
|
||||||
// Load the grid
|
|
||||||
if (endMap != null)
|
|
||||||
{
|
|
||||||
Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, _path.Count - 1);
|
|
||||||
endMap.LoadGrid(_endGridX, _endGridY);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
|
|
||||||
}
|
|
||||||
|
|
||||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
|
|
||||||
|
|
||||||
public List<TaxiPathNodeRecord> GetPath() { return _path; }
|
|
||||||
|
|
||||||
bool HasArrived() { return (_currentNode >= _path.Count); }
|
|
||||||
|
|
||||||
public void SkipCurrentNode() { ++_currentNode; }
|
|
||||||
|
|
||||||
public uint GetCurrentNode() { return (uint)_currentNode; }
|
|
||||||
|
|
||||||
float _endGridX; //! X coord of last node location
|
|
||||||
float _endGridY; //! Y coord of last node location
|
|
||||||
uint _endMapId; //! map Id of last node location
|
|
||||||
uint _preloadTargetNode; //! node index where preloading starts
|
|
||||||
|
|
||||||
List<TaxiPathNodeRecord> _path = new List<TaxiPathNodeRecord>();
|
|
||||||
int _currentNode;
|
|
||||||
List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
|
|
||||||
|
|
||||||
class TaxiNodeChangeInfo
|
|
||||||
{
|
|
||||||
public TaxiNodeChangeInfo(uint pathIndex, long cost)
|
|
||||||
{
|
|
||||||
PathIndex = pathIndex;
|
|
||||||
Cost = cost;
|
|
||||||
}
|
|
||||||
|
|
||||||
public uint PathIndex;
|
|
||||||
public long Cost;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user