Core/Movement: MotionMaster reimplementation
Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
This commit is contained in:
@@ -17,147 +17,224 @@
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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 IdleMovementGenerator : IMovementGenerator
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public class IdleMovementGenerator : MovementGenerator
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{
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public void Initialize(Unit owner)
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public IdleMovementGenerator()
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{
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Reset(owner);
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.Initialized;
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BaseUnitState = 0;
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}
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public void Reset(Unit owner)
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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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owner.StopMoving();
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}
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public bool Update(Unit owner, uint diff)
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public override void Reset(Unit owner)
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{
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owner.StopMoving();
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}
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public override bool Update(Unit owner, uint diff)
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{
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return true;
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}
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public void Finalize(Unit owner)
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public override void Deactivate(Unit owner) { }
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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}
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public MovementGeneratorType GetMovementGeneratorType()
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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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}
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public class RotateMovementGenerator : IMovementGenerator
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public class RotateMovementGenerator : MovementGenerator
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{
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public RotateMovementGenerator(uint time, RotateDirection direction)
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public RotateMovementGenerator(uint id, uint time, RotateDirection direction)
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{
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_id = id;
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_duration = time;
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_maxDuration = time;
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_direction = direction;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Rotating;
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}
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public void Initialize(Unit owner)
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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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RemoveFlag(MovementGeneratorFlags.InitializationPending);
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AddFlag(MovementGeneratorFlags.Initialized);
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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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* TODO: This code should be handled somewhere else, like MovementInform
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*
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* if (owner->GetVictim())
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* owner->SetInFront(owner->GetVictim());
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*
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* owner->AttackStop();
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*/
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}
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public void Reset(Unit owner) { }
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public bool Update(Unit owner, uint diff)
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public override void Reset(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.Deactivated);
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Initialize(owner);
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}
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public override bool Update(Unit owner, uint diff)
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{
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if (owner == null)
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return false;
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float angle = owner.GetOrientation();
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angle += diff * MathFunctions.TwoPi / _maxDuration * (_direction == RotateDirection.Left ? 1.0f : -1.0f);
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angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
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angle = Math.Clamp(angle, 0.0f, MathF.PI * 2);
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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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MoveSplineInit init = new(owner);
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init.MoveTo(owner, false);
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if (!owner.GetTransGUID().IsEmpty())
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init.DisableTransportPathTransformations();
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init.SetFacing(angle);
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init.Launch();
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if (_duration > diff)
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_duration -= diff;
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else
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{
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AddFlag(MovementGeneratorFlags.InformEnabled);
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return false;
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}
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return true;
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}
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public void Finalize(Unit owner)
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public override void Deactivate(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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AddFlag(MovementGeneratorFlags.Deactivated);
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}
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public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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if (movementInform && owner.IsCreature())
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owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, _id);
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
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uint _id;
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uint _duration;
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uint _maxDuration;
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RotateDirection _direction;
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}
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public class DistractMovementGenerator : IMovementGenerator
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public class DistractMovementGenerator : MovementGenerator
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{
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public DistractMovementGenerator(uint timer)
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public DistractMovementGenerator(uint timer, float orientation)
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{
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_timer = timer;
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_orientation = orientation;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Highest;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Distracted;
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}
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public void Initialize(Unit owner)
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public override void Initialize(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending);
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AddFlag(MovementGeneratorFlags.Initialized);
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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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MoveSplineInit init = new(owner);
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init.MoveTo(owner, false);
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if (!owner.GetTransGUID().IsEmpty())
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init.DisableTransportPathTransformations();
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init.SetFacing(_orientation);
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init.Launch();
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}
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public void Reset(Unit owner) { }
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public bool Update(Unit owner, uint diff)
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public override void Reset(Unit owner)
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{
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if (diff > _timer)
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RemoveFlag(MovementGeneratorFlags.Deactivated);
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Initialize(owner);
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}
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public override bool Update(Unit owner, uint diff)
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{
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if (owner == null)
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return false;
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if (diff > _timer)
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{
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AddFlag(MovementGeneratorFlags.InformEnabled);
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return false;
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}
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_timer -= diff;
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return true;
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}
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public virtual void Finalize(Unit owner)
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public override void Deactivate(Unit owner)
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{
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owner.ClearUnitState(UnitState.Distracted);
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AddFlag(MovementGeneratorFlags.Deactivated);
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}
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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// TODO: This code should be handled somewhere else
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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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if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled) && owner.IsCreature())
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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 virtual MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
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uint _timer;
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float _orientation;
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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 AssistanceDistractMovementGenerator(uint timer, float orientation) : base(timer, orientation)
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{
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Priority = MovementGeneratorPriority.Normal;
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}
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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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public override void Finalize(Unit owner, bool active, bool movementInform)
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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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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
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}
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}
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