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 Framework.GameMath;
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using Game.Entities;
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using Game.Network.Packets;
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using System;
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namespace Game.Movement
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{
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public class MoveSplineInit
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{
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public MoveSplineInit(Unit m)
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{
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unit = m;
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args.splineId = MotionMaster.SplineId;
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// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
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args.TransformForTransport = !unit.GetTransGUID().IsEmpty();
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// mix existing state into new
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args.flags.SetUnsetFlag(SplineFlag.CanSwim, unit.CanSwim());
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args.walk = unit.HasUnitMovementFlag(MovementFlag.Walking);
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args.flags.SetUnsetFlag(SplineFlag.Flying, unit.HasUnitMovementFlag(MovementFlag.CanFly | MovementFlag.DisableGravity));
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args.flags.SetUnsetFlag(SplineFlag.SmoothGroundPath, true); // enabled by default, CatmullRom mode or client config "pathSmoothing" will disable this
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args.flags.SetUnsetFlag(SplineFlag.Steering, unit.HasFlag64(UnitFields.NpcFlags, NPCFlags.Steering));
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}
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UnitMoveType SelectSpeedType(MovementFlag moveFlags)
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{
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if (Convert.ToBoolean(moveFlags & (MovementFlag.Flying | MovementFlag.CanFly | MovementFlag.DisableGravity)))
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{
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if (Convert.ToBoolean(moveFlags & MovementFlag.Backward))
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return UnitMoveType.FlightBack;
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else
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return UnitMoveType.Flight;
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}
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else if (Convert.ToBoolean(moveFlags & MovementFlag.Swimming))
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{
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if (Convert.ToBoolean(moveFlags & MovementFlag.Backward))
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return UnitMoveType.SwimBack;
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else
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return UnitMoveType.Swim;
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}
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else if (Convert.ToBoolean(moveFlags & MovementFlag.Walking))
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{
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return UnitMoveType.Walk;
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}
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else if (Convert.ToBoolean(moveFlags & MovementFlag.Backward))
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return UnitMoveType.RunBack;
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// Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY
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// Run speed is their default flight speed.
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return UnitMoveType.Run;
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}
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public int Launch()
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{
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MoveSpline move_spline = unit.moveSpline;
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bool transport = !unit.GetTransGUID().IsEmpty();
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Vector4 real_position = new Vector4();
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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// Don't compute for transport movement if the unit is in a motion between two transports
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if (!move_spline.Finalized() && move_spline.onTransport == transport)
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real_position = move_spline.ComputePosition();
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else
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{
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Position pos;
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if (!transport)
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pos = unit;
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else
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pos = unit.m_movementInfo.transport.pos;
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real_position.X = pos.GetPositionX();
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real_position.Y = pos.GetPositionY();
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real_position.Z = pos.GetPositionZ();
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real_position.W = unit.GetOrientation();
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}
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// should i do the things that user should do? - no.
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if (args.path.Length == 0)
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return 0;
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// correct first vertex
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args.path[0] = new Vector3(real_position.X, real_position.Y, real_position.Z);
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args.initialOrientation = real_position.W;
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move_spline.onTransport = !unit.GetTransGUID().IsEmpty();
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MovementFlag moveFlags = unit.m_movementInfo.GetMovementFlags();
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if (!args.flags.hasFlag(SplineFlag.Backward))
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moveFlags = (moveFlags & ~MovementFlag.Backward) | MovementFlag.Forward;
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else
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moveFlags = (moveFlags & ~MovementFlag.Forward) | MovementFlag.Backward;
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if (Convert.ToBoolean(moveFlags & MovementFlag.Root))
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moveFlags &= ~MovementFlag.MaskMoving;
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if (!args.HasVelocity)
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{
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// If spline is initialized with SetWalk method it only means we need to select
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// walk move speed for it but not add walk flag to unit
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var moveFlagsForSpeed = moveFlags;
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if (args.walk)
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moveFlagsForSpeed |= MovementFlag.Walking;
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else
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moveFlagsForSpeed &= ~MovementFlag.Walking;
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args.velocity = unit.GetSpeed(SelectSpeedType(moveFlagsForSpeed));
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}
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if (!args.Validate(unit))
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return 0;
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unit.m_movementInfo.SetMovementFlags(moveFlags);
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move_spline.Initialize(args);
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MonsterMove packet = new MonsterMove();
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packet.MoverGUID = unit.GetGUID();
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packet.Pos = new Vector3(real_position.X, real_position.Y, real_position.Z);
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packet.InitializeSplineData(move_spline);
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if (transport)
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{
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packet.SplineData.Move.TransportGUID = unit.GetTransGUID();
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packet.SplineData.Move.VehicleSeat = unit.GetTransSeat();
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}
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unit.SendMessageToSet(packet, true);
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return move_spline.Duration();
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}
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public void Stop()
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{
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MoveSpline move_spline = unit.moveSpline;
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// No need to stop if we are not moving
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if (move_spline.Finalized())
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return;
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bool transport = !unit.GetTransGUID().IsEmpty();
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Vector4 loc = new Vector4();
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if (move_spline.onTransport == transport)
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loc = move_spline.ComputePosition();
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else
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{
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Position pos;
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if (!transport)
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pos = unit;
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else
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pos = unit.m_movementInfo.transport.pos;
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loc.X = pos.GetPositionX();
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loc.Y = pos.GetPositionY();
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loc.Z = pos.GetPositionZ();
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loc.W = unit.GetOrientation();
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}
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args.flags.Flags = SplineFlag.Done;
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unit.m_movementInfo.RemoveMovementFlag(MovementFlag.Forward);
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move_spline.onTransport = transport;
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move_spline.Initialize(args);
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MonsterMove packet = new MonsterMove();
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packet.MoverGUID = unit.GetGUID();
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packet.Pos = new Vector3(loc.X, loc.Y, loc.Z);
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packet.SplineData.StopDistanceTolerance = 2;
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packet.SplineData.ID = move_spline.GetId();
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if (transport)
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{
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packet.SplineData.Move.TransportGUID = unit.GetTransGUID();
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packet.SplineData.Move.VehicleSeat = unit.GetTransSeat();
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}
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unit.SendMessageToSet(packet, true);
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}
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public void SetFacing(Unit target)
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{
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args.facing.angle = unit.GetAngle(target);
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args.facing.target = target.GetGUID();
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args.facing.type = MonsterMoveType.FacingTarget;
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}
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public void SetFacing(float angle)
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{
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if (args.TransformForTransport)
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{
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Unit vehicle = unit.GetVehicleBase();
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Transport transport = unit.GetTransport();
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if (vehicle != null)
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angle -= vehicle.Orientation;
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else if (transport != null)
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angle -= transport.Orientation;
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}
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args.facing.angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
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args.facing.type = MonsterMoveType.FacingAngle;
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}
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public void MoveTo(Vector3 dest, bool generatePath = true, bool forceDestination = false)
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{
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if (generatePath)
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{
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PathGenerator path = new PathGenerator(unit);
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bool result = path.CalculatePath(dest.X, dest.Y, dest.Z, forceDestination);
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if (result && !Convert.ToBoolean(path.GetPathType() & PathType.NoPath))
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{
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MovebyPath(path.GetPath());
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return;
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}
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}
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args.path_Idx_offset = 0;
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args.path = new Vector3[2];
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TransportPathTransform transform = new TransportPathTransform(unit, args.TransformForTransport);
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args.path[1] = transform.Calc(dest);
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}
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public void SetFall()
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{
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args.flags.EnableFalling();
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args.flags.SetUnsetFlag(SplineFlag.FallingSlow, unit.HasUnitMovementFlag(MovementFlag.FallingSlow));
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}
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public void SetFirstPointId(int pointId) { args.path_Idx_offset = pointId; }
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public void SetFly() { args.flags.EnableFlying(); }
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public void SetWalk(bool enable) { args.walk = enable; }
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public void SetSmooth() { args.flags.EnableCatmullRom(); }
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public void SetUncompressed() { args.flags.SetUnsetFlag(SplineFlag.UncompressedPath); }
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public void SetCyclic() { args.flags.SetUnsetFlag(SplineFlag.Cyclic); }
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public void SetVelocity(float vel) { args.velocity = vel; args.HasVelocity = true; }
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void SetBackward() { args.flags.SetUnsetFlag(SplineFlag.Backward); }
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public void SetTransportEnter() { args.flags.EnableTransportEnter(); }
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public void SetTransportExit() { args.flags.EnableTransportExit(); }
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public void SetOrientationFixed(bool enable) { args.flags.SetUnsetFlag(SplineFlag.OrientationFixed, enable); }
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public void MovebyPath(Vector3[] controls, int path_offset = 0)
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{
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args.path_Idx_offset = path_offset;
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args.path = new Vector3[controls.Length];
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TransportPathTransform transform = new TransportPathTransform(unit, args.TransformForTransport);
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for (var i = 0; i < controls.Length; i++)
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args.path[i] = transform.Calc(controls[i]);
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}
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public void MoveTo(float x, float y, float z, bool generatePath = true, bool forceDest = false)
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{
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MoveTo(new Vector3(x, y, z), generatePath, forceDest);
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}
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public void SetParabolic(float amplitude, float time_shift)
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{
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args.time_perc = time_shift;
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args.parabolic_amplitude = amplitude;
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args.flags.EnableParabolic();
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}
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public void SetAnimation(AnimType anim)
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{
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args.time_perc = 0.0f;
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args.flags.EnableAnimation((byte)anim);
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}
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public void SetFacing(Vector3 spot)
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{
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TransportPathTransform transform = new TransportPathTransform(unit, args.TransformForTransport);
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Vector3 finalSpot = transform.Calc(spot);
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args.facing.f = new Vector3(finalSpot.X, finalSpot.Y, finalSpot.Z);
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args.facing.type = MonsterMoveType.FacingSpot;
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}
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public void DisableTransportPathTransformations() { args.TransformForTransport = false; }
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public void SetSpellEffectExtraData(SpellEffectExtraData spellEffectExtraData)
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{
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args.spellEffectExtra.Set(spellEffectExtraData);
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}
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public Vector3[] Path() { return args.path; }
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public MoveSplineInitArgs args = new MoveSplineInitArgs();
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Unit unit;
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}
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// Transforms coordinates from global to transport offsets
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public class TransportPathTransform
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{
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public TransportPathTransform(Unit owner, bool transformForTransport)
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{
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_owner = owner;
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_transformForTransport = transformForTransport;
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}
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public Vector3 Calc(Vector3 input)
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{
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float x = input.X;
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float y = input.Y;
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float z = input.Z;
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if (_transformForTransport)
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{
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ITransport transport = _owner.GetDirectTransport();
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if (transport != null)
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{
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float unused = 0.0f; // need reference
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transport.CalculatePassengerOffset(ref x, ref y, ref z, ref unused);
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}
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}
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return new Vector3(x, y, z);
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}
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Unit _owner;
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bool _transformForTransport;
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}
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}
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