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 PointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Unit
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{
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public PointMovementGenerator(ulong _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null)
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{
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id = _id;
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i_x = _x;
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i_y = _y;
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i_z = _z;
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speed = _speed;
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i_faceTarget = faceTarget;
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i_spellEffectExtra = spellEffectExtraData;
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m_generatePath = _generatePath;
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i_recalculateSpeed = false;
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}
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public override void DoInitialize(T owner)
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{
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if (!owner.IsStopped())
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owner.StopMoving();
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owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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if (id == EventId.ChargePrepath)
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return;
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MoveTo(i_x, i_y, i_z, m_generatePath);
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if (speed > 0.0f)
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init.SetVelocity(speed);
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if (i_faceTarget)
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init.SetFacing(i_faceTarget);
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if (i_spellEffectExtra != null)
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init.SetSpellEffectExtraData(i_spellEffectExtra);
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init.Launch();
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// Call for creature group update
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Creature creature = owner.ToCreature();
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if (creature != null)
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
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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)
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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.RoamingMove);
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return true;
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}
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owner.AddUnitState(UnitState.RoamingMove);
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if (id != EventId.ChargePrepath && i_recalculateSpeed && !owner.moveSpline.Finalized())
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{
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i_recalculateSpeed = false;
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MoveTo(i_x, i_y, i_z, m_generatePath);
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if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
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init.SetVelocity(speed);
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init.Launch();
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// Call for creature group update
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Creature creature = owner.ToCreature();
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if (creature != null)
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
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}
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return !owner.moveSpline.Finalized();
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}
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public override void DoFinalize(T owner)
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{
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if (owner.HasUnitState(UnitState.Charging))
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owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
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if (owner.moveSpline.Finalized())
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MovementInform(owner);
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}
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public override void DoReset(T owner)
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{
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if (!owner.IsStopped())
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owner.StopMoving();
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owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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}
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public void MovementInform(T unit)
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{
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if (!unit.IsTypeId(TypeId.Unit))
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return;
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if (unit.ToCreature().GetAI() != null)
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unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Point, (uint)id);
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}
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public override void unitSpeedChanged()
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{
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i_recalculateSpeed = true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Point;
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}
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ulong id;
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float i_x, i_y, i_z;
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float speed;
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Unit i_faceTarget;
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SpellEffectExtraData i_spellEffectExtra;
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bool m_generatePath;
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bool i_recalculateSpeed;
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}
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public class AssistanceMovementGenerator : PointMovementGenerator<Creature>
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{
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public AssistanceMovementGenerator(float _x, float _y, float _z) : base(0, _x, _y, _z, true) { }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Assistance; }
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public override void Finalize(Unit owner)
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{
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owner.ToCreature().SetNoCallAssistance(false);
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owner.ToCreature().CallAssistance();
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if (owner.IsAlive())
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owner.GetMotionMaster().MoveSeekAssistanceDistract(WorldConfig.GetUIntValue(WorldCfg.CreatureFamilyAssistanceDelay));
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}
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}
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// Does almost nothing - just doesn't allows previous movegen interrupt current effect.
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public class EffectMovementGenerator : IMovementGenerator
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{
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public EffectMovementGenerator(uint Id, uint arrivalSpellId = 0, ObjectGuid arrivalSpellTargetGuid = default(ObjectGuid))
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{
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_Id = Id;
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_arrivalSpellId = arrivalSpellId;
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_arrivalSpellTargetGuid = arrivalSpellTargetGuid;
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}
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public override void Finalize(Unit unit)
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{
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if (_arrivalSpellId != 0)
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unit.CastSpell(Global.ObjAccessor.GetUnit(unit, _arrivalSpellTargetGuid), _arrivalSpellId, true);
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if (!unit.IsTypeId(TypeId.Unit))
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return;
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// Need restore previous movement since we have no proper states system
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if (unit.IsAlive() && !unit.HasUnitState(UnitState.Confused | UnitState.Fleeing))
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{
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Unit victim = unit.GetVictim();
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if (victim != null)
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unit.GetMotionMaster().MoveChase(victim);
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else
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unit.GetMotionMaster().Initialize();
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}
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if (unit.ToCreature().GetAI() != null)
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unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Effect, _Id);
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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 !owner.moveSpline.Finalized();
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}
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public override void Initialize(Unit owner) { }
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public override void Reset(Unit owner) { }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Effect; }
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uint _Id;
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uint _arrivalSpellId;
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ObjectGuid _arrivalSpellTargetGuid;
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}
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}
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