Core/Movement: MotionMaster reimplementation

Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
This commit is contained in:
hondacrx
2021-09-29 18:24:37 -04:00
parent cf13f32062
commit a968772bad
47 changed files with 1954 additions and 1227 deletions
+125 -48
View File
@@ -17,147 +17,224 @@
using Framework.Constants;
using Game.Entities;
using System;
namespace Game.Movement
{
public class IdleMovementGenerator : IMovementGenerator
public class IdleMovementGenerator : MovementGenerator
{
public void Initialize(Unit owner)
public IdleMovementGenerator()
{
Reset(owner);
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.Initialized;
BaseUnitState = 0;
}
public void Reset(Unit owner)
public override void Initialize(Unit owner)
{
if (!owner.IsStopped())
owner.StopMoving();
owner.StopMoving();
}
public bool Update(Unit owner, uint diff)
public override void Reset(Unit owner)
{
owner.StopMoving();
}
public override bool Update(Unit owner, uint diff)
{
return true;
}
public void Finalize(Unit owner)
public override void Deactivate(Unit owner) { }
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
}
public MovementGeneratorType GetMovementGeneratorType()
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Idle;
}
public bool IsActive { get; set; }
}
public class RotateMovementGenerator : IMovementGenerator
public class RotateMovementGenerator : MovementGenerator
{
public RotateMovementGenerator(uint time, RotateDirection direction)
public RotateMovementGenerator(uint id, uint time, RotateDirection direction)
{
_id = id;
_duration = time;
_maxDuration = time;
_direction = direction;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Rotating;
}
public void Initialize(Unit owner)
public override void Initialize(Unit owner)
{
if (!owner.IsStopped())
owner.StopMoving();
RemoveFlag(MovementGeneratorFlags.InitializationPending);
AddFlag(MovementGeneratorFlags.Initialized);
owner.StopMoving();
if (owner.GetVictim())
owner.SetInFront(owner.GetVictim());
owner.AddUnitState(UnitState.Rotating);
owner.AttackStop();
/*
* TODO: This code should be handled somewhere else, like MovementInform
*
* if (owner->GetVictim())
* owner->SetInFront(owner->GetVictim());
*
* owner->AttackStop();
*/
}
public void Reset(Unit owner) { }
public bool Update(Unit owner, uint diff)
public override void Reset(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner);
}
public override bool Update(Unit owner, uint diff)
{
if (owner == null)
return false;
float angle = owner.GetOrientation();
angle += diff * MathFunctions.TwoPi / _maxDuration * (_direction == RotateDirection.Left ? 1.0f : -1.0f);
angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
angle = Math.Clamp(angle, 0.0f, MathF.PI * 2);
owner.SetOrientation(angle); // UpdateSplinePosition does not set orientation with UNIT_STATE_ROTATING
owner.SetFacingTo(angle); // Send spline movement to clients
MoveSplineInit init = new(owner);
init.MoveTo(owner, false);
if (!owner.GetTransGUID().IsEmpty())
init.DisableTransportPathTransformations();
init.SetFacing(angle);
init.Launch();
if (_duration > diff)
_duration -= diff;
else
{
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
}
return true;
}
public void Finalize(Unit owner)
public override void Deactivate(Unit owner)
{
owner.ClearUnitState(UnitState.Rotating);
if (owner.IsTypeId(TypeId.Unit))
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
AddFlag(MovementGeneratorFlags.Deactivated);
}
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
if (movementInform && owner.IsCreature())
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, _id);
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
uint _id;
uint _duration;
uint _maxDuration;
RotateDirection _direction;
}
public class DistractMovementGenerator : IMovementGenerator
public class DistractMovementGenerator : MovementGenerator
{
public DistractMovementGenerator(uint timer)
public DistractMovementGenerator(uint timer, float orientation)
{
_timer = timer;
_orientation = orientation;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Highest;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Distracted;
}
public void Initialize(Unit owner)
public override void Initialize(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.InitializationPending);
AddFlag(MovementGeneratorFlags.Initialized);
// Distracted creatures stand up if not standing
if (!owner.IsStandState())
owner.SetStandState(UnitStandStateType.Stand);
owner.AddUnitState(UnitState.Distracted);
MoveSplineInit init = new(owner);
init.MoveTo(owner, false);
if (!owner.GetTransGUID().IsEmpty())
init.DisableTransportPathTransformations();
init.SetFacing(_orientation);
init.Launch();
}
public void Reset(Unit owner) { }
public bool Update(Unit owner, uint diff)
public override void Reset(Unit owner)
{
if (diff > _timer)
RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner);
}
public override bool Update(Unit owner, uint diff)
{
if (owner == null)
return false;
if (diff > _timer)
{
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
}
_timer -= diff;
return true;
}
public virtual void Finalize(Unit owner)
public override void Deactivate(Unit owner)
{
owner.ClearUnitState(UnitState.Distracted);
AddFlag(MovementGeneratorFlags.Deactivated);
}
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
// TODO: This code should be handled somewhere else
// If this is a creature, then return orientation to original position (for idle movement creatures)
if (owner.IsTypeId(TypeId.Unit))
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled) && owner.IsCreature())
{
float angle = owner.ToCreature().GetHomePosition().GetOrientation();
owner.SetFacingTo(angle);
}
}
public virtual MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
uint _timer;
float _orientation;
}
public class AssistanceDistractMovementGenerator : DistractMovementGenerator
{
public AssistanceDistractMovementGenerator(uint timer) : base(timer) { }
public AssistanceDistractMovementGenerator(uint timer, float orientation) : base(timer, orientation)
{
Priority = MovementGeneratorPriority.Normal;
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
public override void Finalize(Unit owner)
public override void Finalize(Unit owner, bool active, bool movementInform)
{
owner.ClearUnitState(UnitState.Distracted);
owner.ToCreature().SetReactState(ReactStates.Aggressive);
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
}
}