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).
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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
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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 Game.Entities;
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namespace Game.Movement
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{
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public class IdleMovementGenerator : IMovementGenerator
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{
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Idle;
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}
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public bool isActive { get; set; }
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public override void Reset(Unit owner)
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{
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if (!owner.isStopped())
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owner.StopMoving();
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}
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public override void Initialize(Unit owner)
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{
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Reset(owner);
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}
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public override void Finalize(Unit owner)
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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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return true;
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}
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}
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public class RotateMovementGenerator : IMovementGenerator
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{
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public RotateMovementGenerator(uint time, RotateDirection direction)
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{
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m_duration = time;
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m_maxDuration = time;
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m_direction = direction;
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}
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public override void Finalize(Unit owner)
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{
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owner.ClearUnitState(UnitState.Rotating);
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if (owner.IsTypeId(TypeId.Unit))
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owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
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}
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public override void Initialize(Unit owner)
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{
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if (!owner.IsStopped())
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owner.StopMoving();
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if (owner.GetVictim())
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owner.SetInFront(owner.GetVictim());
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owner.AddUnitState(UnitState.Rotating);
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owner.AttackStop();
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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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float angle = owner.GetOrientation();
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angle += time_diff * MathFunctions.TwoPi / m_maxDuration * (m_direction == RotateDirection.Left ? 1.0f : -1.0f);
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angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
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owner.SetOrientation(angle); // UpdateSplinePosition does not set orientation with UNIT_STATE_ROTATING
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owner.SetFacingTo(angle); // Send spline movement to clients
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if (m_duration > time_diff)
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m_duration -= time_diff;
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else
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return false;
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return true;
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}
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public override void Reset(Unit owner) { }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
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uint m_duration, m_maxDuration;
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RotateDirection m_direction;
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}
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public class DistractMovementGenerator : IMovementGenerator
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{
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public DistractMovementGenerator(uint timer)
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{
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m_timer = timer;
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}
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public override void Finalize(Unit owner)
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{
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owner.ClearUnitState(UnitState.Distracted);
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// If this is a creature, then return orientation to original position (for idle movement creatures)
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if (owner.IsTypeId(TypeId.Unit))
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{
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float angle = owner.ToCreature().GetHomePosition().GetOrientation();
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owner.SetFacingTo(angle);
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}
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}
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public override void Initialize(Unit owner)
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{
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// Distracted creatures stand up if not standing
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if (!owner.IsStandState())
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owner.SetStandState(UnitStandStateType.Stand);
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owner.AddUnitState(UnitState.Distracted);
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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 (time_diff > m_timer)
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return false;
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m_timer -= time_diff;
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return true;
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}
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public override void Reset(Unit owner) { }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
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uint m_timer;
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}
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public class AssistanceDistractMovementGenerator : DistractMovementGenerator
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{
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public AssistanceDistractMovementGenerator(uint timer) : base(timer) { }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
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public override void Finalize(Unit owner)
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{
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owner.ClearUnitState(UnitState.Distracted);
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owner.ToCreature().SetReactState(ReactStates.Aggressive);
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}
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}
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}
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