Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
@@ -0,0 +1,125 @@
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/*
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* Copyright (C) 2012-2017 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
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
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||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* 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 Game.Entities;
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using System;
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namespace Game.Movement
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{
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public class ConfusedGenerator<T> : MovementGeneratorMedium<T> where T : Unit
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{
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public ConfusedGenerator()
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{
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i_nextMoveTime = new TimeTracker();
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}
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public override void DoInitialize(T owner)
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{
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owner.AddUnitState(UnitState.Confused);
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owner.SetFlag(UnitFields.Flags, UnitFlags.Confused);
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owner.GetPosition(out i_x, out i_y, out i_z);
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if (!owner.IsAlive() || owner.IsStopped())
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return;
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owner.StopMoving();
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owner.AddUnitState(UnitState.ConfusedMove);
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}
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public override void DoFinalize(T owner)
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{
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if (owner.IsTypeId(TypeId.Player))
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Confused);
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owner.ClearUnitState(UnitState.Confused | UnitState.ConfusedMove);
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owner.StopMoving();
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}
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else if (owner.IsTypeId(TypeId.Unit))
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Confused);
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owner.ClearUnitState(UnitState.Confused | UnitState.ConfusedMove);
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if (owner.GetVictim())
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owner.SetTarget(owner.GetVictim().GetGUID());
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}
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}
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public override void DoReset(T owner)
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{
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i_nextMoveTime.Reset(0);
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if (!owner.IsAlive() || owner.IsStopped())
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return;
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owner.StopMoving();
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owner.AddUnitState(UnitState.Confused | UnitState.ConfusedMove);
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}
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
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return true;
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if (i_nextMoveTime.Passed())
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{
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// currently moving, update location
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owner.AddUnitState(UnitState.ConfusedMove);
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if (owner.moveSpline.Finalized())
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i_nextMoveTime.Reset(RandomHelper.IRand(800, 1500));
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}
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else
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{
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// waiting for next move
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i_nextMoveTime.Update(time_diff);
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if (i_nextMoveTime.Passed())
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{
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// start moving
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owner.AddUnitState(UnitState.ConfusedMove);
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float dest = (float)(4.0f * RandomHelper.NextDouble() - 2.0f);
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Position pos = new Position(i_x, i_y, i_z);
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owner.MovePositionToFirstCollision(ref pos, dest, 0.0f);
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PathGenerator path = new PathGenerator(owner);
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path.SetPathLengthLimit(30.0f);
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bool result = path.CalculatePath(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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i_nextMoveTime.Reset(100);
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return true;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(path.GetPath());
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init.SetWalk(true);
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init.Launch();
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}
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}
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return true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Confused;
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}
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TimeTracker i_nextMoveTime;
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float i_x, i_y, i_z;
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}
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}
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@@ -0,0 +1,223 @@
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/*
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* Copyright (C) 2012-2017 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
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* 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
|
||||
* 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 Game.Entities;
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using System;
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namespace Game.Movement
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{
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public class FleeingGenerator<T> : MovementGeneratorMedium<T> where T : Unit
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{
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public const float MIN_QUIET_DISTANCE = 28.0f;
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public const float MAX_QUIET_DISTANCE = 43.0f;
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public FleeingGenerator(ObjectGuid fright)
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{
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i_frightGUID = fright;
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i_nextCheckTime = new TimeTracker();
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}
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void _setTargetLocation(T owner)
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{
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if (owner == null)
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return;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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return;
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if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
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{
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owner.CastStop();
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return;
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}
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owner.AddUnitState(UnitState.FleeingMove);
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float x, y, z;
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_getPoint(owner, out x, out y, out z);
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Position mypos = owner.GetPosition();
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bool isInLOS = Global.VMapMgr.isInLineOfSight(owner.GetMapId(), mypos.posX, mypos.posY, mypos.posZ + 2.0f, x, y, z + 2.0f);
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if (!isInLOS)
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{
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i_nextCheckTime.Reset(200);
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return;
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}
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PathGenerator path = new PathGenerator(owner);
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path.SetPathLengthLimit(30.0f);
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bool result = path.CalculatePath(x, y, z);
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if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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i_nextCheckTime.Reset(100);
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return;
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}
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MoveSplineInit init = new MoveSplineInit(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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i_nextCheckTime.Reset(traveltime + RandomHelper.URand(800, 1500));
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}
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void _getPoint(T owner, out float x, out float y, out float z)
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{
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float dist_from_caster, angle_to_caster;
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Unit fright = Global.ObjAccessor.GetUnit(owner, i_frightGUID);
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if (fright != null)
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{
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dist_from_caster = fright.GetDistance(owner);
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if (dist_from_caster > 0.2f)
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angle_to_caster = fright.GetAngle(owner);
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else
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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else
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{
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dist_from_caster = 0.0f;
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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float dist, angle;
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if (dist_from_caster < MIN_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster);
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angle = angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 8, MathFunctions.PI / 8);
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}
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else if (dist_from_caster > MAX_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 4, MathFunctions.PI / 4);
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}
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else // we are inside quiet range
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{
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dist = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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Position pos = owner.GetFirstCollisionPosition(dist, angle);
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x = pos.posX;
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y = pos.posY;
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z = pos.posZ;
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}
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public override void DoInitialize(T owner)
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{
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if (owner == null)
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return;
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owner.SetFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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_setTargetLocation(owner);
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}
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public override void DoFinalize(T owner)
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{
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if (owner.IsTypeId(TypeId.Player))
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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owner.StopMoving();
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}
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else
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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if (owner.GetVictim() != null)
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owner.SetTarget(owner.GetVictim().GetGUID());
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}
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (owner == null || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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{
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owner.ClearUnitState(UnitState.FleeingMove);
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return true;
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}
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i_nextCheckTime.Update(time_diff);
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if (i_nextCheckTime.Passed() && owner.moveSpline.Finalized())
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_setTargetLocation(owner);
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return true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Fleeing;
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}
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ObjectGuid i_frightGUID;
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TimeTracker i_nextCheckTime;
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}
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public class TimedFleeingGenerator : FleeingGenerator<Creature>
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{
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public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
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{
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i_totalFleeTime = new TimeTracker(time);
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}
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public override void Finalize(Unit owner)
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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Unit victim = owner.GetVictim();
|
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if (victim != null)
|
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{
|
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if (owner.IsAlive())
|
||||
{
|
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owner.AttackStop();
|
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owner.ToCreature().GetAI().AttackStart(victim);
|
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}
|
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}
|
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}
|
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|
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public override bool Update(Unit owner, uint time_diff)
|
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{
|
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if (!owner.IsAlive())
|
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return false;
|
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|
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
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{
|
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owner.ClearUnitState(UnitState.FleeingMove);
|
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return true;
|
||||
}
|
||||
|
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i_totalFleeTime.Update(time_diff);
|
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if (i_totalFleeTime.Passed())
|
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return false;
|
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|
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// This calls grant-parent Update method hiden by FleeingMovementGenerator.Update(Creature &, uint32) version
|
||||
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
|
||||
return base.Update(owner, time_diff);
|
||||
}
|
||||
|
||||
TimeTracker i_totalFleeTime;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Game.Entities;
|
||||
using Game.Movement;
|
||||
|
||||
namespace Game.AI
|
||||
{
|
||||
public class HomeMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
|
||||
{
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
SetTargetLocation(owner);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
if (arrived)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Evade);
|
||||
owner.SetWalk(true);
|
||||
owner.LoadCreaturesAddon();
|
||||
owner.GetAI().JustReachedHome();
|
||||
owner.SetSpawnHealth();
|
||||
}
|
||||
}
|
||||
|
||||
public override void DoReset(T owner) { }
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
arrived = skipToHome || owner.moveSpline.Finalized();
|
||||
return !arrived;
|
||||
}
|
||||
|
||||
void SetTargetLocation(T owner)
|
||||
{
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
|
||||
{ // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
|
||||
skipToHome = true;
|
||||
return;
|
||||
}
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
float x, y, z, o;
|
||||
// at apply we can select more nice return points base at current movegen
|
||||
if (owner.GetMotionMaster().empty() || !owner.GetMotionMaster().top().GetResetPosition(owner, out x, out y, out z))
|
||||
{
|
||||
owner.GetHomePosition(out x, out y, out z, out o);
|
||||
init.SetFacing(o);
|
||||
}
|
||||
init.MoveTo(x, y, z);
|
||||
init.SetWalk(false);
|
||||
init.Launch();
|
||||
|
||||
skipToHome = false;
|
||||
arrived = false;
|
||||
|
||||
owner.ClearUnitState(UnitState.AllState & ~(UnitState.Evade | UnitState.IgnorePathfinding));
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Home;
|
||||
}
|
||||
|
||||
bool arrived;
|
||||
bool skipToHome;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,159 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Game.Entities;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class IdleMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Idle;
|
||||
}
|
||||
|
||||
public bool isActive { get; set; }
|
||||
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
if (!owner.isStopped())
|
||||
owner.StopMoving();
|
||||
}
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
Reset(owner);
|
||||
}
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
}
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public class RotateMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public RotateMovementGenerator(uint time, RotateDirection direction)
|
||||
{
|
||||
m_duration = time;
|
||||
m_maxDuration = time;
|
||||
m_direction = direction;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Rotating);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
|
||||
if (owner.GetVictim())
|
||||
owner.SetInFront(owner.GetVictim());
|
||||
|
||||
owner.AddUnitState(UnitState.Rotating);
|
||||
owner.AttackStop();
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
float angle = owner.GetOrientation();
|
||||
angle += time_diff * MathFunctions.TwoPi / m_maxDuration * (m_direction == RotateDirection.Left ? 1.0f : -1.0f);
|
||||
angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
|
||||
|
||||
owner.SetOrientation(angle); // UpdateSplinePosition does not set orientation with UNIT_STATE_ROTATING
|
||||
owner.SetFacingTo(angle); // Send spline movement to clients
|
||||
|
||||
if (m_duration > time_diff)
|
||||
m_duration -= time_diff;
|
||||
else
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
|
||||
|
||||
uint m_duration, m_maxDuration;
|
||||
RotateDirection m_direction;
|
||||
}
|
||||
|
||||
public class DistractMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public DistractMovementGenerator(uint timer)
|
||||
{
|
||||
m_timer = timer;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Distracted);
|
||||
|
||||
// If this is a creature, then return orientation to original position (for idle movement creatures)
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
{
|
||||
float angle = owner.ToCreature().GetHomePosition().GetOrientation();
|
||||
owner.SetFacingTo(angle);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
// Distracted creatures stand up if not standing
|
||||
if (!owner.IsStandState())
|
||||
owner.SetStandState(UnitStandStateType.Stand);
|
||||
|
||||
owner.AddUnitState(UnitState.Distracted);
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
if (time_diff > m_timer)
|
||||
return false;
|
||||
|
||||
m_timer -= time_diff;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
|
||||
|
||||
uint m_timer;
|
||||
}
|
||||
|
||||
public class AssistanceDistractMovementGenerator : DistractMovementGenerator
|
||||
{
|
||||
public AssistanceDistractMovementGenerator(uint timer) : base(timer) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Distracted);
|
||||
owner.ToCreature().SetReactState(ReactStates.Aggressive);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Framework.Dynamic;
|
||||
using Game.Entities;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public abstract class IMovementGenerator
|
||||
{
|
||||
public abstract void Finalize(Unit owner);
|
||||
|
||||
public abstract void Initialize(Unit owner);
|
||||
|
||||
public abstract void Reset(Unit owner);
|
||||
|
||||
public abstract bool Update(Unit owner, uint time_diff);
|
||||
|
||||
public abstract MovementGeneratorType GetMovementGeneratorType();
|
||||
|
||||
public virtual void unitSpeedChanged() { }
|
||||
|
||||
// used by Evade code for select point to evade with expected restart default movement
|
||||
public virtual bool GetResetPosition(Unit u, out float x, out float y, out float z)
|
||||
{
|
||||
x = y = z = 0.0f;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class MovementGeneratorMedium<T> : IMovementGenerator where T : Unit
|
||||
{
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
DoInitialize((T)owner);
|
||||
isActive = true;
|
||||
}
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
DoFinalize((T)owner);
|
||||
}
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
DoReset((T)owner);
|
||||
}
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
return DoUpdate((T)owner, time_diff);
|
||||
}
|
||||
|
||||
public bool isActive { get; set; }
|
||||
|
||||
public abstract void DoInitialize(T owner);
|
||||
public abstract void DoFinalize(T owner);
|
||||
public abstract void DoReset(T owner);
|
||||
public abstract bool DoUpdate(T owner, uint time_diff);
|
||||
}
|
||||
|
||||
public class FollowerReference : Reference<Unit, TargetedMovementGeneratorBase>
|
||||
{
|
||||
public override void targetObjectBuildLink()
|
||||
{
|
||||
getTarget().addFollower(this);
|
||||
}
|
||||
|
||||
public override void targetObjectDestroyLink()
|
||||
{
|
||||
getTarget().removeFollower(this);
|
||||
}
|
||||
|
||||
public override void sourceObjectDestroyLink()
|
||||
{
|
||||
GetSource().stopFollowing();
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,207 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Game.Entities;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class PointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Unit
|
||||
{
|
||||
public PointMovementGenerator(ulong _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null)
|
||||
{
|
||||
id = _id;
|
||||
i_x = _x;
|
||||
i_y = _y;
|
||||
i_z = _z;
|
||||
speed = _speed;
|
||||
i_faceTarget = faceTarget;
|
||||
i_spellEffectExtra = spellEffectExtraData;
|
||||
m_generatePath = _generatePath;
|
||||
i_recalculateSpeed = false;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
|
||||
if (id == EventId.ChargePrepath)
|
||||
return;
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MoveTo(i_x, i_y, i_z, m_generatePath);
|
||||
if (speed > 0.0f)
|
||||
init.SetVelocity(speed);
|
||||
|
||||
if (i_faceTarget)
|
||||
init.SetFacing(i_faceTarget);
|
||||
|
||||
if (i_spellEffectExtra != null)
|
||||
init.SetSpellEffectExtraData(i_spellEffectExtra);
|
||||
|
||||
init.Launch();
|
||||
|
||||
// Call for creature group update
|
||||
Creature creature = owner.ToCreature();
|
||||
if (creature != null)
|
||||
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
if (owner == null)
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
||||
{
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
return true;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (id != EventId.ChargePrepath && i_recalculateSpeed && !owner.moveSpline.Finalized())
|
||||
{
|
||||
i_recalculateSpeed = false;
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MoveTo(i_x, i_y, i_z, m_generatePath);
|
||||
if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
|
||||
init.SetVelocity(speed);
|
||||
init.Launch();
|
||||
|
||||
// Call for creature group update
|
||||
Creature creature = owner.ToCreature();
|
||||
if (creature != null)
|
||||
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
|
||||
}
|
||||
|
||||
return !owner.moveSpline.Finalized();
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
if (owner.HasUnitState(UnitState.Charging))
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
|
||||
if (owner.moveSpline.Finalized())
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public void MovementInform(T unit)
|
||||
{
|
||||
if (!unit.IsTypeId(TypeId.Unit))
|
||||
return;
|
||||
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Point, (uint)id);
|
||||
}
|
||||
|
||||
public override void unitSpeedChanged()
|
||||
{
|
||||
i_recalculateSpeed = true;
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Point;
|
||||
}
|
||||
|
||||
ulong id;
|
||||
float i_x, i_y, i_z;
|
||||
float speed;
|
||||
Unit i_faceTarget;
|
||||
SpellEffectExtraData i_spellEffectExtra;
|
||||
bool m_generatePath;
|
||||
bool i_recalculateSpeed;
|
||||
}
|
||||
|
||||
public class AssistanceMovementGenerator : PointMovementGenerator<Creature>
|
||||
{
|
||||
public AssistanceMovementGenerator(float _x, float _y, float _z) : base(0, _x, _y, _z, true) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Assistance; }
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ToCreature().SetNoCallAssistance(false);
|
||||
owner.ToCreature().CallAssistance();
|
||||
if (owner.IsAlive())
|
||||
owner.GetMotionMaster().MoveSeekAssistanceDistract(WorldConfig.GetUIntValue(WorldCfg.CreatureFamilyAssistanceDelay));
|
||||
}
|
||||
}
|
||||
|
||||
// Does almost nothing - just doesn't allows previous movegen interrupt current effect.
|
||||
public class EffectMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public EffectMovementGenerator(uint Id, uint arrivalSpellId = 0, ObjectGuid arrivalSpellTargetGuid = default(ObjectGuid))
|
||||
{
|
||||
_Id = Id;
|
||||
_arrivalSpellId = arrivalSpellId;
|
||||
_arrivalSpellTargetGuid = arrivalSpellTargetGuid;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit unit)
|
||||
{
|
||||
if (_arrivalSpellId != 0)
|
||||
unit.CastSpell(Global.ObjAccessor.GetUnit(unit, _arrivalSpellTargetGuid), _arrivalSpellId, true);
|
||||
|
||||
if (!unit.IsTypeId(TypeId.Unit))
|
||||
return;
|
||||
|
||||
// Need restore previous movement since we have no proper states system
|
||||
if (unit.IsAlive() && !unit.HasUnitState(UnitState.Confused | UnitState.Fleeing))
|
||||
{
|
||||
Unit victim = unit.GetVictim();
|
||||
if (victim != null)
|
||||
unit.GetMotionMaster().MoveChase(victim);
|
||||
else
|
||||
unit.GetMotionMaster().Initialize();
|
||||
}
|
||||
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Effect, _Id);
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
return !owner.moveSpline.Finalized();
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner) { }
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Effect; }
|
||||
|
||||
uint _Id;
|
||||
uint _arrivalSpellId;
|
||||
ObjectGuid _arrivalSpellTargetGuid;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Game.Entities;
|
||||
using Game.Maps;
|
||||
using System;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class RandomMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
|
||||
{
|
||||
public RandomMovementGenerator(float spawn_dist = 0.0f)
|
||||
{
|
||||
i_nextMoveTime = new TimeTrackerSmall();
|
||||
wander_distance = spawn_dist;
|
||||
}
|
||||
|
||||
TimeTrackerSmall i_nextMoveTime;
|
||||
float wander_distance;
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Random;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T creature)
|
||||
{
|
||||
if (!creature.IsAlive())
|
||||
return;
|
||||
|
||||
if (wander_distance == 0)
|
||||
wander_distance = creature.GetRespawnRadius();
|
||||
|
||||
if (wander_distance == 0)//Temp fix
|
||||
wander_distance = 50.0f;
|
||||
|
||||
creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
_setRandomLocation(creature);
|
||||
|
||||
}
|
||||
public override void DoFinalize(T creature)
|
||||
{
|
||||
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
creature.SetWalk(false);
|
||||
}
|
||||
public override void DoReset(T creature)
|
||||
{
|
||||
DoInitialize(creature);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T creature, uint diff)
|
||||
{
|
||||
if (!creature || !creature.IsAlive())
|
||||
return false;
|
||||
|
||||
if (creature.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
|
||||
{
|
||||
i_nextMoveTime.Reset(0); // Expire the timer
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (creature.moveSpline.Finalized())
|
||||
{
|
||||
i_nextMoveTime.Update((int)diff);
|
||||
if (i_nextMoveTime.Passed())
|
||||
_setRandomLocation(creature);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void _setRandomLocation(T creature)
|
||||
{
|
||||
if (creature.HasUnitState(UnitState.Casting) && !creature.CanMoveDuringChannel())
|
||||
{
|
||||
creature.CastStop();
|
||||
return;
|
||||
}
|
||||
|
||||
float respX, respY, respZ, respO, destX, destY, destZ, travelDistZ;
|
||||
creature.GetHomePosition(out respX, out respY, out respZ, out respO);
|
||||
Map map = creature.GetMap();
|
||||
|
||||
bool is_air_ok = creature.CanFly();
|
||||
|
||||
float angle = (float)(RandomHelper.NextDouble() * MathFunctions.TwoPi);
|
||||
float range = (float)(RandomHelper.NextDouble() * wander_distance);
|
||||
float distanceX = (float)(range * Math.Cos(angle));
|
||||
float distanceY = (float)(range * Math.Sin(angle));
|
||||
|
||||
destX = respX + distanceX;
|
||||
destY = respY + distanceY;
|
||||
|
||||
// prevent invalid coordinates generation
|
||||
GridDefines.NormalizeMapCoord(ref destX);
|
||||
GridDefines.NormalizeMapCoord(ref destY);
|
||||
|
||||
travelDistZ = range; // sin^2+cos^2=1, so travelDistZ=range^2; no need for sqrt below
|
||||
|
||||
if (is_air_ok) // 3D system above ground and above water (flying mode)
|
||||
{
|
||||
// Limit height change
|
||||
float distanceZ = (float)(RandomHelper.NextDouble() * travelDistZ / 2.0f);
|
||||
destZ = respZ + distanceZ;
|
||||
float levelZ = map.GetWaterOrGroundLevel(creature.GetPhases(), destX, destY, destZ - 2.5f);
|
||||
|
||||
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
|
||||
if (levelZ >= destZ)
|
||||
return;
|
||||
}
|
||||
else // 2D only
|
||||
{
|
||||
// 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
|
||||
travelDistZ = travelDistZ >= 10.0f ? 10.0f : travelDistZ;
|
||||
|
||||
// The fastest way to get an accurate result 90% of the time.
|
||||
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
|
||||
destZ = map.GetHeight(creature.GetPhases(), destX, destY, respZ + travelDistZ - 2.0f, false);
|
||||
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ) // Map check
|
||||
{
|
||||
// Vmap Horizontal or above
|
||||
destZ = map.GetHeight(creature.GetPhases(), destX, destY, respZ - 2.0f, true);
|
||||
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ)
|
||||
{
|
||||
// Vmap Higher
|
||||
destZ = map.GetHeight(creature.GetPhases(), destX, destY, respZ + travelDistZ - 2.0f, true);
|
||||
|
||||
// let's forget this bad coords where a z cannot be find and retry at next tick
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (is_air_ok)
|
||||
i_nextMoveTime.Reset(0);
|
||||
else
|
||||
{
|
||||
if (RandomHelper.randChance(50))
|
||||
i_nextMoveTime.Reset(RandomHelper.IRand(5000, 10000));
|
||||
else
|
||||
i_nextMoveTime.Reset(RandomHelper.IRand(50, 400));
|
||||
}
|
||||
|
||||
creature.AddUnitState(UnitState.RoamingMove);
|
||||
if (destZ < 25f)
|
||||
{
|
||||
|
||||
}
|
||||
MoveSplineInit init = new MoveSplineInit(creature);
|
||||
init.MoveTo(destX, destY, destZ);
|
||||
init.SetWalk(true);
|
||||
init.Launch();
|
||||
|
||||
//Call for creature group update
|
||||
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(destX, destY, destZ);
|
||||
}
|
||||
|
||||
public virtual bool GetResetPosition(Creature creature, float x, float y, float z) { return false; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,186 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Framework.GameMath;
|
||||
using Game.Entities;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.Contracts;
|
||||
using System.Linq;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class SplineChainMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public SplineChainMovementGenerator(uint id, List<SplineChainLink> chain, bool walk = false)
|
||||
{
|
||||
_id = id;
|
||||
_chain = chain;
|
||||
_chainSize = (byte)chain.Count;
|
||||
_walk = walk;
|
||||
}
|
||||
public SplineChainMovementGenerator(SplineChainResumeInfo info)
|
||||
{
|
||||
_id = info.PointID;
|
||||
_chain = info.Chain;
|
||||
_chainSize = (byte)info.Chain.Count;
|
||||
_walk = info.IsWalkMode;
|
||||
finished = info.SplineIndex >= info.Chain.Count;
|
||||
_nextIndex = info.SplineIndex;
|
||||
_nextFirstWP = info.PointIndex;
|
||||
_msToNext = info.TimeToNext;
|
||||
}
|
||||
|
||||
uint SendPathSpline(Unit me, List<Vector3> wp)
|
||||
{
|
||||
int numWp = wp.Count;
|
||||
Contract.Assert(numWp > 1, "Every path must have source & destination");
|
||||
MoveSplineInit init = new MoveSplineInit(me);
|
||||
if (numWp > 2)
|
||||
init.MovebyPath(wp.ToArray());
|
||||
else
|
||||
init.MoveTo(wp[1], false, true);
|
||||
init.SetWalk(_walk);
|
||||
return (uint)init.Launch();
|
||||
}
|
||||
|
||||
void SendSplineFor(Unit me, int index, uint toNext)
|
||||
{
|
||||
Contract.Assert(index < _chainSize);
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sending spline for {1}.", me.GetGUID().ToString(), index);
|
||||
|
||||
SplineChainLink thisLink = _chain[index];
|
||||
uint actualDuration = SendPathSpline(me, thisLink.Points);
|
||||
if (actualDuration != thisLink.ExpectedDuration)
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms. Expected was {3} ms (delta {4} ms). Adjusting.", me.GetGUID().ToString(), index, actualDuration, thisLink.ExpectedDuration, actualDuration - thisLink.ExpectedDuration);
|
||||
toNext = (uint)(actualDuration / thisLink.ExpectedDuration * toNext);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms.", me.GetGUID().ToString(), index, actualDuration);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize(Unit me)
|
||||
{
|
||||
if (_chainSize != 0)
|
||||
{
|
||||
if (_nextFirstWP != 0) // this is a resumed movegen that has to start with a partial spline
|
||||
{
|
||||
if (finished)
|
||||
return;
|
||||
SplineChainLink thisLink = _chain[_nextIndex];
|
||||
if (_nextFirstWP >= thisLink.Points.Count)
|
||||
{
|
||||
Log.outError(LogFilter.Movement, "{0}: Attempted to resume spline chain from invalid resume state ({1}, {2}).", me.GetGUID().ToString(), _nextIndex, _nextFirstWP);
|
||||
_nextFirstWP = (byte)(thisLink.Points.Count - 1);
|
||||
}
|
||||
List<Vector3> partial = new List<Vector3>();
|
||||
partial.AddRange(thisLink.Points.Skip(_nextFirstWP - 1).ToArray());
|
||||
SendPathSpline(me, partial);
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Resumed spline chain generator from resume state.", me.GetGUID().ToString());
|
||||
++_nextIndex;
|
||||
if (_msToNext == 0)
|
||||
_msToNext = 1;
|
||||
_nextFirstWP = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
|
||||
SendSplineFor(me, _nextIndex, _msToNext);
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
_msToNext = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.outError(LogFilter.Movement, "SplineChainMovementGenerator.Initialize - empty spline chain passed for {0}.", me.GetGUID().ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public override void Finalize(Unit me)
|
||||
{
|
||||
if (!finished)
|
||||
return;
|
||||
|
||||
Creature cMe = me.ToCreature();
|
||||
if (cMe && cMe.IsAIEnabled)
|
||||
cMe.GetAI().MovementInform(MovementGeneratorType.SplineChain, _id);
|
||||
}
|
||||
|
||||
public override bool Update(Unit me, uint diff)
|
||||
{
|
||||
if (finished)
|
||||
return false;
|
||||
|
||||
// _msToNext being zero here means we're on the final spline
|
||||
if (_msToNext == 0)
|
||||
{
|
||||
finished = me.moveSpline.Finalized();
|
||||
return !finished;
|
||||
}
|
||||
|
||||
if (_msToNext <= diff)
|
||||
{
|
||||
// Send next spline
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Should send spline {1} ({2} ms late).", me.GetGUID().ToString(), _nextIndex, diff - _msToNext);
|
||||
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
|
||||
SendSplineFor(me, _nextIndex, _msToNext);
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
{
|
||||
// We have reached the final spline, once it finalizes we should also finalize the movegen (start checking on next update)
|
||||
_msToNext = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
_msToNext -= diff;
|
||||
return true;
|
||||
}
|
||||
|
||||
SplineChainResumeInfo GetResumeInfo(Unit me)
|
||||
{
|
||||
if (_nextIndex == 0)
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, 0, 0, _msToNext);
|
||||
if (me.moveSpline.Finalized())
|
||||
{
|
||||
if (_nextIndex < _chainSize)
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, _nextIndex, 0, 1u);
|
||||
else
|
||||
return new SplineChainResumeInfo();
|
||||
}
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)(me.moveSpline._currentSplineIdx()), _msToNext);
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.SplineChain; }
|
||||
|
||||
uint _id;
|
||||
List<SplineChainLink> _chain = new List<SplineChainLink>();
|
||||
byte _chainSize;
|
||||
bool _walk;
|
||||
bool finished;
|
||||
byte _nextIndex;
|
||||
byte _nextFirstWP; // only used for resuming
|
||||
uint _msToNext;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,401 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Framework.GameMath;
|
||||
using Game.Entities;
|
||||
using System;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public interface TargetedMovementGeneratorBase
|
||||
{
|
||||
FollowerReference reftarget { get; set; }
|
||||
void stopFollowing();
|
||||
}
|
||||
|
||||
public abstract class TargetedMovementGeneratorMedium<T, D> : MovementGeneratorMedium<T>, TargetedMovementGeneratorBase where T : Unit
|
||||
{
|
||||
public FollowerReference reftarget { get; set; }
|
||||
public Unit target
|
||||
{
|
||||
get { return reftarget.getTarget(); }
|
||||
}
|
||||
|
||||
public void stopFollowing() { }
|
||||
|
||||
public TargetedMovementGeneratorMedium(Unit _target, float _offset = 0, float _angle = 0)
|
||||
{
|
||||
reftarget = new FollowerReference();
|
||||
reftarget.link(_target, this);
|
||||
recheckDistance = new TimeTrackerSmall();
|
||||
offset = _offset;
|
||||
angle = _angle;
|
||||
recalculateTravel = false;
|
||||
targetReached = false;
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
if (!reftarget.isValid() || !target.IsInWorld)
|
||||
return false;
|
||||
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove))
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
return true;
|
||||
}
|
||||
|
||||
// prevent movement while casting spells with cast time or channel time
|
||||
if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
|
||||
{
|
||||
if (!owner.isStopped())
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
// prevent crash after creature killed pet
|
||||
if (_lostTarget(owner))
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool targetMoved = false;
|
||||
recheckDistance.Update((int)time_diff);
|
||||
if (recheckDistance.Passed())
|
||||
{
|
||||
recheckDistance.Reset(100);
|
||||
//More distance let have better performance, less distance let have more sensitive reaction at target move.
|
||||
float allowed_dist = 0.0f;// owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
|
||||
|
||||
if (owner.IsPet() && (owner.GetCharmerOrOwnerGUID() == target.GetGUID()))
|
||||
allowed_dist = 1.0f; // pet following owner
|
||||
else
|
||||
allowed_dist = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
|
||||
|
||||
Vector3 dest = owner.moveSpline.FinalDestination();
|
||||
if (owner.moveSpline.onTransport)
|
||||
{
|
||||
float o = 0;
|
||||
ITransport transport = owner.GetDirectTransport();
|
||||
if (transport != null)
|
||||
transport.CalculatePassengerPosition(ref dest.X, ref dest.Y, ref dest.Z, ref o);
|
||||
}
|
||||
|
||||
// First check distance
|
||||
if (owner.IsTypeId(TypeId.Unit) && (owner.ToCreature().CanFly() || owner.ToCreature().CanSwim()))
|
||||
targetMoved = !target.IsWithinDist3d(dest.X, dest.Y, dest.Z, allowed_dist);
|
||||
else
|
||||
targetMoved = !target.IsWithinDist2d(dest.X, dest.Y, allowed_dist);
|
||||
|
||||
|
||||
// then, if the target is in range, check also Line of Sight.
|
||||
if (!targetMoved)
|
||||
targetMoved = !target.IsWithinLOSInMap(owner);
|
||||
}
|
||||
|
||||
if (recalculateTravel || targetMoved)
|
||||
_setTargetLocation(owner, targetMoved);
|
||||
|
||||
if (owner.moveSpline.Finalized())
|
||||
{
|
||||
MovementInform(owner);
|
||||
if (angle == 0.0f && !owner.HasInArc(0.01f, target))
|
||||
owner.SetInFront(target);
|
||||
|
||||
if (!targetReached)
|
||||
{
|
||||
targetReached = true;
|
||||
_reachTarget(owner);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void unitSpeedChanged()
|
||||
{
|
||||
recalculateTravel = true;
|
||||
}
|
||||
|
||||
public void _setTargetLocation(T owner, bool updateDestination)
|
||||
{
|
||||
if (!reftarget.isValid() || !target.IsInWorld)
|
||||
return;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove))
|
||||
return;
|
||||
|
||||
if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
|
||||
return;
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit) && !target.isInAccessiblePlaceFor(owner.ToCreature()))
|
||||
{
|
||||
owner.ToCreature().SetCannotReachTarget(true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit) && owner.ToCreature().IsFocusing(null, true))
|
||||
return;
|
||||
|
||||
float x, y, z;
|
||||
if (updateDestination || i_path == null)
|
||||
{
|
||||
if (offset == 0)
|
||||
{
|
||||
if (target.IsWithinDistInMap(owner, SharedConst.ContactDistance))
|
||||
return;
|
||||
|
||||
// to nearest contact position
|
||||
target.GetContactPoint(owner, out x, out y, out z);
|
||||
}
|
||||
else
|
||||
{
|
||||
float dist = 0;
|
||||
float size = 0;
|
||||
|
||||
// Pets need special handling.
|
||||
// We need to subtract GetObjectSize() because it gets added back further down the chain
|
||||
// and that makes pets too far away. Subtracting it allows pets to properly
|
||||
// be (GetCombatReach() + i_offset) away.
|
||||
// Only applies when i_target is pet's owner otherwise pets and mobs end up
|
||||
// doing a "dance" while fighting
|
||||
if (owner.IsPet() && target.IsTypeId(TypeId.Player))
|
||||
{
|
||||
dist = 1.0f;// target.GetCombatReach();
|
||||
size = 1.0f;// target.GetCombatReach() - target.GetObjectSize();
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = offset + 1.0f;
|
||||
size = owner.GetObjectSize();
|
||||
}
|
||||
|
||||
if (target.IsWithinDistInMap(owner, dist))
|
||||
return;
|
||||
|
||||
// to at i_offset distance from target and i_angle from target facing
|
||||
target.GetClosePoint(out x, out y, out z, size, offset, angle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// the destination has not changed, we just need to refresh the path (usually speed change)
|
||||
var end = i_path.GetEndPosition();
|
||||
x = end.X;
|
||||
y = end.Y;
|
||||
z = end.Z;
|
||||
}
|
||||
|
||||
if (i_path == null)
|
||||
i_path = new PathGenerator(owner);
|
||||
|
||||
// allow pets to use shortcut if no path found when following their master
|
||||
bool forceDest = (owner.IsTypeId(TypeId.Unit) && owner.IsPet()
|
||||
&& owner.HasUnitState(UnitState.Follow));
|
||||
|
||||
bool result = i_path.CalculatePath(x, y, z, forceDest);
|
||||
if (!result && Convert.ToBoolean(i_path.GetPathType() & PathType.NoPath))
|
||||
{
|
||||
// Can't reach target
|
||||
recalculateTravel = true;
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(true);
|
||||
return;
|
||||
}
|
||||
|
||||
_addUnitStateMove(owner);
|
||||
targetReached = false;
|
||||
recalculateTravel = false;
|
||||
owner.AddUnitState(UnitState.Chase);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(false);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MovebyPath(i_path.GetPath());
|
||||
init.SetWalk(EnableWalking());
|
||||
// Using the same condition for facing target as the one that is used for SetInFront on movement end
|
||||
// - applies to ChaseMovementGenerator mostly
|
||||
if (angle == 0.0f)
|
||||
init.SetFacing(target);
|
||||
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
public void UpdateFinalDistance(float fDistance)
|
||||
{
|
||||
if (typeof(T) == typeof(Player))
|
||||
return;
|
||||
offset = fDistance;
|
||||
recalculateTravel = true;
|
||||
}
|
||||
|
||||
bool IsReachable() { return (i_path != null) ? Convert.ToBoolean(i_path.GetPathType() & PathType.Normal) : true; }
|
||||
|
||||
public abstract void MovementInform(T unit);
|
||||
public abstract bool _lostTarget(T u);
|
||||
public abstract void _clearUnitStateMove(T u);
|
||||
public abstract void _addUnitStateMove(T u);
|
||||
public abstract void _reachTarget(T owner);
|
||||
public abstract bool EnableWalking();
|
||||
public abstract void _updateSpeed(T u);
|
||||
|
||||
#region Fields
|
||||
PathGenerator i_path;
|
||||
TimeTrackerSmall recheckDistance;
|
||||
float offset;
|
||||
float angle;
|
||||
public bool recalculateTravel;
|
||||
bool targetReached;
|
||||
#endregion
|
||||
}
|
||||
|
||||
public class ChaseMovementGenerator<T> : TargetedMovementGeneratorMedium<T, ChaseMovementGenerator<T>> where T : Unit
|
||||
{
|
||||
public ChaseMovementGenerator(Unit target)
|
||||
: base(target)
|
||||
{
|
||||
}
|
||||
public ChaseMovementGenerator(Unit target, float offset, float angle)
|
||||
: base(target, offset, angle)
|
||||
{
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.SetWalk(false);
|
||||
|
||||
owner.AddUnitState(UnitState.Chase | UnitState.ChaseMove);
|
||||
_setTargetLocation(owner, true);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Chase | UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool _lostTarget(T u)
|
||||
{
|
||||
return u.GetVictim() != target;
|
||||
}
|
||||
public override void _clearUnitStateMove(T u)
|
||||
{
|
||||
u.ClearUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
public override void _addUnitStateMove(T u)
|
||||
{
|
||||
u.AddUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public override bool EnableWalking() { return false; }
|
||||
public override void _updateSpeed(T u) { }
|
||||
public override void _reachTarget(T owner)
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
if (owner.IsWithinMeleeRange(target))
|
||||
owner.Attack(target, true);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(false);
|
||||
}
|
||||
public override void MovementInform(T unit)
|
||||
{
|
||||
if (unit.IsTypeId(TypeId.Unit))
|
||||
{
|
||||
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class FollowMovementGenerator<T> : TargetedMovementGeneratorMedium<T, FollowMovementGenerator<T>> where T : Unit
|
||||
{
|
||||
public FollowMovementGenerator(Unit target) : base(target) { }
|
||||
public FollowMovementGenerator(Unit target, float offset, float angle) : base(target, offset, angle) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Follow;
|
||||
}
|
||||
public override void _clearUnitStateMove(T u)
|
||||
{
|
||||
u.ClearUnitState(UnitState.FollowMove);
|
||||
}
|
||||
public override void _addUnitStateMove(T u)
|
||||
{
|
||||
u.AddUnitState(UnitState.FollowMove);
|
||||
}
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
public override bool _lostTarget(T u) { return false; }
|
||||
public override void _reachTarget(T u) { }
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Follow | UnitState.FollowMove);
|
||||
_updateSpeed(owner);
|
||||
_setTargetLocation(owner, true);
|
||||
}
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Follow | UnitState.FollowMove);
|
||||
_updateSpeed(owner);
|
||||
}
|
||||
public override void MovementInform(T unit)
|
||||
{
|
||||
if (unit.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Follow, (uint)target.GetGUID().GetCounter());
|
||||
}
|
||||
public override bool EnableWalking()
|
||||
{
|
||||
if (typeof(T) == typeof(Player))
|
||||
return false;
|
||||
else
|
||||
return reftarget.isValid() && target.IsWalking();
|
||||
}
|
||||
public override void _updateSpeed(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
if (!owner.IsPet() || !owner.IsInWorld || !reftarget.isValid() && target.GetGUID() != owner.GetOwnerGUID())
|
||||
return;
|
||||
|
||||
owner.UpdateSpeed(UnitMoveType.Run);
|
||||
owner.UpdateSpeed(UnitMoveType.Walk);
|
||||
owner.UpdateSpeed(UnitMoveType.Swim);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,503 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Framework.GameMath;
|
||||
using Game.DataStorage;
|
||||
using Game.Entities;
|
||||
using Game.Maps;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class WaypointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
|
||||
{
|
||||
const int FLIGHT_TRAVEL_UPDATE = 100;
|
||||
const int TIMEDIFF_NEXT_WP = 250;
|
||||
public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
|
||||
{
|
||||
nextMoveTime = new TimeTrackerSmall(0);
|
||||
isArrivalDone = false;
|
||||
pathId = pathid;
|
||||
repeating = _repeating;
|
||||
}
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
StartMoveNow(owner);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
owner.SetWalk(false);
|
||||
}
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
LoadPath(owner);
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
}
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
// Waypoint movement can be switched on/off
|
||||
// This is quite handy for escort quests and other stuff
|
||||
if (owner.HasUnitState(UnitState.NotMove))
|
||||
{
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
return true;
|
||||
}
|
||||
// prevent a crash at empty waypoint path.
|
||||
if (path == null || path.Empty())
|
||||
return false;
|
||||
|
||||
if (Stopped())
|
||||
{
|
||||
if (CanMove((int)time_diff))
|
||||
return StartMove(owner);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (owner.IsStopped())
|
||||
Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
|
||||
else if (owner.moveSpline.Finalized())
|
||||
{
|
||||
OnArrived(owner);
|
||||
return StartMove(owner);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void MovementInform(Creature creature)
|
||||
{
|
||||
if (creature.IsAIEnabled)
|
||||
creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, currentNode);
|
||||
}
|
||||
|
||||
void Stop(int time)
|
||||
{
|
||||
nextMoveTime.Reset(time);
|
||||
}
|
||||
bool Stopped()
|
||||
{
|
||||
return !nextMoveTime.Passed();
|
||||
}
|
||||
bool CanMove(int diff)
|
||||
{
|
||||
nextMoveTime.Update(diff);
|
||||
return nextMoveTime.Passed();
|
||||
}
|
||||
void StartMoveNow(Creature creature)
|
||||
{
|
||||
nextMoveTime.Reset(0);
|
||||
StartMove(creature);
|
||||
}
|
||||
bool StartMove(Creature creature)
|
||||
{
|
||||
if (path == null || path.Empty())
|
||||
return false;
|
||||
|
||||
if (Stopped())
|
||||
return true;
|
||||
|
||||
bool transportPath = creature.GetTransport() != null;
|
||||
|
||||
if (isArrivalDone)
|
||||
{
|
||||
if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
|
||||
{
|
||||
float x = path[(int)currentNode].x;
|
||||
float y = path[(int)currentNode].y;
|
||||
float z = path[(int)currentNode].z;
|
||||
float o = path[(int)currentNode].orientation;
|
||||
|
||||
if (!transportPath)
|
||||
creature.SetHomePosition(x, y, z, o);
|
||||
else
|
||||
{
|
||||
Transport trans = creature.GetTransport();
|
||||
if (trans)
|
||||
{
|
||||
o -= trans.GetOrientation();
|
||||
creature.SetTransportHomePosition(x, y, z, o);
|
||||
trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
|
||||
creature.SetHomePosition(x, y, z, o);
|
||||
}
|
||||
else
|
||||
transportPath = false;
|
||||
// else if (vehicle) - this should never happen, vehicle offsets are const
|
||||
}
|
||||
|
||||
creature.GetMotionMaster().Initialize();
|
||||
return false;
|
||||
}
|
||||
|
||||
currentNode = (uint)((currentNode + 1) % path.Count);
|
||||
}
|
||||
|
||||
WaypointData node = path.LookupByIndex((int)currentNode);
|
||||
|
||||
isArrivalDone = false;
|
||||
|
||||
creature.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(creature);
|
||||
Position formationDest = new Position(node.x, node.y, node.z);
|
||||
|
||||
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
|
||||
if (transportPath)
|
||||
{
|
||||
init.DisableTransportPathTransformations();
|
||||
ITransport trans = creature.GetDirectTransport();
|
||||
if (trans != null)
|
||||
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
|
||||
}
|
||||
|
||||
init.MoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
|
||||
|
||||
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
|
||||
if (node.orientation != 0 && node.delay != 0)
|
||||
init.SetFacing(formationDest.Orientation);
|
||||
|
||||
switch (node.movetype)
|
||||
{
|
||||
case WaypointMoveType.Land:
|
||||
init.SetAnimation(AnimType.ToGround);
|
||||
break;
|
||||
case WaypointMoveType.Takeoff:
|
||||
init.SetAnimation(AnimType.ToFly);
|
||||
break;
|
||||
case WaypointMoveType.Run:
|
||||
init.SetWalk(false);
|
||||
break;
|
||||
case WaypointMoveType.Walk:
|
||||
init.SetWalk(true);
|
||||
break;
|
||||
}
|
||||
|
||||
init.Launch();
|
||||
|
||||
//Call for creature group update
|
||||
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
|
||||
{
|
||||
creature.SetWalk(node.movetype != WaypointMoveType.Run);
|
||||
creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
void LoadPath(Creature creature)
|
||||
{
|
||||
if (pathId == 0)
|
||||
pathId = creature.GetWaypointPath();
|
||||
|
||||
path = Global.WaypointMgr.GetPath(pathId);
|
||||
|
||||
if (path == null)
|
||||
{
|
||||
// No movement found for entry
|
||||
Log.outError(LogFilter.ScriptsAi, "WaypointMovementGenerator.LoadPath: creature {0} (Entry: {1} GUID: {2}) doesn't have waypoint path id: {3}", creature.GetName(), creature.GetEntry(), creature.GetGUID().ToString(), pathId);
|
||||
return;
|
||||
}
|
||||
|
||||
StartMoveNow(creature);
|
||||
}
|
||||
void OnArrived(Creature creature)
|
||||
{
|
||||
if (path == null || path.Empty())
|
||||
return;
|
||||
|
||||
if (isArrivalDone)
|
||||
return;
|
||||
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
isArrivalDone = true;
|
||||
|
||||
var wpData = path.LookupByIndex((int)currentNode);
|
||||
if (wpData.event_id != 0 && RandomHelper.IRand(0, 99) < wpData.event_chance)
|
||||
{
|
||||
Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", wpData.event_id, currentNode, creature.GetGUID());
|
||||
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, wpData.event_id, creature, null);
|
||||
}
|
||||
|
||||
// Inform script
|
||||
MovementInform(creature);
|
||||
creature.UpdateWaypointID(currentNode);
|
||||
|
||||
if (wpData.delay != 0)
|
||||
{
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
Stop((int)wpData.delay);
|
||||
}
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Waypoint;
|
||||
}
|
||||
|
||||
TimeTrackerSmall nextMoveTime;
|
||||
bool isArrivalDone;
|
||||
uint pathId;
|
||||
bool repeating;
|
||||
List<WaypointData> path;
|
||||
uint currentNode;
|
||||
}
|
||||
|
||||
public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
|
||||
{
|
||||
public FlightPathMovementGenerator() { }
|
||||
|
||||
public void LoadPath(Player player, uint startNode = 0)
|
||||
{
|
||||
i_path.Clear();
|
||||
i_currentNode = (int)startNode;
|
||||
_pointsForPathSwitch.Clear();
|
||||
var taxi = player.m_taxi.GetPath();
|
||||
for (int src = 0, dst = 1; dst < taxi.Count; src = dst++)
|
||||
{
|
||||
uint path, cost;
|
||||
Global.ObjectMgr.GetTaxiPath(taxi[src], taxi[dst], out path, out cost);
|
||||
if (path > CliDB.TaxiPathNodesByPath.Keys.Max())
|
||||
return;
|
||||
|
||||
var nodes = CliDB.TaxiPathNodesByPath[path];
|
||||
if (!nodes.Empty())
|
||||
{
|
||||
TaxiPathNodeRecord start = nodes[0];
|
||||
TaxiPathNodeRecord end = nodes[nodes.Length - 1];
|
||||
bool passedPreviousSegmentProximityCheck = false;
|
||||
for (uint i = 0; i < nodes.Length; ++i)
|
||||
{
|
||||
if (passedPreviousSegmentProximityCheck || src == 0 || i_path.Empty() || IsNodeIncludedInShortenedPath(i_path.Last(), nodes[i]))
|
||||
{
|
||||
if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
|
||||
(dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1)))
|
||||
{
|
||||
passedPreviousSegmentProximityCheck = true;
|
||||
i_path.Add(nodes[i]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
i_path.RemoveAt(i_path.Count - 1);
|
||||
_pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(i_path.Count - 1), (int)cost));
|
||||
}
|
||||
}
|
||||
|
||||
public override void DoInitialize(Player owner)
|
||||
{
|
||||
Reset(owner);
|
||||
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);
|
||||
|
||||
owner.Dismount();
|
||||
owner.RemoveFlag(UnitFields.Flags, 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.RemoveFlag(PlayerFields.Flags, PlayerFlags.TaxiBenchmark);
|
||||
}
|
||||
|
||||
public override void DoReset(Player owner)
|
||||
{
|
||||
owner.getHostileRefManager().setOnlineOfflineState(false);
|
||||
owner.AddUnitState(UnitState.InFlight);
|
||||
owner.SetFlag(UnitFields.Flags, UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
uint end = GetPathAtMapEnd();
|
||||
init.args.path = new Vector3[end];
|
||||
for (int i = i_currentNode; i != end; ++i)
|
||||
{
|
||||
Vector3 vertice = new Vector3(i_path[i].Loc.X, i_path[i].Loc.Y, i_path[i].Loc.Z);
|
||||
init.args.path[i] = vertice;
|
||||
}
|
||||
init.SetFirstPointId(i_currentNode);
|
||||
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 > i_currentNode)
|
||||
{
|
||||
bool departureEvent = true;
|
||||
do
|
||||
{
|
||||
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
|
||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= i_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 == i_currentNode)
|
||||
break;
|
||||
|
||||
if (i_currentNode == _preloadTargetNode)
|
||||
PreloadEndGrid();
|
||||
i_currentNode += (departureEvent ? 1 : 0);
|
||||
departureEvent = !departureEvent;
|
||||
}
|
||||
while (true);
|
||||
}
|
||||
|
||||
return i_currentNode < (i_path.Count - 1);
|
||||
}
|
||||
|
||||
public void SetCurrentNodeAfterTeleport()
|
||||
{
|
||||
if (i_path.Empty() || i_currentNode >= i_path.Count)
|
||||
return;
|
||||
|
||||
uint map0 = i_path[i_currentNode].MapID;
|
||||
for (int i = i_currentNode + 1; i < i_path.Count; ++i)
|
||||
{
|
||||
if (i_path[i].MapID != map0)
|
||||
{
|
||||
i_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 = i_path[i_currentNode];
|
||||
x = node.Loc.X;
|
||||
y = node.Loc.Y;
|
||||
z = node.Loc.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
void InitEndGridInfo()
|
||||
{
|
||||
int nodeCount = i_path.Count; //! Number of nodes in path.
|
||||
_endMapId = i_path[nodeCount - 1].MapID; //! MapId of last node
|
||||
_preloadTargetNode = (uint)nodeCount - 3;
|
||||
_endGridX = i_path[nodeCount - 1].Loc.X;
|
||||
_endGridY = i_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, i_path.Count - 1);
|
||||
endMap.LoadGrid(_endGridX, _endGridY);
|
||||
}
|
||||
else
|
||||
Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
|
||||
}
|
||||
|
||||
uint GetPathAtMapEnd()
|
||||
{
|
||||
if (i_currentNode >= i_path.Count)
|
||||
return (uint)i_path.Count;
|
||||
|
||||
uint curMapId = i_path[i_currentNode].MapID;
|
||||
for (int i = i_currentNode; i < i_path.Count; ++i)
|
||||
{
|
||||
if (i_path[i].MapID != curMapId)
|
||||
return (uint)i;
|
||||
}
|
||||
|
||||
return (uint)i_path.Count;
|
||||
}
|
||||
|
||||
bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
|
||||
{
|
||||
return p1.MapID != p2.MapID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
|
||||
|
||||
public List<TaxiPathNodeRecord> GetPath() { return i_path; }
|
||||
|
||||
bool HasArrived() { return (i_currentNode >= i_path.Count); }
|
||||
|
||||
public void SkipCurrentNode() { ++i_currentNode; }
|
||||
|
||||
public uint GetCurrentNode() { return (uint)i_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
|
||||
|
||||
int i_currentNode;
|
||||
List<TaxiPathNodeRecord> i_path = new List<TaxiPathNodeRecord>();
|
||||
List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
|
||||
|
||||
class TaxiNodeChangeInfo
|
||||
{
|
||||
public TaxiNodeChangeInfo(uint pathIndex, int cost)
|
||||
{
|
||||
PathIndex = pathIndex;
|
||||
Cost = cost;
|
||||
}
|
||||
|
||||
public uint PathIndex;
|
||||
public int Cost;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user