Core/Movement: MotionMaster reimplementation
Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
This commit is contained in:
@@ -17,11 +17,23 @@
|
||||
|
||||
namespace Framework.Constants
|
||||
{
|
||||
public enum MovementGeneratorMode
|
||||
{
|
||||
Default = 0,
|
||||
Override
|
||||
}
|
||||
|
||||
public enum MovementGeneratorPriority
|
||||
{
|
||||
None = 0,
|
||||
Normal,
|
||||
Highest
|
||||
}
|
||||
|
||||
public enum MovementSlot
|
||||
{
|
||||
Idle,
|
||||
Default = 0,
|
||||
Active,
|
||||
Controlled,
|
||||
Max
|
||||
}
|
||||
|
||||
@@ -50,6 +62,41 @@ namespace Framework.Constants
|
||||
Max
|
||||
}
|
||||
|
||||
public enum MotionMasterFlags
|
||||
{
|
||||
None = 0x0,
|
||||
Update = 0x1, // Update in progress
|
||||
StaticInitializationPending = 0x2
|
||||
}
|
||||
|
||||
public enum MotionMasterDelayedActionType
|
||||
{
|
||||
Clear = 0,
|
||||
ClearSlot,
|
||||
ClearMode,
|
||||
ClearPriority,
|
||||
Add,
|
||||
Remove,
|
||||
RemoveType,
|
||||
Initialize
|
||||
}
|
||||
|
||||
public enum MovementGeneratorFlags
|
||||
{
|
||||
None = 0x000,
|
||||
InitializationPending = 0x001,
|
||||
Initialized = 0x002,
|
||||
SpeedUpdatePending = 0x004,
|
||||
Interrupted = 0x008,
|
||||
Paused = 0x010,
|
||||
TimedPaused = 0x020,
|
||||
Deactivated = 0x040,
|
||||
InformEnabled = 0x080,
|
||||
Finalized = 0x100,
|
||||
|
||||
Transitory = SpeedUpdatePending | Interrupted
|
||||
}
|
||||
|
||||
public struct EventId
|
||||
{
|
||||
public const uint Charge = 1003;
|
||||
@@ -63,6 +110,7 @@ namespace Framework.Constants
|
||||
public const uint Face = 1006;
|
||||
public const uint VehicleBoard = 1007;
|
||||
public const uint VehicleExit = 1008;
|
||||
public const uint AssistMove = 1009;
|
||||
|
||||
public const uint SmartRandomPoint = 0xFFFFFE;
|
||||
public const uint SmartEscortLastOCCPoint = 0xFFFFFF;
|
||||
|
||||
@@ -381,7 +381,7 @@ namespace Framework.Constants
|
||||
LoadEquipment = 124, // id
|
||||
TriggerRandomTimedEvent = 125, // id min range, id max range
|
||||
RemoveAllGameobjects = 126,
|
||||
StopMotion = 127, // stopMoving, movementExpired
|
||||
RemoveMovement = 127, // movementType, forced
|
||||
PlayAnimkit = 128,
|
||||
ScenePlay = 129, // sceneId
|
||||
SceneCancel = 130, // sceneId
|
||||
|
||||
@@ -97,7 +97,7 @@ namespace Game.AI
|
||||
return new NullCreatureAI(creature);
|
||||
}
|
||||
|
||||
public static IMovementGenerator SelectMovementAI(Unit unit)
|
||||
public static MovementGenerator SelectMovementGenerator(Unit unit)
|
||||
{
|
||||
MovementGeneratorType type = unit.GetDefaultMovementType();
|
||||
Creature creature = unit.ToCreature();
|
||||
|
||||
@@ -156,9 +156,7 @@ namespace Game.AI
|
||||
me.SendAIReaction(AiReaction.Alert);
|
||||
|
||||
// Face the unit (stealthed player) and set distracted state for 5 seconds
|
||||
me.GetMotionMaster().MoveDistract(5 * Time.InMilliseconds);
|
||||
me.StopMoving();
|
||||
me.SetFacingTo(me.GetAbsoluteAngle(who));
|
||||
me.GetMotionMaster().MoveDistract(5 * Time.InMilliseconds, me.GetAbsoluteAngle(who));
|
||||
}
|
||||
|
||||
// Called for reaction at stopping attack at no attackers or targets
|
||||
@@ -174,8 +172,8 @@ namespace Game.AI
|
||||
Unit owner = me.GetCharmerOrOwner();
|
||||
if (owner != null)
|
||||
{
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle(), MovementSlot.Active);
|
||||
me.GetMotionMaster().Clear();
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -44,21 +44,6 @@ namespace Game.AI
|
||||
return Global.ObjAccessor.GetPlayer(me, _playerGUID);
|
||||
}
|
||||
|
||||
public override void AttackStart(Unit target)
|
||||
{
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
if (me.Attack(target, true))
|
||||
{
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
|
||||
if (IsCombatMovementAllowed())
|
||||
me.GetMotionMaster().MoveChase(target);
|
||||
}
|
||||
}
|
||||
|
||||
//see followerAI
|
||||
bool AssistPlayerInCombatAgainst(Unit who)
|
||||
{
|
||||
@@ -236,7 +221,7 @@ namespace Game.AI
|
||||
else if (_resume)
|
||||
{
|
||||
_resume = false;
|
||||
IMovementGenerator movementGenerator = me.GetMotionMaster().GetMotionSlot(MovementSlot.Idle);
|
||||
MovementGenerator movementGenerator = me.GetMotionMaster().GetCurrentMovementGenerator(MovementSlot.Default);
|
||||
if (movementGenerator != null)
|
||||
movementGenerator.Resume(0);
|
||||
}
|
||||
@@ -436,7 +421,7 @@ namespace Game.AI
|
||||
Log.outError(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
|
||||
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
me.GetMotionMaster().Clear(MovementSlot.Active);
|
||||
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
|
||||
|
||||
//disable npcflags
|
||||
me.SetNpcFlags(NPCFlags.None);
|
||||
@@ -464,7 +449,7 @@ namespace Game.AI
|
||||
if (on)
|
||||
{
|
||||
AddEscortState(EscortState.Paused);
|
||||
IMovementGenerator movementGenerator = me.GetMotionMaster().GetMotionSlot(MovementSlot.Idle);
|
||||
MovementGenerator movementGenerator = me.GetMotionMaster().GetCurrentMovementGenerator(MovementSlot.Default);
|
||||
if (movementGenerator != null)
|
||||
movementGenerator.Pause(0);
|
||||
}
|
||||
|
||||
@@ -158,7 +158,7 @@ namespace Game.AI
|
||||
{
|
||||
if (!HasEscortState(SmartEscortState.Escorting))
|
||||
{
|
||||
me.PauseMovement(delay, MovementSlot.Idle, forced);
|
||||
me.PauseMovement(delay, MovementSlot.Default, forced);
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
|
||||
{
|
||||
var (nodeId, pathId) = me.GetCurrentWaypointInfo();
|
||||
@@ -597,8 +597,11 @@ namespace Game.AI
|
||||
CreatureGroup formation = me.GetFormation();
|
||||
if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
|
||||
{
|
||||
if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Idle) != MovementGeneratorType.Waypoint && me.GetWaypointPath() != 0)
|
||||
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType(MovementSlot.Default) != MovementGeneratorType.Waypoint)
|
||||
{
|
||||
if (me.GetWaypointPath() != 0)
|
||||
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
|
||||
}
|
||||
else
|
||||
me.ResumeMovement();
|
||||
}
|
||||
@@ -644,7 +647,8 @@ namespace Game.AI
|
||||
|
||||
if (who != null && me.Attack(who, _canAutoAttack))
|
||||
{
|
||||
me.GetMotionMaster().Clear(MovementSlot.Active);
|
||||
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
|
||||
me.PauseMovement();
|
||||
|
||||
if (_canCombatMove)
|
||||
{
|
||||
@@ -826,13 +830,20 @@ namespace Game.AI
|
||||
|
||||
if (me.IsEngaged())
|
||||
{
|
||||
if (on && !me.HasReactState(ReactStates.Passive) && me.GetVictim() && me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Max)
|
||||
if (on)
|
||||
{
|
||||
SetRun(_run);
|
||||
me.GetMotionMaster().MoveChase(me.GetVictim());
|
||||
if (!me.HasReactState(ReactStates.Passive) && me.GetVictim() && !me.GetMotionMaster().HasMovementGenerator(movement => movement.Mode == MovementGeneratorMode.Default && movement.Priority == MovementGeneratorPriority.Normal))
|
||||
{
|
||||
SetRun(_run);
|
||||
me.GetMotionMaster().MoveChase(me.GetVictim());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var movement = me.GetMotionMaster().GetMovementGenerator(a => a.GetMovementGeneratorType() == MovementGeneratorType.Chase && a.Mode == MovementGeneratorMode.Default && a.Priority == MovementGeneratorPriority.Normal);
|
||||
if (movement != null)
|
||||
me.GetMotionMaster().Remove(movement);
|
||||
}
|
||||
else if (!on && me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Chase)
|
||||
me.GetMotionMaster().Clear(MovementSlot.Active);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1511,7 +1511,7 @@ namespace Game.AI
|
||||
case SmartActions.RemoveAllGameobjects:
|
||||
case SmartActions.SpawnSpawngroup:
|
||||
case SmartActions.DespawnSpawngroup:
|
||||
case SmartActions.StopMotion:
|
||||
case SmartActions.RemoveMovement:
|
||||
break;
|
||||
default:
|
||||
Log.outError(LogFilter.ScriptsAi, "SmartAIMgr: Not handled action_type({0}), event_type({1}), Entry {2} SourceType {3} Event {4}, skipped.", e.GetActionType(), e.GetEventType(), e.EntryOrGuid, e.GetScriptType(), e.EventId);
|
||||
@@ -2515,7 +2515,7 @@ namespace Game.AI
|
||||
public RandomTimedEvent randomTimedEvent;
|
||||
|
||||
[FieldOffset(4)]
|
||||
public StopMotion stopMotion;
|
||||
public RemoveMovement removeMovement;
|
||||
|
||||
[FieldOffset(4)]
|
||||
public RespawnData respawnData;
|
||||
@@ -3022,10 +3022,10 @@ namespace Game.AI
|
||||
public uint minId;
|
||||
public uint maxId;
|
||||
}
|
||||
public struct StopMotion
|
||||
public struct RemoveMovement
|
||||
{
|
||||
public uint stopMovement;
|
||||
public uint movementExpired;
|
||||
public uint movementType;
|
||||
public uint forced;
|
||||
}
|
||||
public struct RespawnData
|
||||
{
|
||||
|
||||
@@ -2293,16 +2293,16 @@ namespace Game.AI
|
||||
|
||||
break;
|
||||
}
|
||||
case SmartActions.StopMotion:
|
||||
case SmartActions.RemoveMovement:
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (IsUnit(target))
|
||||
{
|
||||
if (e.Action.stopMotion.stopMovement != 0)
|
||||
if (e.Action.removeMovement.movementType != 0 && e.Action.removeMovement.movementType < (uint)MovementGeneratorType.Max)
|
||||
target.ToUnit().GetMotionMaster().Remove((MovementGeneratorType)e.Action.removeMovement.movementType);
|
||||
if (e.Action.removeMovement.forced != 0)
|
||||
target.ToUnit().StopMoving();
|
||||
if (e.Action.stopMotion.movementExpired != 0)
|
||||
target.ToUnit().GetMotionMaster().MovementExpired();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -97,13 +97,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(mapId, x, y, z, o);
|
||||
|
||||
@@ -137,13 +133,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(gy.Loc);
|
||||
return true;
|
||||
@@ -179,13 +171,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
Map map = Global.MapMgr.CreateBaseMap(mapId);
|
||||
float z = Math.Max(map.GetStaticHeight(PhasingHandler.EmptyPhaseShift, x, y, MapConst.MaxHeight), map.GetWaterLevel(PhasingHandler.EmptyPhaseShift, x, y));
|
||||
@@ -227,13 +215,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(goData.spawnPoint);
|
||||
return true;
|
||||
@@ -287,13 +271,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
Map map = Global.MapMgr.CreateBaseMap(mapId);
|
||||
z = Math.Max(map.GetStaticHeight(PhasingHandler.EmptyPhaseShift, x, y, MapConst.MaxHeight), map.GetWaterLevel(PhasingHandler.EmptyPhaseShift, x, y));
|
||||
@@ -333,13 +313,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(node.ContinentID, node.Pos.X, node.Pos.Y, node.Pos.Z, player.GetOrientation());
|
||||
return true;
|
||||
@@ -372,13 +348,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(at.ContinentID, at.Pos.X, at.Pos.Y, at.Pos.Z, player.GetOrientation());
|
||||
return true;
|
||||
@@ -439,13 +411,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
float z = Math.Max(map.GetStaticHeight(PhasingHandler.EmptyPhaseShift, x, y, MapConst.MaxHeight), map.GetWaterLevel(PhasingHandler.EmptyPhaseShift, x, y));
|
||||
|
||||
@@ -501,13 +469,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(mapId, x, y, z, ort);
|
||||
return true;
|
||||
@@ -548,13 +512,12 @@ namespace Game.Chat.Commands
|
||||
}
|
||||
|
||||
Player player = handler.GetSession().GetPlayer();
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
ticket.TeleportTo(player);
|
||||
return true;
|
||||
@@ -592,13 +555,9 @@ namespace Game.Chat.Commands
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(player.GetMapId(), x, y, z, o);
|
||||
return true;
|
||||
|
||||
@@ -109,13 +109,9 @@ namespace Game.Chat
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
// before GM
|
||||
float x, y, z;
|
||||
|
||||
@@ -354,13 +354,9 @@ namespace Game.Chat
|
||||
|
||||
// stop flight if need
|
||||
if (_player.IsInFlight())
|
||||
{
|
||||
_player.GetMotionMaster().MovementExpired();
|
||||
_player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
_player.FinishTaxiFlight();
|
||||
else
|
||||
_player.SaveRecallPosition();
|
||||
_player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
// to point to see at target with same orientation
|
||||
float x, y, z;
|
||||
@@ -387,13 +383,9 @@ namespace Game.Chat
|
||||
|
||||
// stop flight if need
|
||||
if (_player.IsInFlight())
|
||||
{
|
||||
_player.GetMotionMaster().MovementExpired();
|
||||
_player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
_player.FinishTaxiFlight();
|
||||
else
|
||||
_player.SaveRecallPosition();
|
||||
_player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
loc.SetOrientation(_player.GetOrientation());
|
||||
_player.TeleportTo(loc);
|
||||
@@ -1216,20 +1208,19 @@ namespace Game.Chat
|
||||
|
||||
handler.SendSysMessage(CypherStrings.MovegensList, (unit.IsTypeId(TypeId.Player) ? "Player" : "Creature"), unit.GetGUID().ToString());
|
||||
|
||||
MotionMaster motionMaster = unit.GetMotionMaster();
|
||||
float x, y, z;
|
||||
motionMaster.GetDestination(out x, out y, out z);
|
||||
|
||||
for (byte i = 0; i < (int)MovementSlot.Max; ++i)
|
||||
if (unit.GetMotionMaster().Empty())
|
||||
{
|
||||
IMovementGenerator movementGenerator = motionMaster.GetMotionSlot(i);
|
||||
if (movementGenerator == null)
|
||||
{
|
||||
handler.SendSysMessage("Empty");
|
||||
continue;
|
||||
}
|
||||
handler.SendSysMessage("Empty");
|
||||
return true;
|
||||
}
|
||||
|
||||
switch (movementGenerator.GetMovementGeneratorType())
|
||||
float x, y, z;
|
||||
unit.GetMotionMaster().GetDestination(out x, out y, out z);
|
||||
|
||||
var list = unit.GetMotionMaster().GetMovementGeneratorsInformation();
|
||||
foreach (MovementGeneratorInformation info in list)
|
||||
{
|
||||
switch (info.Type)
|
||||
{
|
||||
case MovementGeneratorType.Idle:
|
||||
handler.SendSysMessage(CypherStrings.MovegensIdle);
|
||||
@@ -1244,45 +1235,33 @@ namespace Game.Chat
|
||||
handler.SendSysMessage(CypherStrings.MovegensConfused);
|
||||
break;
|
||||
case MovementGeneratorType.Chase:
|
||||
{
|
||||
Unit target = ((ChaseMovementGenerator)movementGenerator).GetTarget();
|
||||
|
||||
if (!target)
|
||||
handler.SendSysMessage(CypherStrings.MovegensChaseNull);
|
||||
else if (target.IsTypeId(TypeId.Player))
|
||||
handler.SendSysMessage(CypherStrings.MovegensChasePlayer, target.GetName(), target.GetGUID().ToString());
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensChaseCreature, target.GetName(), target.GetGUID().ToString());
|
||||
break;
|
||||
}
|
||||
if (info.TargetGUID.IsEmpty())
|
||||
handler.SendSysMessage(CypherStrings.MovegensChaseNull);
|
||||
else if (info.TargetGUID.IsPlayer())
|
||||
handler.SendSysMessage(CypherStrings.MovegensChasePlayer, info.TargetName, info.TargetGUID.ToString());
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensChaseCreature, info.TargetName, info.TargetGUID.ToString());
|
||||
break;
|
||||
case MovementGeneratorType.Follow:
|
||||
{
|
||||
Unit target = ((FollowMovementGenerator)movementGenerator).GetTarget();
|
||||
|
||||
if (!target)
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowNull);
|
||||
else if (target.IsTypeId(TypeId.Player))
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowPlayer, target.GetName(), target.GetGUID().ToString());
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowCreature, target.GetName(), target.GetGUID().ToString());
|
||||
break;
|
||||
}
|
||||
if (info.TargetGUID.IsEmpty())
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowNull);
|
||||
else if (info.TargetGUID.IsPlayer())
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowPlayer, info.TargetName, info.TargetGUID.ToString());
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensFollowCreature, info.TargetName, info.TargetGUID.ToString());
|
||||
break;
|
||||
case MovementGeneratorType.Home:
|
||||
{
|
||||
if (unit.IsTypeId(TypeId.Unit))
|
||||
handler.SendSysMessage(CypherStrings.MovegensHomeCreature, x, y, z);
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensHomePlayer);
|
||||
break;
|
||||
}
|
||||
if (unit.IsTypeId(TypeId.Unit))
|
||||
handler.SendSysMessage(CypherStrings.MovegensHomeCreature, x, y, z);
|
||||
else
|
||||
handler.SendSysMessage(CypherStrings.MovegensHomePlayer);
|
||||
break;
|
||||
case MovementGeneratorType.Flight:
|
||||
handler.SendSysMessage(CypherStrings.MovegensFlight);
|
||||
break;
|
||||
case MovementGeneratorType.Point:
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.MovegensPoint, x, y, z);
|
||||
break;
|
||||
}
|
||||
handler.SendSysMessage(CypherStrings.MovegensPoint, x, y, z);
|
||||
break;
|
||||
case MovementGeneratorType.Fleeing:
|
||||
handler.SendSysMessage(CypherStrings.MovegensFear);
|
||||
break;
|
||||
@@ -1293,7 +1272,7 @@ namespace Game.Chat
|
||||
handler.SendSysMessage(CypherStrings.MovegensEffect);
|
||||
break;
|
||||
default:
|
||||
handler.SendSysMessage(CypherStrings.MovegensUnknown, movementGenerator.GetMovementGeneratorType());
|
||||
handler.SendSysMessage(CypherStrings.MovegensUnknown, info.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1915,11 +1894,7 @@ namespace Game.Chat
|
||||
}
|
||||
|
||||
// stop flight if need
|
||||
if (target.IsInFlight())
|
||||
{
|
||||
target.GetMotionMaster().MovementExpired();
|
||||
target.CleanupAfterTaxiFlight();
|
||||
}
|
||||
target.FinishTaxiFlight();
|
||||
|
||||
target.Recall();
|
||||
return true;
|
||||
@@ -2162,14 +2137,10 @@ namespace Game.Chat
|
||||
target.SendSysMessage(CypherStrings.SummonedBy, handler.PlayerLink(_player.GetName()));
|
||||
|
||||
// stop flight if need
|
||||
if (target.IsInFlight())
|
||||
{
|
||||
target.GetMotionMaster().MovementExpired();
|
||||
target.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
if (_player.IsInFlight())
|
||||
_player.FinishTaxiFlight();
|
||||
else
|
||||
target.SaveRecallPosition();
|
||||
_player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
// before GM
|
||||
float x, y, z;
|
||||
|
||||
@@ -976,23 +976,23 @@ namespace Game.Chat
|
||||
return false;
|
||||
}
|
||||
|
||||
if (/*creature.GetMotionMaster().empty() ||*/
|
||||
creature.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Follow)
|
||||
MovementGenerator movement = creature.GetMotionMaster().GetMovementGenerator(a =>
|
||||
{
|
||||
if (a.GetMovementGeneratorType() == MovementGeneratorType.Follow)
|
||||
{
|
||||
FollowMovementGenerator followMovement = a as FollowMovementGenerator;
|
||||
return followMovement != null && followMovement.GetTarget() == player;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
if (movement != null)
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.CreatureNotFollowYou, creature.GetName());
|
||||
return false;
|
||||
}
|
||||
|
||||
FollowMovementGenerator mgen = (FollowMovementGenerator)creature.GetMotionMaster().Top();
|
||||
if (mgen.GetTarget() != player)
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.CreatureNotFollowYou, creature.GetName());
|
||||
return false;
|
||||
}
|
||||
|
||||
// reset movement
|
||||
creature.GetMotionMaster().MovementExpired(true);
|
||||
|
||||
creature.GetMotionMaster().Remove(movement);
|
||||
handler.SendSysMessage(CypherStrings.CreatureNotFollowYouNow, creature.GetName());
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -35,40 +35,35 @@ namespace Game.Chat
|
||||
if (args.Empty())
|
||||
return false;
|
||||
|
||||
Player me = handler.GetPlayer();
|
||||
Player player = handler.GetPlayer();
|
||||
|
||||
GameTele tele = handler.ExtractGameTeleFromLink(args);
|
||||
|
||||
if (tele == null)
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.CommandTeleNotfound);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (me.IsInCombat() && !handler.GetSession().HasPermission(RBACPermissions.CommandTeleName))
|
||||
if (player.IsInCombat() && !handler.GetSession().HasPermission(RBACPermissions.CommandTeleName))
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.YouInCombat);
|
||||
return false;
|
||||
}
|
||||
|
||||
var map = CliDB.MapStorage.LookupByKey(tele.mapId);
|
||||
if (map == null || (map.IsBattlegroundOrArena() && (me.GetMapId() != tele.mapId || !me.IsGameMaster())))
|
||||
if (map == null || (map.IsBattlegroundOrArena() && (player.GetMapId() != tele.mapId || !player.IsGameMaster())))
|
||||
{
|
||||
handler.SendSysMessage(CypherStrings.CannotTeleToBg);
|
||||
return false;
|
||||
}
|
||||
|
||||
// stop flight if need
|
||||
if (me.IsInFlight())
|
||||
{
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
me.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
if (player.IsInFlight())
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
me.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
me.TeleportTo(tele.mapId, tele.posX, tele.posY, tele.posZ, tele.orientation);
|
||||
player.TeleportTo(tele.mapId, tele.posX, tele.posY, tele.posZ, tele.orientation);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -196,13 +191,9 @@ namespace Game.Chat
|
||||
|
||||
// stop flight if need
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
player.FinishTaxiFlight();
|
||||
else
|
||||
player.SaveRecallPosition();
|
||||
player.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
player.TeleportTo(tele.mapId, tele.posX, tele.posY, tele.posZ, tele.orientation);
|
||||
}
|
||||
@@ -270,13 +261,9 @@ namespace Game.Chat
|
||||
|
||||
// stop flight if need
|
||||
if (target.IsInFlight())
|
||||
{
|
||||
target.GetMotionMaster().MovementExpired();
|
||||
target.CleanupAfterTaxiFlight();
|
||||
}
|
||||
// save only in non-flight case
|
||||
target.FinishTaxiFlight();
|
||||
else
|
||||
target.SaveRecallPosition();
|
||||
target.SaveRecallPosition(); // save only in non-flight case
|
||||
|
||||
target.TeleportTo(tele.mapId, tele.posX, tele.posY, tele.posZ, tele.orientation);
|
||||
}
|
||||
|
||||
@@ -1264,11 +1264,7 @@ namespace Game.DungeonFinding
|
||||
if (!player.GetMap().IsDungeon())
|
||||
player.SetBattlegroundEntryPoint();
|
||||
|
||||
if (player.IsInFlight())
|
||||
{
|
||||
player.GetMotionMaster().MovementExpired();
|
||||
player.CleanupAfterTaxiFlight();
|
||||
}
|
||||
player.FinishTaxiFlight();
|
||||
|
||||
if (!player.TeleportTo(mapid, x, y, z, orientation))
|
||||
error = LfgTeleportResult.NoReturnLocation;
|
||||
|
||||
@@ -110,7 +110,7 @@ namespace Game.Entities
|
||||
|
||||
public bool IsReturningHome()
|
||||
{
|
||||
if (GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Home)
|
||||
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Home)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
@@ -551,8 +551,7 @@ namespace Game.Entities
|
||||
{
|
||||
Unit charmer = Global.ObjAccessor.GetUnit(this, LastCharmerGUID);
|
||||
if (charmer)
|
||||
if (CanStartAttack(charmer, true))
|
||||
i_AI.AttackStart(charmer);
|
||||
EngageWithTarget(charmer);
|
||||
}
|
||||
|
||||
LastCharmerGUID.Clear();
|
||||
@@ -1917,7 +1916,8 @@ namespace Game.Entities
|
||||
SetNativeDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
||||
}
|
||||
|
||||
GetMotionMaster().InitDefault();
|
||||
GetMotionMaster().InitializeDefault();
|
||||
|
||||
//Re-initialize reactstate that could be altered by movementgenerators
|
||||
InitializeReactState();
|
||||
|
||||
|
||||
@@ -266,7 +266,8 @@ namespace Game.Entities
|
||||
creature.GetMotionMaster().Initialize();
|
||||
else
|
||||
creature.GetMotionMaster().MoveIdle();
|
||||
Log.outDebug(LogFilter.Unit, "Set {0} movement for member GUID: {1}", dismiss ? "default" : "idle", creature.GetGUID().ToString());
|
||||
|
||||
Log.outDebug(LogFilter.Unit, $"CreatureGroup::FormationReset: Set {(dismiss ? "default" : "idle")} movement for member {creature.GetGUID()}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -314,20 +315,20 @@ namespace Game.Entities
|
||||
if (!member.IsFlying())
|
||||
member.UpdateGroundPositionZ(dx, dy, ref dz);
|
||||
|
||||
Position point = new(dx, dy, dz, destination.GetOrientation());
|
||||
|
||||
member.GetMotionMaster().MoveFormation(id, point, moveType, !member.IsWithinDist(_leader, dist + 5.0f), orientation);
|
||||
member.SetHomePosition(dx, dy, dz, pathangle);
|
||||
|
||||
Position point = new(dx, dy, dz, destination.GetOrientation());
|
||||
member.GetMotionMaster().MoveFormation(id, point, moveType, !member.IsWithinDist(_leader, dist + 5.0f), orientation);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanLeaderStartMoving()
|
||||
{
|
||||
foreach (var itr in _members)
|
||||
foreach (var pair in _members)
|
||||
{
|
||||
if (itr.Key != _leader && itr.Key.IsAlive())
|
||||
if (pair.Key != _leader && pair.Key.IsAlive())
|
||||
{
|
||||
if (itr.Key.IsEngaged() || itr.Key.IsReturningHome())
|
||||
if (pair.Key.IsEngaged() || pair.Key.IsReturningHome())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2120,11 +2120,7 @@ namespace Game.Entities
|
||||
return;
|
||||
|
||||
// stop taxi flight at summon
|
||||
if (IsInFlight())
|
||||
{
|
||||
GetMotionMaster().MovementExpired();
|
||||
CleanupAfterTaxiFlight();
|
||||
}
|
||||
FinishTaxiFlight();
|
||||
|
||||
// drop flag at summon
|
||||
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
|
||||
@@ -6880,9 +6876,18 @@ namespace Game.Entities
|
||||
return ActivateTaxiPathTo(nodes, null, spellid);
|
||||
}
|
||||
|
||||
public void FinishTaxiFlight()
|
||||
{
|
||||
if (!IsInFlight())
|
||||
return;
|
||||
|
||||
GetMotionMaster().Remove(MovementGeneratorType.Flight);
|
||||
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
|
||||
}
|
||||
|
||||
public void CleanupAfterTaxiFlight()
|
||||
{
|
||||
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
|
||||
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
|
||||
Dismount();
|
||||
RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
}
|
||||
@@ -7206,13 +7211,8 @@ namespace Game.Entities
|
||||
public void SetMover(Unit target)
|
||||
{
|
||||
m_unitMovedByMe.m_playerMovingMe = null;
|
||||
if (m_unitMovedByMe.IsCreature())
|
||||
m_unitMovedByMe.GetMotionMaster().Initialize();
|
||||
|
||||
m_unitMovedByMe = target;
|
||||
m_unitMovedByMe.m_playerMovingMe = this;
|
||||
if (m_unitMovedByMe.IsCreature())
|
||||
m_unitMovedByMe.GetMotionMaster().Initialize();
|
||||
|
||||
MoveSetActiveMover packet = new();
|
||||
packet.MoverGUID = target.GetGUID();
|
||||
|
||||
@@ -172,11 +172,11 @@ namespace Game.Entities
|
||||
if (MotionMaster.IsInvalidMovementSlot(slot))
|
||||
return;
|
||||
|
||||
IMovementGenerator movementGenerator = GetMotionMaster().GetMotionSlot(slot);
|
||||
MovementGenerator movementGenerator = GetMotionMaster().GetCurrentMovementGenerator(slot);
|
||||
if (movementGenerator != null)
|
||||
movementGenerator.Pause(timer);
|
||||
|
||||
if (forced)
|
||||
if (forced && GetMotionMaster().GetCurrentSlot() == slot)
|
||||
StopMoving();
|
||||
}
|
||||
|
||||
@@ -185,7 +185,7 @@ namespace Game.Entities
|
||||
if (MotionMaster.IsInvalidMovementSlot(slot))
|
||||
return;
|
||||
|
||||
IMovementGenerator movementGenerator = GetMotionMaster().GetMotionSlot(slot);
|
||||
MovementGenerator movementGenerator = GetMotionMaster().GetCurrentMovementGenerator(slot);
|
||||
if (movementGenerator != null)
|
||||
movementGenerator.Resume(timer);
|
||||
}
|
||||
@@ -208,7 +208,7 @@ namespace Game.Entities
|
||||
init.DisableTransportPathTransformations(); // It makes no sense to target global orientation
|
||||
init.SetFacing(ori);
|
||||
|
||||
//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementSlot.Controlled);
|
||||
//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
@@ -223,7 +223,7 @@ namespace Game.Entities
|
||||
init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false);
|
||||
init.SetFacing(GetAbsoluteAngle(obj)); // when on transport, GetAbsoluteAngle will still return global coordinates (and angle) that needs transforming
|
||||
|
||||
//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementSlot.Controlled);
|
||||
//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
@@ -232,7 +232,7 @@ namespace Game.Entities
|
||||
MoveSplineInit init = new(this);
|
||||
init.MoveTo(x, y, z, generatePath, forceDestination);
|
||||
init.SetVelocity(speed);
|
||||
GetMotionMaster().LaunchMoveSpline(init, 0, MovementSlot.Active, MovementGeneratorType.Point);
|
||||
GetMotionMaster().LaunchMoveSpline(init, 0, MovementGeneratorPriority.Normal, MovementGeneratorType.Point);
|
||||
}
|
||||
|
||||
public void KnockbackFrom(float x, float y, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
|
||||
@@ -539,7 +539,7 @@ namespace Game.Entities
|
||||
{
|
||||
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Follow)
|
||||
{
|
||||
Unit followed = ((AbstractFollower)GetMotionMaster().Top()).GetTarget();
|
||||
Unit followed = (GetMotionMaster().GetCurrentMovementGenerator() as FollowMovementGenerator).GetTarget();
|
||||
if (followed != null && followed.GetGUID() == GetOwnerGUID() && !followed.IsInCombat())
|
||||
{
|
||||
float ownerSpeed = followed.GetSpeedRate(mtype);
|
||||
@@ -1254,8 +1254,7 @@ namespace Game.Entities
|
||||
{
|
||||
if (IsAlive())
|
||||
{
|
||||
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Fleeing)
|
||||
GetMotionMaster().MovementExpired();
|
||||
GetMotionMaster().Remove(MovementGeneratorType.Fleeing);
|
||||
if (GetVictim() != null)
|
||||
SetTarget(GetVictim().GetGUID());
|
||||
}
|
||||
@@ -1280,8 +1279,7 @@ namespace Game.Entities
|
||||
{
|
||||
if (IsAlive())
|
||||
{
|
||||
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Confused)
|
||||
GetMotionMaster().MovementExpired();
|
||||
GetMotionMaster().Remove(MovementGeneratorType.Confused);
|
||||
if (GetVictim() != null)
|
||||
SetTarget(GetVictim().GetGUID());
|
||||
}
|
||||
|
||||
@@ -353,11 +353,8 @@ namespace Game.Entities
|
||||
|
||||
if (IsTypeId(TypeId.Unit))
|
||||
{
|
||||
IMovementGenerator movementGenerator = GetMotionMaster().GetMotionSlot(MovementSlot.Idle);
|
||||
if (movementGenerator != null)
|
||||
movementGenerator.Pause(0);
|
||||
|
||||
GetMotionMaster().Clear(MovementSlot.Active);
|
||||
PauseMovement(0, 0, false);
|
||||
GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
|
||||
|
||||
StopMoving();
|
||||
|
||||
@@ -476,7 +473,7 @@ namespace Game.Entities
|
||||
RestoreFaction();
|
||||
|
||||
///@todo Handle SLOT_IDLE motion resume
|
||||
GetMotionMaster().InitDefault();
|
||||
GetMotionMaster().InitializeDefault();
|
||||
|
||||
Creature creature = ToCreature();
|
||||
if (creature)
|
||||
@@ -547,8 +544,6 @@ namespace Game.Entities
|
||||
player.SetClientControl(this, true);
|
||||
}
|
||||
|
||||
EngageWithTarget(charmer);
|
||||
|
||||
// a guardian should always have charminfo
|
||||
if (playerCharmer && this != charmer.GetFirstControlled())
|
||||
playerCharmer.SendRemoveControlBar();
|
||||
|
||||
@@ -171,7 +171,7 @@ namespace Game.Entities
|
||||
}
|
||||
|
||||
UpdateSplineMovement(diff);
|
||||
GetMotionMaster().UpdateMotion(diff);
|
||||
GetMotionMaster().Update(diff);
|
||||
}
|
||||
|
||||
void _UpdateSpells(uint diff)
|
||||
@@ -999,7 +999,7 @@ namespace Game.Entities
|
||||
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false);
|
||||
init.SetFacing(GetOrientation());
|
||||
init.SetTransportExit();
|
||||
GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleExit, MovementSlot.Controlled);
|
||||
GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleExit, MovementGeneratorPriority.Highest);
|
||||
|
||||
if (player != null)
|
||||
player.ResummonPetTemporaryUnSummonedIfAny();
|
||||
@@ -1353,7 +1353,7 @@ namespace Game.Entities
|
||||
// * Using 'call pet' on dead pets
|
||||
// * Using 'call stabled pet'
|
||||
// * Logging in with dead pets
|
||||
GetMotionMaster().Clear(false);
|
||||
GetMotionMaster().Clear();
|
||||
GetMotionMaster().MoveIdle();
|
||||
}
|
||||
StopMoving();
|
||||
|
||||
@@ -641,7 +641,7 @@ namespace Game.Entities
|
||||
init.MoveTo(veSeat.AttachmentOffset.X, veSeat.AttachmentOffset.Y, veSeat.AttachmentOffset.Z, false, true);
|
||||
init.SetFacing(0.0f);
|
||||
init.SetTransportEnter();
|
||||
Passenger.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementSlot.Controlled);
|
||||
Passenger.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementGeneratorPriority.Highest);
|
||||
|
||||
Creature creature = Target.GetBase().ToCreature();
|
||||
if (creature != null)
|
||||
|
||||
@@ -345,11 +345,7 @@ namespace Game
|
||||
GetPlayer().SpawnCorpseBones();
|
||||
}
|
||||
// stop taxi flight at port
|
||||
if (GetPlayer().IsInFlight())
|
||||
{
|
||||
GetPlayer().GetMotionMaster().MovementExpired();
|
||||
GetPlayer().CleanupAfterTaxiFlight();
|
||||
}
|
||||
GetPlayer().FinishTaxiFlight();
|
||||
|
||||
BattlefieldStatusActive battlefieldStatus;
|
||||
Global.BattlegroundMgr.BuildBattlegroundStatusActive(out battlefieldStatus, bg, GetPlayer(), battlefieldPort.Ticket.Id, GetPlayer().GetBattlegroundQueueJoinTime(bgQueueTypeId), bg.GetArenaType());
|
||||
|
||||
@@ -324,22 +324,21 @@ namespace Game
|
||||
}
|
||||
|
||||
// flight fast teleport case
|
||||
if (GetPlayer().GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Flight)
|
||||
if (GetPlayer().IsInFlight())
|
||||
{
|
||||
if (!GetPlayer().InBattleground())
|
||||
{
|
||||
if (!seamlessTeleport)
|
||||
{
|
||||
// short preparations to continue flight
|
||||
IMovementGenerator movementGenerator = GetPlayer().GetMotionMaster().Top();
|
||||
MovementGenerator movementGenerator = GetPlayer().GetMotionMaster().GetCurrentMovementGenerator();
|
||||
movementGenerator.Initialize(GetPlayer());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Battlegroundstate prepare, stop flight
|
||||
GetPlayer().GetMotionMaster().MovementExpired();
|
||||
GetPlayer().CleanupAfterTaxiFlight();
|
||||
GetPlayer().FinishTaxiFlight();
|
||||
}
|
||||
|
||||
// resurrect character at enter into instance where his corpse exist after add to map
|
||||
@@ -719,13 +718,12 @@ namespace Game
|
||||
TaxiNodesRecord curDestNode = CliDB.TaxiNodesStorage.LookupByKey(curDest);
|
||||
|
||||
// far teleport case
|
||||
if (curDestNode != null && curDestNode.ContinentID != GetPlayer().GetMapId())
|
||||
if (curDestNode != null && curDestNode.ContinentID != GetPlayer().GetMapId() && GetPlayer().GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Flight)
|
||||
{
|
||||
if (GetPlayer().GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Flight)
|
||||
FlightPathMovementGenerator flight = GetPlayer().GetMotionMaster().GetCurrentMovementGenerator() as FlightPathMovementGenerator;
|
||||
if (flight != null)
|
||||
{
|
||||
// short preparations to continue flight
|
||||
FlightPathMovementGenerator flight = (FlightPathMovementGenerator)GetPlayer().GetMotionMaster().Top();
|
||||
|
||||
flight.SetCurrentNodeAfterTeleport();
|
||||
TaxiPathNodeRecord node = flight.GetPath()[(int)flight.GetCurrentNode()];
|
||||
flight.SkipCurrentNode();
|
||||
|
||||
@@ -141,7 +141,7 @@ namespace Game
|
||||
{
|
||||
case CommandStates.Stay: //flat=1792 //STAY
|
||||
pet.StopMoving();
|
||||
pet.GetMotionMaster().Clear(false);
|
||||
pet.GetMotionMaster().Clear();
|
||||
pet.GetMotionMaster().MoveIdle();
|
||||
charmInfo.SetCommandState(CommandStates.Stay);
|
||||
|
||||
@@ -249,7 +249,7 @@ namespace Game
|
||||
break;
|
||||
case CommandStates.MoveTo:
|
||||
pet.StopMoving();
|
||||
pet.GetMotionMaster().Clear(false);
|
||||
pet.GetMotionMaster().Clear();
|
||||
pet.GetMotionMaster().MovePoint(0, x, y, z);
|
||||
charmInfo.SetCommandState(CommandStates.MoveTo);
|
||||
|
||||
|
||||
@@ -130,7 +130,7 @@ namespace Game
|
||||
if (GetPlayer().HasUnitState(UnitState.Died))
|
||||
GetPlayer().RemoveAurasByType(AuraType.FeignDeath);
|
||||
|
||||
GetPlayer().GetMotionMaster().Clear(MovementSlot.Controlled);
|
||||
GetPlayer().GetMotionMaster().Remove(MovementGeneratorType.Flight);
|
||||
|
||||
if (mountDisplayId != 0)
|
||||
GetPlayer().Mount(mountDisplayId);
|
||||
@@ -235,11 +235,11 @@ namespace Game
|
||||
[WorldPacketHandler(ClientOpcodes.TaxiRequestEarlyLanding, Processing = PacketProcessing.ThreadSafe)]
|
||||
void HandleTaxiRequestEarlyLanding(TaxiRequestEarlyLanding taxiRequestEarlyLanding)
|
||||
{
|
||||
if (GetPlayer().GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Flight)
|
||||
FlightPathMovementGenerator flight = GetPlayer().GetMotionMaster().GetCurrentMovementGenerator() as FlightPathMovementGenerator;
|
||||
if (flight != null)
|
||||
{
|
||||
if (GetPlayer().m_taxi.RequestEarlyLanding())
|
||||
{
|
||||
FlightPathMovementGenerator flight = (FlightPathMovementGenerator)GetPlayer().GetMotionMaster().Top();
|
||||
flight.LoadPath(GetPlayer(), flight.GetPath()[(int)flight.GetCurrentNode()].NodeIndex);
|
||||
flight.Reset(GetPlayer());
|
||||
}
|
||||
|
||||
@@ -4875,7 +4875,6 @@ namespace Game.Maps
|
||||
if (!cSource.IsAlive())
|
||||
return;
|
||||
|
||||
cSource.GetMotionMaster().MovementExpired();
|
||||
cSource.GetMotionMaster().MoveIdle();
|
||||
|
||||
switch ((MovementGeneratorType)step.script.Movement.MovementType)
|
||||
|
||||
@@ -22,7 +22,7 @@ using System;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
class ChaseMovementGenerator : AbstractFollower, IMovementGenerator
|
||||
class ChaseMovementGenerator : MovementGenerator
|
||||
{
|
||||
static uint RANGE_CHECK_INTERVAL = 100; // time (ms) until we attempt to recalculate
|
||||
|
||||
@@ -30,32 +30,49 @@ namespace Game.Movement
|
||||
ChaseAngle? _angle;
|
||||
|
||||
PathGenerator _path;
|
||||
Position _lastTargetPosition;
|
||||
Position _lastTargetPosition = new();
|
||||
uint _rangeCheckTimer = RANGE_CHECK_INTERVAL;
|
||||
bool _movingTowards = true;
|
||||
bool _mutualChase = true;
|
||||
|
||||
public ChaseMovementGenerator(Unit target, ChaseRange? range, ChaseAngle? angle) : base(target)
|
||||
AbstractFollower _abstractFollower;
|
||||
|
||||
public ChaseMovementGenerator(Unit target, ChaseRange? range, ChaseAngle? angle)
|
||||
{
|
||||
_abstractFollower = new AbstractFollower(target);
|
||||
_range = range;
|
||||
_angle = angle;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Chase;
|
||||
}
|
||||
|
||||
public void Initialize(Unit owner)
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Chase);
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
owner.SetWalk(false);
|
||||
_path = null;
|
||||
_lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// owner might be dead or gone (can we even get nullptr here?)
|
||||
if (!owner || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
// our target might have gone away
|
||||
Unit target = GetTarget();
|
||||
Unit target = _abstractFollower.GetTarget();
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
@@ -154,6 +171,7 @@ namespace Game.Movement
|
||||
{
|
||||
if (cOwner)
|
||||
cOwner.SetCannotReachTarget(true);
|
||||
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
@@ -178,26 +196,34 @@ namespace Game.Movement
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Finalize(Unit owner)
|
||||
public override void Deactivate(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Chase | UnitState.ChaseMove);
|
||||
Creature cOwner = owner.ToCreature();
|
||||
if (cOwner != null)
|
||||
cOwner.SetCannotReachTarget(false);
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public void Reset(Unit owner) { Initialize(owner); }
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.ChaseMove);
|
||||
Creature cOwner = owner.ToCreature();
|
||||
if (cOwner != null)
|
||||
cOwner.SetCannotReachTarget(false);
|
||||
}
|
||||
}
|
||||
|
||||
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
|
||||
|
||||
public void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
|
||||
public override void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
|
||||
|
||||
static bool IsMutualChase(Unit owner, Unit target)
|
||||
{
|
||||
if (target.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Chase)
|
||||
return false;
|
||||
|
||||
return ((ChaseMovementGenerator)target.GetMotionMaster().Top()).GetTarget() == owner;
|
||||
return ((ChaseMovementGenerator)target.GetMotionMaster().GetCurrentMovementGenerator())._abstractFollower.GetTarget() == owner;
|
||||
}
|
||||
|
||||
static bool PositionOkay(Unit owner, Unit target, float? minDistance, float? maxDistance, ChaseAngle? angle)
|
||||
@@ -212,13 +238,12 @@ namespace Game.Movement
|
||||
|
||||
static void DoMovementInform(Unit owner, Unit target)
|
||||
{
|
||||
Creature cOwner = owner.ToCreature();
|
||||
if (cOwner != null)
|
||||
{
|
||||
CreatureAI ai = cOwner.GetAI();
|
||||
if (ai != null)
|
||||
ai.MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
|
||||
}
|
||||
if (!owner.IsCreature())
|
||||
return;
|
||||
|
||||
Creature creatureOwner = owner.ToCreature();
|
||||
if (creatureOwner.IsAIEnabled && creatureOwner.GetAI() != null)
|
||||
creatureOwner.GetAI().MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,14 +26,23 @@ namespace Game.Movement
|
||||
public ConfusedGenerator()
|
||||
{
|
||||
_timer = new TimeTracker();
|
||||
_reference = new();
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Highest;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Confused;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
if (!owner || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
owner.AddUnitState(UnitState.Confused);
|
||||
// TODO: UNIT_FIELD_FLAGS should not be handled by generators
|
||||
owner.AddUnitFlag(UnitFlags.Confused);
|
||||
owner.StopMoving();
|
||||
|
||||
@@ -44,6 +53,7 @@ namespace Game.Movement
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
@@ -54,20 +64,19 @@ namespace Game.Movement
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
_path = null;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
_interrupt = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted);
|
||||
|
||||
// waiting for next move
|
||||
_timer.Update(diff);
|
||||
if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
|
||||
if ((HasFlag(MovementGeneratorFlags.SpeedUpdatePending) && !owner.MoveSpline.Finalized()) || (_timer.Passed() && owner.MoveSpline.Finalized()))
|
||||
{
|
||||
// start moving
|
||||
owner.AddUnitState(UnitState.ConfusedMove);
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory);
|
||||
|
||||
Position destination = new(_reference);
|
||||
float distance = (float)(4.0f * RandomHelper.FRand(0.0f, 1.0f) - 2.0f);
|
||||
@@ -87,6 +96,8 @@ namespace Game.Movement
|
||||
return true;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.ConfusedMove);
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
init.MovebyPath(_path.GetPath());
|
||||
init.SetWalk(true);
|
||||
@@ -97,20 +108,31 @@ namespace Game.Movement
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
public override void DoDeactivate(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Player))
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.ConfusedMove);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
|
||||
if (active)
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Confused);
|
||||
owner.ClearUnitState(UnitState.Confused);
|
||||
owner.StopMoving();
|
||||
}
|
||||
else if (owner.IsTypeId(TypeId.Unit))
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Confused);
|
||||
owner.ClearUnitState(UnitState.Confused | UnitState.ConfusedMove);
|
||||
if (owner.GetVictim())
|
||||
owner.SetTarget(owner.GetVictim().GetGUID());
|
||||
if (owner.IsPlayer())
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Confused);
|
||||
owner.StopMoving();
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Confused);
|
||||
owner.ClearUnitState(UnitState.ConfusedMove);
|
||||
if (owner.GetVictim())
|
||||
owner.SetTarget(owner.GetVictim().GetGUID());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,9 +141,10 @@ namespace Game.Movement
|
||||
return MovementGeneratorType.Confused;
|
||||
}
|
||||
|
||||
public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
|
||||
|
||||
PathGenerator _path;
|
||||
TimeTracker _timer;
|
||||
Position _reference;
|
||||
bool _interrupt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,21 +30,30 @@ namespace Game.Movement
|
||||
{
|
||||
_fleeTargetGUID = fright;
|
||||
_timer = new TimeTracker();
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Highest;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Fleeing;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
if (owner == null)
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
// TODO: UNIT_FIELD_FLAGS should not be handled by generators
|
||||
owner.AddUnitFlag(UnitFlags.Fleeing);
|
||||
owner.AddUnitState(UnitState.Fleeing);
|
||||
SetTargetLocation(owner);
|
||||
_path = null;
|
||||
SetTargetLocation(owner);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
@@ -55,54 +64,66 @@ namespace Game.Movement
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
_path = null;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
_interrupt = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted);
|
||||
|
||||
_timer.Update(diff);
|
||||
if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
|
||||
if ((HasFlag(MovementGeneratorFlags.SpeedUpdatePending) && !owner.MoveSpline.Finalized()) || (_timer.Passed() && owner.MoveSpline.Finalized()))
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory);
|
||||
SetTargetLocation(owner);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
public override void DoDeactivate(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Player))
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.FleeingMove);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
|
||||
if (active)
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Fleeing);
|
||||
owner.ClearUnitState(UnitState.Fleeing);
|
||||
owner.StopMoving();
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Fleeing);
|
||||
owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
|
||||
if (owner.GetVictim() != null)
|
||||
owner.SetTarget(owner.GetVictim().GetGUID());
|
||||
if (owner.IsPlayer())
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Fleeing);
|
||||
owner.ClearUnitState(UnitState.FleeingMove);
|
||||
owner.StopMoving();
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.RemoveUnitFlag(UnitFlags.Fleeing);
|
||||
owner.ClearUnitState(UnitState.FleeingMove);
|
||||
if (owner.GetVictim() != null)
|
||||
owner.SetTarget(owner.GetVictim().GetGUID());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetTargetLocation(T owner)
|
||||
{
|
||||
if (owner == null)
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
_path = null;
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.FleeingMove);
|
||||
|
||||
Position destination = new Position(owner.GetPosition());
|
||||
Position destination = new (owner.GetPosition());
|
||||
GetPoint(owner, destination);
|
||||
|
||||
// Add LOS check for target point
|
||||
@@ -125,6 +146,8 @@ namespace Game.Movement
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.FleeingMove);
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
init.MovebyPath(_path.GetPath());
|
||||
init.SetWalk(false);
|
||||
@@ -175,10 +198,14 @@ namespace Game.Movement
|
||||
return MovementGeneratorType.Fleeing;
|
||||
}
|
||||
|
||||
public override void UnitSpeedChanged()
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.SpeedUpdatePending);
|
||||
}
|
||||
|
||||
PathGenerator _path;
|
||||
ObjectGuid _fleeTargetGUID;
|
||||
TimeTracker _timer;
|
||||
bool _interrupt;
|
||||
}
|
||||
|
||||
public class TimedFleeingGenerator : FleeingGenerator<Creature>
|
||||
@@ -188,10 +215,25 @@ namespace Game.Movement
|
||||
_totalFleeTime = new TimeTracker(time);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
_totalFleeTime.Update(diff);
|
||||
if (_totalFleeTime.Passed())
|
||||
return false;
|
||||
|
||||
return DoUpdate(owner.ToCreature(), diff);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (!active)
|
||||
return;
|
||||
|
||||
owner.RemoveUnitFlag(UnitFlags.Fleeing);
|
||||
owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
|
||||
Unit victim = owner.GetVictim();
|
||||
if (victim != null)
|
||||
{
|
||||
@@ -203,26 +245,6 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
if (!owner.IsAlive())
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
||||
{
|
||||
owner.ClearUnitState(UnitState.FleeingMove);
|
||||
return true;
|
||||
}
|
||||
|
||||
_totalFleeTime.Update(diff);
|
||||
if (_totalFleeTime.Passed())
|
||||
return false;
|
||||
|
||||
// This calls grant-parent Update method hiden by FleeingMovementGenerator.Update(Creature &, uint32) version
|
||||
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
|
||||
return base.Update(owner, diff);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.TimedFleeing;
|
||||
|
||||
@@ -28,6 +28,116 @@ namespace Game.Movement
|
||||
{
|
||||
public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
|
||||
{
|
||||
public FlightPathMovementGenerator()
|
||||
{
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Highest;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.InFlight;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Player owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
DoReset(owner);
|
||||
InitEndGridInfo();
|
||||
}
|
||||
|
||||
public override void DoReset(Player owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Deactivated);
|
||||
|
||||
owner.CombatStopWithPets();
|
||||
owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
uint end = GetPathAtMapEnd();
|
||||
init.args.path = new Vector3[end];
|
||||
for (int i = (int)GetCurrentNode(); i != end; ++i)
|
||||
{
|
||||
Vector3 vertice = new(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
|
||||
init.args.path[i] = vertice;
|
||||
}
|
||||
init.SetFirstPointId((int)GetCurrentNode());
|
||||
init.SetFly();
|
||||
init.SetSmooth();
|
||||
init.SetUncompressed();
|
||||
init.SetWalk(true);
|
||||
init.SetVelocity(30.0f);
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Player owner, uint diff)
|
||||
{
|
||||
if (owner == null)
|
||||
return false;
|
||||
|
||||
uint pointId = (uint)(owner.MoveSpline.CurrentPathIdx() < 0 ? 0 : owner.MoveSpline.CurrentPathIdx());
|
||||
if (pointId > _currentNode)
|
||||
{
|
||||
bool departureEvent = true;
|
||||
do
|
||||
{
|
||||
DoEventIfAny(owner, _path[_currentNode], departureEvent);
|
||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _currentNode)
|
||||
{
|
||||
_pointsForPathSwitch.RemoveAt(0);
|
||||
owner.m_taxi.NextTaxiDestination();
|
||||
if (!_pointsForPathSwitch.Empty())
|
||||
{
|
||||
owner.UpdateCriteria(CriteriaType.MoneySpentOnTaxis, (uint)_pointsForPathSwitch[0].Cost);
|
||||
owner.ModifyMoney(-_pointsForPathSwitch[0].Cost);
|
||||
}
|
||||
}
|
||||
|
||||
if (pointId == _currentNode)
|
||||
break;
|
||||
|
||||
if (_currentNode == _preloadTargetNode)
|
||||
PreloadEndGrid();
|
||||
|
||||
_currentNode += (departureEvent ? 1 : 0);
|
||||
departureEvent = !departureEvent;
|
||||
}
|
||||
while (true);
|
||||
}
|
||||
|
||||
if (_currentNode >= (_path.Count - 1))
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoDeactivate(Player owner)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
}
|
||||
|
||||
public override void DoFinalize(Player owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (!active)
|
||||
return;
|
||||
|
||||
owner.Dismount();
|
||||
owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
|
||||
if (owner.m_taxi.Empty())
|
||||
{
|
||||
// update z position to ground and orientation for landing point
|
||||
// this prevent cheating with landing point at lags
|
||||
// when client side flight end early in comparison server side
|
||||
owner.StopMoving();
|
||||
owner.SetFallInformation(0, owner.GetPositionZ());
|
||||
}
|
||||
|
||||
owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
|
||||
}
|
||||
|
||||
uint GetPathAtMapEnd()
|
||||
{
|
||||
if (_currentNode >= _path.Count)
|
||||
@@ -92,90 +202,6 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public override void DoInitialize(Player owner)
|
||||
{
|
||||
Reset(owner);
|
||||
InitEndGridInfo();
|
||||
}
|
||||
|
||||
public override void DoFinalize(Player owner)
|
||||
{
|
||||
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
|
||||
owner.ClearUnitState(UnitState.InFlight);
|
||||
|
||||
owner.Dismount();
|
||||
owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
|
||||
if (owner.m_taxi.Empty())
|
||||
{
|
||||
// update z position to ground and orientation for landing point
|
||||
// this prevent cheating with landing point at lags
|
||||
// when client side flight end early in comparison server side
|
||||
owner.StopMoving();
|
||||
owner.SetFallInformation(0, owner.GetPositionZ());
|
||||
}
|
||||
|
||||
owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
|
||||
owner.RestoreDisplayId();
|
||||
}
|
||||
|
||||
public override void DoReset(Player owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.InFlight);
|
||||
owner.CombatStopWithPets();
|
||||
owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
uint end = GetPathAtMapEnd();
|
||||
init.args.path = new Vector3[end];
|
||||
for (int i = (int)GetCurrentNode(); i != end; ++i)
|
||||
{
|
||||
Vector3 vertice = new(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
|
||||
init.args.path[i] = vertice;
|
||||
}
|
||||
init.SetFirstPointId((int)GetCurrentNode());
|
||||
init.SetFly();
|
||||
init.SetSmooth();
|
||||
init.SetUncompressed();
|
||||
init.SetWalk(true);
|
||||
init.SetVelocity(30.0f);
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Player player, uint time_diff)
|
||||
{
|
||||
uint pointId = (uint)player.MoveSpline.CurrentPathIdx();
|
||||
if (pointId > _currentNode)
|
||||
{
|
||||
bool departureEvent = true;
|
||||
do
|
||||
{
|
||||
DoEventIfAny(player, _path[_currentNode], departureEvent);
|
||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _currentNode)
|
||||
{
|
||||
_pointsForPathSwitch.RemoveAt(0);
|
||||
player.m_taxi.NextTaxiDestination();
|
||||
if (!_pointsForPathSwitch.Empty())
|
||||
{
|
||||
player.UpdateCriteria(CriteriaType.MoneySpentOnTaxis, (uint)_pointsForPathSwitch[0].Cost);
|
||||
player.ModifyMoney(-_pointsForPathSwitch[0].Cost);
|
||||
}
|
||||
}
|
||||
|
||||
if (pointId == _currentNode)
|
||||
break;
|
||||
|
||||
if (_currentNode == _preloadTargetNode)
|
||||
PreloadEndGrid();
|
||||
_currentNode += (departureEvent ? 1 : 0);
|
||||
departureEvent = !departureEvent;
|
||||
}
|
||||
while (true);
|
||||
}
|
||||
|
||||
return _currentNode < (_path.Count - 1);
|
||||
}
|
||||
|
||||
public void SetCurrentNodeAfterTeleport()
|
||||
{
|
||||
if (_path.Empty() || _currentNode >= _path.Count)
|
||||
@@ -193,25 +219,16 @@ namespace Game.Movement
|
||||
|
||||
}
|
||||
|
||||
void DoEventIfAny(Player player, TaxiPathNodeRecord node, bool departure)
|
||||
void DoEventIfAny(Player owner, TaxiPathNodeRecord node, bool departure)
|
||||
{
|
||||
uint eventid = departure ? node.DepartureEventID : node.ArrivalEventID;
|
||||
if (eventid != 0)
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "Taxi {0} event {1} of node {2} of path {3} for player {4}", departure ? "departure" : "arrival", eventid, node.NodeIndex, node.PathID, player.GetName());
|
||||
player.GetMap().ScriptsStart(ScriptsType.Event, eventid, player, player);
|
||||
Log.outDebug(LogFilter.MapsScript, $"FlightPathMovementGenerator::DoEventIfAny: taxi {(departure ? "departure" : "arrival")} event {eventid} of node {node.NodeIndex} of path {node.PathID} for player {owner.GetName()}");
|
||||
owner.GetMap().ScriptsStart(ScriptsType.Event, eventid, owner, owner);
|
||||
}
|
||||
}
|
||||
|
||||
bool GetResetPos(Player player, out float x, out float y, out float z)
|
||||
{
|
||||
TaxiPathNodeRecord node = _path[_currentNode];
|
||||
x = node.Loc.X;
|
||||
y = node.Loc.Y;
|
||||
z = node.Loc.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
void InitEndGridInfo()
|
||||
{
|
||||
int nodeCount = _path.Count; //! Number of nodes in path.
|
||||
@@ -223,24 +240,37 @@ namespace Game.Movement
|
||||
|
||||
void PreloadEndGrid()
|
||||
{
|
||||
// used to preload the final grid where the flightmaster is
|
||||
// Used to preload the final grid where the flightmaster is
|
||||
Map endMap = Global.MapMgr.FindBaseNonInstanceMap(_endMapId);
|
||||
|
||||
// Load the grid
|
||||
if (endMap != null)
|
||||
{
|
||||
Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, _path.Count - 1);
|
||||
Log.outDebug(LogFilter.Server, "FlightPathMovementGenerator::PreloadEndGrid: Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, _path.Count - 1);
|
||||
endMap.LoadGrid(_endGridX, _endGridY);
|
||||
}
|
||||
else
|
||||
Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
|
||||
Log.outDebug(LogFilter.Server, "FlightPathMovementGenerator::PreloadEndGrid: Unable to determine map to preload flightmaster grid");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
|
||||
{
|
||||
var node = _path[_currentNode];
|
||||
x = node.Loc.X;
|
||||
y = node.Loc.Y;
|
||||
z = node.Loc.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
|
||||
|
||||
public List<TaxiPathNodeRecord> GetPath() { return _path; }
|
||||
|
||||
bool HasArrived() { return (_currentNode >= _path.Count); }
|
||||
bool HasArrived() { return _currentNode >= _path.Count; }
|
||||
|
||||
public void SkipCurrentNode() { ++_currentNode; }
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ using System;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class FollowMovementGenerator : AbstractFollower, IMovementGenerator
|
||||
public class FollowMovementGenerator : MovementGenerator
|
||||
{
|
||||
static uint CHECK_INTERVAL = 500;
|
||||
static float FOLLOW_RANGE_TOLERANCE = 1.0f;
|
||||
@@ -34,27 +34,46 @@ namespace Game.Movement
|
||||
PathGenerator _path;
|
||||
Position _lastTargetPosition;
|
||||
|
||||
public FollowMovementGenerator(Unit target, float range, ChaseAngle angle) : base(target)
|
||||
AbstractFollower _abstractFollower;
|
||||
|
||||
public FollowMovementGenerator(Unit target, float range, ChaseAngle angle)
|
||||
{
|
||||
_abstractFollower = new AbstractFollower(target);
|
||||
_range = range;
|
||||
_angle = angle;
|
||||
_lastTargetPosition = new();
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Follow;
|
||||
}
|
||||
|
||||
public void Initialize(Unit owner)
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Follow);
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
owner.StopMoving();
|
||||
UpdatePetSpeed(owner);
|
||||
_path = null;
|
||||
_lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// owner might be dead or gone
|
||||
if (!owner.IsAlive())
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
// our target might have gone away
|
||||
Unit target = GetTarget();
|
||||
Unit target = _abstractFollower.GetTarget();
|
||||
if (target == null)
|
||||
return false;
|
||||
|
||||
@@ -144,10 +163,20 @@ namespace Game.Movement
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Finalize(Unit owner)
|
||||
public override void Deactivate(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Follow | UnitState.FollowMove);
|
||||
UpdatePetSpeed(owner);
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.FollowMove);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.FollowMove);
|
||||
UpdatePetSpeed(owner);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdatePetSpeed(Unit owner)
|
||||
@@ -155,7 +184,7 @@ namespace Game.Movement
|
||||
Pet oPet = owner.ToPet();
|
||||
if (oPet != null)
|
||||
{
|
||||
if (!GetTarget() || GetTarget().GetGUID() == owner.GetOwnerGUID())
|
||||
if (!_abstractFollower.GetTarget() || _abstractFollower.GetTarget().GetGUID() == owner.GetOwnerGUID())
|
||||
{
|
||||
oPet.UpdateSpeed(UnitMoveType.Run);
|
||||
oPet.UpdateSpeed(UnitMoveType.Walk);
|
||||
@@ -164,11 +193,16 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset(Unit owner) { }
|
||||
public Unit GetTarget()
|
||||
{
|
||||
return _abstractFollower.GetTarget();
|
||||
}
|
||||
|
||||
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Follow; }
|
||||
|
||||
public void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Follow; }
|
||||
|
||||
public override void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
|
||||
|
||||
static bool PositionOkay(Unit owner, Unit target, float range, ChaseAngle? angle = null)
|
||||
{
|
||||
@@ -183,9 +217,9 @@ namespace Game.Movement
|
||||
if (!owner.IsCreature())
|
||||
return;
|
||||
|
||||
UnitAI ai = owner.GetAI();
|
||||
if (ai != null)
|
||||
((CreatureAI)ai).MovementInform(MovementGeneratorType.Follow, (uint)target.GetGUID().GetCounter());
|
||||
Creature creatureOwner = owner.ToCreature();
|
||||
if (creatureOwner.IsAIEnabled && creatureOwner.GetAI() != null)
|
||||
creatureOwner.GetAI().MovementInform(MovementGeneratorType.Follow, (uint)target.GetGUID().GetCounter());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,15 +29,21 @@ namespace Game.Movement
|
||||
_moveType = moveType;
|
||||
_run = run;
|
||||
_orientation = orientation;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Creature owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Roaming);
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
return;
|
||||
}
|
||||
@@ -73,6 +79,8 @@ namespace Game.Movement
|
||||
|
||||
public override void DoReset(Creature owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
|
||||
owner.StopMoving();
|
||||
DoInitialize(owner);
|
||||
}
|
||||
@@ -84,15 +92,14 @@ namespace Game.Movement
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((_interrupt && owner.MoveSpline.Finalized()) || (_recalculateSpeed && !owner.MoveSpline.Finalized()))
|
||||
if ((HasFlag(MovementGeneratorFlags.Interrupted) && owner.MoveSpline.Finalized()) || (HasFlag(MovementGeneratorFlags.SpeedUpdatePending) && !owner.MoveSpline.Finalized()))
|
||||
{
|
||||
_recalculateSpeed = false;
|
||||
_interrupt = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted | MovementGeneratorFlags.SpeedUpdatePending);
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
@@ -122,20 +129,34 @@ namespace Game.Movement
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
return !owner.MoveSpline.Finalized();
|
||||
if (owner.MoveSpline.Finalized())
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory);
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature owner)
|
||||
public override void DoDeactivate(Creature owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
if (owner.MoveSpline.Finalized())
|
||||
public override void DoFinalize(Creature owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
public void UnitSpeedChanged()
|
||||
public override void UnitSpeedChanged()
|
||||
{
|
||||
_recalculateSpeed = true;
|
||||
AddFlag(MovementGeneratorFlags.SpeedUpdatePending);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
@@ -154,7 +175,5 @@ namespace Game.Movement
|
||||
WaypointMoveType _moveType;
|
||||
bool _run;
|
||||
bool _orientation;
|
||||
bool _recalculateSpeed;
|
||||
bool _interrupt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ using System;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
class GenericMovementGenerator : IMovementGenerator
|
||||
class GenericMovementGenerator : MovementGenerator
|
||||
{
|
||||
MoveSplineInit _splineInit;
|
||||
MovementGeneratorType _type;
|
||||
@@ -39,25 +39,59 @@ namespace Game.Movement
|
||||
_duration = new();
|
||||
_arrivalSpellId = arrivalSpellId;
|
||||
_arrivalSpellTargetGuid = arrivalSpellTargetGuid;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public void Initialize(Unit owner)
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
if (HasFlag(MovementGeneratorFlags.Deactivated)) // Resume spline is not supported
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Deactivated);
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
_duration.Reset(_splineInit.Launch());
|
||||
}
|
||||
|
||||
public bool Update(Unit owner, uint diff)
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
_duration.Update((int)diff);
|
||||
if (_duration.Passed())
|
||||
return false;
|
||||
|
||||
return !owner.MoveSpline.Finalized();
|
||||
Initialize(owner);
|
||||
}
|
||||
|
||||
public void Finalize(Unit owner)
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
MovementInform(owner);
|
||||
if (!owner || HasFlag(MovementGeneratorFlags.Finalized))
|
||||
return false;
|
||||
|
||||
_duration.Update((int)diff);
|
||||
if (_duration.Passed() || owner.MoveSpline.Finalized())
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Deactivate(Unit owner)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
void MovementInform(Unit owner)
|
||||
@@ -66,13 +100,10 @@ namespace Game.Movement
|
||||
owner.CastSpell(Global.ObjAccessor.GetUnit(owner, _arrivalSpellTargetGuid), _arrivalSpellId, true);
|
||||
|
||||
Creature creature = owner.ToCreature();
|
||||
if (creature != null)
|
||||
if (creature.GetAI() != null)
|
||||
creature.GetAI().MovementInform(_type, _pointId);
|
||||
if (creature != null && creature.GetAI() != null)
|
||||
creature.GetAI().MovementInform(_type, _pointId);
|
||||
}
|
||||
|
||||
public void Reset(Unit owner) { }
|
||||
|
||||
public MovementGeneratorType GetMovementGeneratorType() { return _type; }
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return _type; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,67 +23,96 @@ namespace Game.AI
|
||||
{
|
||||
public class HomeMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
|
||||
{
|
||||
public HomeMovementGenerator()
|
||||
{
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
SetTargetLocation(owner);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Deactivated);
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint diff)
|
||||
{
|
||||
_arrived = _skipToHome || owner.MoveSpline.Finalized();
|
||||
return !_arrived;
|
||||
if (HasFlag(MovementGeneratorFlags.Interrupted) || owner.MoveSpline.Finalized())
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
public override void DoDeactivate(T owner)
|
||||
{
|
||||
if (_arrived)
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner, bool active, bool movementInform)
|
||||
{
|
||||
if (!owner.IsCreature())
|
||||
return;
|
||||
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
owner.ClearUnitState(UnitState.RoamingMove | UnitState.Evade);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Evade);
|
||||
owner.SetWalk(true);
|
||||
owner.SetSpawnHealth();
|
||||
owner.LoadCreaturesAddon();
|
||||
owner.GetAI().JustReachedHome();
|
||||
owner.SetSpawnHealth();
|
||||
}
|
||||
}
|
||||
|
||||
void SetTargetLocation(T owner)
|
||||
{
|
||||
// if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
|
||||
{ // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
|
||||
_skipToHome = true;
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
return;
|
||||
}
|
||||
|
||||
owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade);
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
Position destination = owner.GetHomePosition();
|
||||
MoveSplineInit init = new(owner);
|
||||
float x, y, z, o;
|
||||
// at apply we can select more nice return points base at current movegen
|
||||
if (owner.GetMotionMaster().Empty() || !owner.GetMotionMaster().Top().GetResetPosition(owner, out x, out y, out z))
|
||||
{
|
||||
owner.GetHomePosition(out x, out y, out z, out o);
|
||||
init.SetFacing(o);
|
||||
}
|
||||
owner.UpdateAllowedPositionZ(x, y, ref z);
|
||||
init.MoveTo(x, y, z);
|
||||
/*
|
||||
* TODO: maybe this never worked, who knows, top is always this generator, so this code calls GetResetPosition on itself
|
||||
*
|
||||
* if (owner->GetMotionMaster()->empty() || !owner->GetMotionMaster()->top()->GetResetPosition(owner, x, y, z))
|
||||
* {
|
||||
* owner->GetHomePosition(x, y, z, o);
|
||||
* init.SetFacing(o);
|
||||
* }
|
||||
*/
|
||||
|
||||
owner.UpdateAllowedPositionZ(destination.posX, destination.posY, ref destination.posZ);
|
||||
init.MoveTo(destination);
|
||||
init.SetFacing(destination.GetOrientation());
|
||||
init.SetWalk(false);
|
||||
init.Launch();
|
||||
|
||||
_skipToHome = false;
|
||||
_arrived = false;
|
||||
|
||||
owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Home;
|
||||
}
|
||||
|
||||
bool _arrived;
|
||||
bool _skipToHome;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,62 +22,86 @@ using Framework.GameMath;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public interface IMovementGenerator
|
||||
public abstract class MovementGenerator
|
||||
{
|
||||
public void Finalize(Unit owner);
|
||||
public MovementGeneratorMode Mode;
|
||||
public MovementGeneratorPriority Priority;
|
||||
public MovementGeneratorFlags Flags;
|
||||
public UnitState BaseUnitState;
|
||||
|
||||
public void Initialize(Unit owner);
|
||||
// on top first update
|
||||
public virtual void Initialize(Unit owner) { }
|
||||
|
||||
public void Reset(Unit owner);
|
||||
// on top reassign
|
||||
public virtual void Reset(Unit owner) { }
|
||||
|
||||
public bool Update(Unit owner, uint time_diff);
|
||||
// on top on MotionMaster::Update
|
||||
public abstract bool Update(Unit owner, uint diff);
|
||||
|
||||
public MovementGeneratorType GetMovementGeneratorType();
|
||||
// on current top if another movement replaces
|
||||
public virtual void Deactivate(Unit owner) { }
|
||||
|
||||
public void UnitSpeedChanged() { }
|
||||
// on movement delete
|
||||
public virtual void Finalize(Unit owner, bool active, bool movementInform) { }
|
||||
|
||||
public void Pause(uint timer = 0) { }
|
||||
public abstract MovementGeneratorType GetMovementGeneratorType();
|
||||
|
||||
public void Resume(uint overrideTimer = 0) { }
|
||||
public virtual void UnitSpeedChanged() { }
|
||||
|
||||
// timer in ms
|
||||
public virtual void Pause(uint timer = 0) { }
|
||||
|
||||
// timer in ms
|
||||
public virtual void Resume(uint overrideTimer = 0) { }
|
||||
|
||||
// used by Evade code for select point to evade with expected restart default movement
|
||||
public bool GetResetPosition(Unit u, out float x, out float y, out float z)
|
||||
public virtual bool GetResetPosition(Unit u, out float x, out float y, out float z)
|
||||
{
|
||||
x = y = z = 0.0f;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void AddFlag(MovementGeneratorFlags flag) { Flags |= flag; }
|
||||
public bool HasFlag(MovementGeneratorFlags flag) { return (Flags & flag) != 0; }
|
||||
public void RemoveFlag(MovementGeneratorFlags flag) { Flags &= ~flag; }
|
||||
}
|
||||
|
||||
public abstract class MovementGeneratorMedium<T> : IMovementGenerator where T : Unit
|
||||
public abstract class MovementGeneratorMedium<T> : MovementGenerator where T : Unit
|
||||
{
|
||||
public virtual void Initialize(Unit owner)
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
DoInitialize((T)owner);
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public virtual void Finalize(Unit owner)
|
||||
{
|
||||
DoFinalize((T)owner);
|
||||
}
|
||||
|
||||
public virtual void Reset(Unit owner)
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
DoReset((T)owner);
|
||||
}
|
||||
|
||||
public virtual bool Update(Unit owner, uint diff)
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
return DoUpdate((T)owner, diff);
|
||||
}
|
||||
|
||||
public override void Deactivate(Unit owner)
|
||||
{
|
||||
DoDeactivate((T)owner);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
DoFinalize((T)owner, active, movementInform);
|
||||
}
|
||||
|
||||
public bool IsActive { get; set; }
|
||||
|
||||
public abstract void DoInitialize(T owner);
|
||||
public abstract void DoFinalize(T owner);
|
||||
public abstract void DoFinalize(T owner, bool active, bool movementInform);
|
||||
public abstract void DoReset(T owner);
|
||||
public abstract bool DoUpdate(T owner, uint diff);
|
||||
public abstract void DoDeactivate(T owner);
|
||||
|
||||
public virtual MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Max; }
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Max; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,31 +22,36 @@ namespace Game.Movement
|
||||
{
|
||||
public class PointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Unit
|
||||
{
|
||||
public PointMovementGenerator(uint id, float x, float y, float z, bool generatePath, float speed = 0.0f, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null, float? finalOrient = null)
|
||||
public PointMovementGenerator(uint id, float x, float y, float z, bool generatePath, float speed = 0.0f, float? finalOrient = null, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null)
|
||||
{
|
||||
_movementId = id;
|
||||
_destination = new Position(x, y, z);
|
||||
_speed = speed;
|
||||
_generatePath = generatePath;
|
||||
_finalOrient = finalOrient;
|
||||
_faceTarget = faceTarget;
|
||||
_spellEffectExtra = spellEffectExtraData;
|
||||
_generatePath = generatePath;
|
||||
_recalculateSpeed = false;
|
||||
_finalOrient = finalOrient;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
if (_movementId == EventId.ChargePrepath)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming);
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
return;
|
||||
}
|
||||
@@ -77,6 +82,8 @@ namespace Game.Movement
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
|
||||
owner.StopMoving();
|
||||
DoInitialize(owner);
|
||||
}
|
||||
@@ -87,19 +94,25 @@ namespace Game.Movement
|
||||
return false;
|
||||
|
||||
if (_movementId == EventId.ChargePrepath)
|
||||
return !owner.MoveSpline.Finalized();
|
||||
{
|
||||
if (owner.MoveSpline.Finalized())
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((_interrupt && owner.MoveSpline.Finalized()) || (_recalculateSpeed && !owner.MoveSpline.Finalized()))
|
||||
if ((HasFlag(MovementGeneratorFlags.Interrupted) && owner.MoveSpline.Finalized()) || (HasFlag(MovementGeneratorFlags.SpeedUpdatePending) && !owner.MoveSpline.Finalized()))
|
||||
{
|
||||
_recalculateSpeed = false;
|
||||
_interrupt = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted | MovementGeneratorFlags.SpeedUpdatePending);
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
@@ -115,14 +128,28 @@ namespace Game.Movement
|
||||
creature.SignalFormationMovement(_destination, _movementId);
|
||||
}
|
||||
|
||||
return !owner.MoveSpline.Finalized();
|
||||
if (owner.MoveSpline.Finalized())
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory);
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
public override void DoDeactivate(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
if (owner.MoveSpline.Finalized())
|
||||
public override void DoFinalize(T owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
@@ -135,11 +162,13 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public void UnitSpeedChanged()
|
||||
public override void UnitSpeedChanged()
|
||||
{
|
||||
_recalculateSpeed = true;
|
||||
AddFlag(MovementGeneratorFlags.SpeedUpdatePending);
|
||||
}
|
||||
|
||||
public uint GetId() { return _movementId; }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Point;
|
||||
@@ -148,29 +177,33 @@ namespace Game.Movement
|
||||
uint _movementId;
|
||||
Position _destination;
|
||||
float _speed;
|
||||
Unit _faceTarget;
|
||||
SpellEffectExtraData _spellEffectExtra;
|
||||
bool _generatePath;
|
||||
bool _recalculateSpeed;
|
||||
bool _interrupt;
|
||||
//! if set then unit will turn to specified _orient in provided _pos
|
||||
float? _finalOrient;
|
||||
Unit _faceTarget;
|
||||
SpellEffectExtraData _spellEffectExtra;
|
||||
}
|
||||
|
||||
public class AssistanceMovementGenerator : PointMovementGenerator<Creature>
|
||||
{
|
||||
public AssistanceMovementGenerator(float x, float y, float z) : base(0, x, y, z, true) { }
|
||||
public AssistanceMovementGenerator(uint id, float x, float y, float z) : base(id, x, y, z, true) { }
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
{
|
||||
Creature ownerCreature = owner.ToCreature();
|
||||
ownerCreature.SetNoCallAssistance(false);
|
||||
ownerCreature.CallAssistance();
|
||||
if (ownerCreature.IsAlive())
|
||||
ownerCreature.GetMotionMaster().MoveSeekAssistanceDistract(WorldConfig.GetUIntValue(WorldCfg.CreatureFamilyAssistanceDelay));
|
||||
}
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Assistance; }
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming);
|
||||
owner.StopMoving();
|
||||
owner.ToCreature().SetNoCallAssistance(false);
|
||||
owner.ToCreature().CallAssistance();
|
||||
if (owner.IsAlive())
|
||||
owner.GetMotionMaster().MoveSeekAssistanceDistract(WorldConfig.GetUIntValue(WorldCfg.CreatureFamilyAssistanceDelay));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,18 +24,26 @@ namespace Game.Movement
|
||||
{
|
||||
public class RandomMovementGenerator : MovementGeneratorMedium<Creature>
|
||||
{
|
||||
public RandomMovementGenerator(float spawn_dist = 0.0f)
|
||||
public RandomMovementGenerator(float spawnDist = 0.0f)
|
||||
{
|
||||
_timer = new TimeTracker();
|
||||
_wanderDistance = spawn_dist;
|
||||
_reference = new();
|
||||
_wanderDistance = spawnDist;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Creature owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming);
|
||||
_reference = owner.GetPosition();
|
||||
owner.StopMoving();
|
||||
|
||||
@@ -48,36 +56,52 @@ namespace Game.Movement
|
||||
|
||||
public override void DoReset(Creature owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Creature owner, uint diff)
|
||||
{
|
||||
if (!owner || !owner.IsAlive())
|
||||
return false;
|
||||
return true;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
_path = null;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
_interrupt = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted);
|
||||
|
||||
_timer.Update(diff);
|
||||
if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
|
||||
if ((HasFlag(MovementGeneratorFlags.SpeedUpdatePending) && !owner.MoveSpline.Finalized()) || (_timer.Passed() && owner.MoveSpline.Finalized()))
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory);
|
||||
SetRandomLocation(owner);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature owner)
|
||||
public override void DoDeactivate(Creature owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming);
|
||||
owner.StopMoving();
|
||||
owner.SetWalk(false);
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
owner.StopMoving();
|
||||
|
||||
// TODO: Research if this modification is needed, which most likely isnt
|
||||
owner.SetWalk(false);
|
||||
}
|
||||
}
|
||||
|
||||
void SetRandomLocation(Creature owner)
|
||||
@@ -87,14 +111,12 @@ namespace Game.Movement
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
_path = null;
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
Position position = new(_reference);
|
||||
float distance = RandomHelper.FRand(0.0f, 1.0f) * _wanderDistance;
|
||||
float angle = RandomHelper.FRand(0.0f, 1.0f) * MathF.PI * 2.0f;
|
||||
@@ -115,6 +137,8 @@ namespace Game.Movement
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
init.MovebyPath(_path.GetPath());
|
||||
init.SetWalk(true);
|
||||
@@ -125,6 +149,8 @@ namespace Game.Movement
|
||||
owner.SignalFormationMovement(position);
|
||||
}
|
||||
|
||||
public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Random;
|
||||
@@ -134,6 +160,5 @@ namespace Game.Movement
|
||||
TimeTracker _timer;
|
||||
Position _reference;
|
||||
float _wanderDistance;
|
||||
bool _interrupt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ using System.Collections.Generic;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class SplineChainMovementGenerator : IMovementGenerator
|
||||
public class SplineChainMovementGenerator : MovementGenerator
|
||||
{
|
||||
public SplineChainMovementGenerator(uint id, List<SplineChainLink> chain, bool walk = false)
|
||||
{
|
||||
@@ -31,117 +31,110 @@ namespace Game.Movement
|
||||
_chain = chain;
|
||||
_chainSize = (byte)chain.Count;
|
||||
_walk = walk;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public SplineChainMovementGenerator(SplineChainResumeInfo info)
|
||||
{
|
||||
_id = info.PointID;
|
||||
_chain = info.Chain;
|
||||
_chainSize = (byte)info.Chain.Count;
|
||||
_walk = info.IsWalkMode;
|
||||
finished = info.SplineIndex >= info.Chain.Count;
|
||||
_nextIndex = info.SplineIndex;
|
||||
_nextFirstWP = info.PointIndex;
|
||||
_msToNext = info.TimeToNext;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
if (info.SplineIndex >= info.Chain.Count)
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
uint SendPathSpline(Unit me, Span<Vector3> wp)
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
int numWp = wp.Length;
|
||||
Cypher.Assert(numWp > 1, "Every path must have source & destination");
|
||||
MoveSplineInit init = new(me);
|
||||
if (numWp > 2)
|
||||
init.MovebyPath(wp.ToArray());
|
||||
else
|
||||
init.MoveTo(wp[1], false, true);
|
||||
init.SetWalk(_walk);
|
||||
return (uint)init.Launch();
|
||||
}
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
void SendSplineFor(Unit me, int index, ref uint toNext)
|
||||
{
|
||||
Cypher.Assert(index < _chainSize);
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sending spline for {1}.", me.GetGUID().ToString(), index);
|
||||
|
||||
SplineChainLink thisLink = _chain[index];
|
||||
uint actualDuration = SendPathSpline(me, new Span<Vector3>(thisLink.Points.ToArray()));
|
||||
if (actualDuration != thisLink.ExpectedDuration)
|
||||
if (_chainSize == 0)
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms. Expected was {3} ms (delta {4} ms). Adjusting.", me.GetGUID().ToString(), index, actualDuration, thisLink.ExpectedDuration, actualDuration - thisLink.ExpectedDuration);
|
||||
toNext = (uint)(actualDuration / thisLink.ExpectedDuration * toNext);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms.", me.GetGUID().ToString(), index, actualDuration);
|
||||
}
|
||||
}
|
||||
|
||||
public void Initialize(Unit me)
|
||||
{
|
||||
if (_chainSize != 0)
|
||||
{
|
||||
if (_nextFirstWP != 0) // this is a resumed movegen that has to start with a partial spline
|
||||
{
|
||||
if (finished)
|
||||
return;
|
||||
SplineChainLink thisLink = _chain[_nextIndex];
|
||||
if (_nextFirstWP >= thisLink.Points.Count)
|
||||
{
|
||||
Log.outError(LogFilter.Movement, "{0}: Attempted to resume spline chain from invalid resume state ({1}, {2}).", me.GetGUID().ToString(), _nextIndex, _nextFirstWP);
|
||||
_nextFirstWP = (byte)(thisLink.Points.Count - 1);
|
||||
}
|
||||
Span<Vector3> span = thisLink.Points.ToArray();
|
||||
SendPathSpline(me, span[(_nextFirstWP - 1)..]);
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Resumed spline chain generator from resume state.", me.GetGUID().ToString());
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
_msToNext = 0;
|
||||
else if (_msToNext == 0)
|
||||
_msToNext = 1;
|
||||
_nextFirstWP = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
|
||||
SendSplineFor(me, _nextIndex, ref _msToNext);
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
_msToNext = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.outError(LogFilter.Movement, "SplineChainMovementGenerator.Initialize - empty spline chain passed for {0}.", me.GetGUID().ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public void Finalize(Unit me)
|
||||
{
|
||||
if (!finished)
|
||||
Log.outError(LogFilter.Movement, $"SplineChainMovementGenerator::Initialize: couldn't initialize generator, referenced spline is empty! ({owner.GetGUID()})");
|
||||
return;
|
||||
}
|
||||
|
||||
Creature cMe = me.ToCreature();
|
||||
if (cMe && cMe.IsAIEnabled)
|
||||
cMe.GetAI().MovementInform(MovementGeneratorType.SplineChain, _id);
|
||||
if (_nextFirstWP != 0) // this is a resumed movegen that has to start with a partial spline
|
||||
{
|
||||
|
||||
if (HasFlag(MovementGeneratorFlags.Finalized))
|
||||
return;
|
||||
|
||||
SplineChainLink thisLink = _chain[_nextIndex];
|
||||
if (_nextFirstWP >= thisLink.Points.Count)
|
||||
{
|
||||
Log.outError(LogFilter.Movement, $"SplineChainMovementGenerator::Initialize: attempted to resume spline chain from invalid resume state, _nextFirstWP >= path size (_nextIndex: {_nextIndex}, _nextFirstWP: {_nextFirstWP}). ({owner.GetGUID()})");
|
||||
_nextFirstWP = (byte)(thisLink.Points.Count - 1);
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
Span<Vector3> partial = thisLink.Points.ToArray();
|
||||
SendPathSpline(owner, partial[(_nextFirstWP - 1)..]);
|
||||
|
||||
Log.outDebug(LogFilter.Movement, $"SplineChainMovementGenerator::Initialize: resumed spline chain generator from resume state. ({owner.GetGUID()})");
|
||||
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
_msToNext = 0;
|
||||
else if (_msToNext == 0)
|
||||
_msToNext = 1;
|
||||
_nextFirstWP = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
|
||||
SendSplineFor(owner, _nextIndex, ref _msToNext);
|
||||
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
_msToNext = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Update(Unit me, uint diff)
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
if (finished)
|
||||
RemoveFlag(MovementGeneratorFlags.Deactivated);
|
||||
|
||||
owner.StopMoving();
|
||||
Initialize(owner);
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
if (owner == null || HasFlag(MovementGeneratorFlags.Finalized))
|
||||
return false;
|
||||
|
||||
// _msToNext being zero here means we're on the final spline
|
||||
if (_msToNext == 0)
|
||||
{
|
||||
finished = me.MoveSpline.Finalized();
|
||||
return !finished;
|
||||
if (owner.MoveSpline.Finalized())
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_msToNext <= diff)
|
||||
{
|
||||
// Send next spline
|
||||
Log.outDebug(LogFilter.Movement, "{0}: Should send spline {1} ({2} ms late).", me.GetGUID().ToString(), _nextIndex, diff - _msToNext);
|
||||
Log.outDebug(LogFilter.Movement, $"SplineChainMovementGenerator::Update: sending spline on index {_nextIndex} ({diff - _msToNext} ms late). ({owner.GetGUID()})");
|
||||
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
|
||||
SendSplineFor(me, _nextIndex, ref _msToNext);
|
||||
SendSplineFor(owner, _nextIndex, ref _msToNext);
|
||||
++_nextIndex;
|
||||
if (_nextIndex >= _chainSize)
|
||||
{
|
||||
@@ -152,32 +145,87 @@ namespace Game.Movement
|
||||
}
|
||||
else
|
||||
_msToNext -= diff;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
SplineChainResumeInfo GetResumeInfo(Unit me)
|
||||
public override void Deactivate(Unit owner)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
|
||||
if (active)
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
{
|
||||
Creature ownerCreature = owner.ToCreature();
|
||||
if (ownerCreature != null && ownerCreature.IsAIEnabled)
|
||||
ownerCreature.GetAI().MovementInform(MovementGeneratorType.SplineChain, _id);
|
||||
}
|
||||
}
|
||||
|
||||
uint SendPathSpline(Unit owner, Span<Vector3> path)
|
||||
{
|
||||
int nodeCount = path.Length;
|
||||
Cypher.Assert(nodeCount > 1, $"SplineChainMovementGenerator::SendPathSpline: Every path must have source & destination (size > 1)! ({owner.GetGUID()})");
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
if (nodeCount > 2)
|
||||
init.MovebyPath(path.ToArray());
|
||||
else
|
||||
init.MoveTo(path[1], false, true);
|
||||
init.SetWalk(_walk);
|
||||
return (uint)init.Launch();
|
||||
}
|
||||
|
||||
void SendSplineFor(Unit owner, int index, ref uint duration)
|
||||
{
|
||||
Cypher.Assert(index < _chainSize, $"SplineChainMovementGenerator::SendSplineFor: referenced index ({index}) higher than path size ({_chainSize})!");
|
||||
Log.outDebug(LogFilter.Movement, $"SplineChainMovementGenerator::SendSplineFor: sending spline on index: {index}. ({owner.GetGUID()})");
|
||||
|
||||
SplineChainLink thisLink = _chain[index];
|
||||
uint actualDuration = SendPathSpline(owner, new Span<Vector3>(thisLink.Points.ToArray()));
|
||||
if (actualDuration != thisLink.ExpectedDuration)
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, $"SplineChainMovementGenerator::SendSplineFor: sent spline on index: {index}, duration: {actualDuration} ms. Expected duration: {thisLink.ExpectedDuration} ms (delta {actualDuration - thisLink.ExpectedDuration} ms). Adjusting. ({owner.GetGUID()})");
|
||||
duration = (uint)((double)actualDuration / (double)thisLink.ExpectedDuration * duration);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.outDebug(LogFilter.Movement, $"SplineChainMovementGenerator::SendSplineFor: sent spline on index {index}, duration: {actualDuration} ms. ({owner.GetGUID()})");
|
||||
}
|
||||
}
|
||||
|
||||
SplineChainResumeInfo GetResumeInfo(Unit owner)
|
||||
{
|
||||
if (_nextIndex == 0)
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, 0, 0, _msToNext);
|
||||
if (me.MoveSpline.Finalized())
|
||||
|
||||
if (owner.MoveSpline.Finalized())
|
||||
{
|
||||
if (_nextIndex < _chainSize)
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, _nextIndex, 0, 1u);
|
||||
else
|
||||
return new SplineChainResumeInfo();
|
||||
}
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)(me.MoveSpline.CurrentSplineIdx()), _msToNext);
|
||||
|
||||
return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)owner.MoveSpline.CurrentSplineIdx(), _msToNext);
|
||||
}
|
||||
|
||||
public void Reset(Unit owner) { }
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.SplineChain; }
|
||||
|
||||
public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.SplineChain; }
|
||||
public uint GetId() { return _id; }
|
||||
|
||||
uint _id;
|
||||
uint _id;
|
||||
List<SplineChainLink> _chain = new();
|
||||
byte _chainSize;
|
||||
bool _walk;
|
||||
bool finished;
|
||||
byte _nextIndex;
|
||||
byte _nextFirstWP; // only used for resuming
|
||||
uint _msToNext;
|
||||
|
||||
@@ -30,60 +30,211 @@ namespace Game.Movement
|
||||
_pathId = pathId;
|
||||
_repeating = repeating;
|
||||
_loadedFromDB = true;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public WaypointMovementGenerator(WaypointPath path, bool repeating = true)
|
||||
{
|
||||
_nextMoveTime = new TimeTrackerSmall(0);
|
||||
_repeating = repeating;
|
||||
_repeating = repeating;
|
||||
_path = path;
|
||||
|
||||
Mode = MovementGeneratorMode.Default;
|
||||
Priority = MovementGeneratorPriority.Normal;
|
||||
Flags = MovementGeneratorFlags.InitializationPending;
|
||||
BaseUnitState = UnitState.Roaming;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Creature creature)
|
||||
public override void Pause(uint timer = 0)
|
||||
{
|
||||
_done = false;
|
||||
if (timer != 0)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.TimedPaused);
|
||||
_nextMoveTime.Reset((int)timer);
|
||||
RemoveFlag(MovementGeneratorFlags.Paused);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Paused);
|
||||
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
|
||||
RemoveFlag(MovementGeneratorFlags.TimedPaused);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Resume(uint overrideTimer = 0)
|
||||
{
|
||||
if (overrideTimer != 0)
|
||||
_nextMoveTime.Reset((int)overrideTimer);
|
||||
|
||||
if (_nextMoveTime.Passed())
|
||||
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
|
||||
|
||||
RemoveFlag(MovementGeneratorFlags.Paused);
|
||||
}
|
||||
|
||||
public override bool GetResetPosition(Unit owner, out float x, out float y, out float z)
|
||||
{
|
||||
x = y = z = 0;
|
||||
|
||||
// prevent a crash at empty waypoint path.
|
||||
if (_path == null || _path.nodes.Empty())
|
||||
return false;
|
||||
|
||||
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator::GetResetPosition: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
|
||||
WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
|
||||
|
||||
x = waypoint.x;
|
||||
y = waypoint.y;
|
||||
z = waypoint.z;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Creature owner)
|
||||
{
|
||||
RemoveFlag(MovementGeneratorFlags.InitializationPending);
|
||||
|
||||
if (_loadedFromDB)
|
||||
{
|
||||
if (_pathId == 0)
|
||||
_pathId = creature.GetWaypointPath();
|
||||
_pathId = owner.GetWaypointPath();
|
||||
|
||||
_path = Global.WaypointMgr.GetPath(_pathId);
|
||||
}
|
||||
|
||||
if (_path == null)
|
||||
{
|
||||
// No path id found for entry
|
||||
Log.outError(LogFilter.Sql, $"WaypointMovementGenerator.DoInitialize: creature {creature.GetName()} ({creature.GetGUID()} DB GUID: {creature.GetSpawnId()}) doesn't have waypoint path id: {_pathId}");
|
||||
Log.outError(LogFilter.Sql, $"WaypointMovementGenerator::DoInitialize: couldn't load path for creature ({owner.GetGUID()}) (_pathId: {_pathId})");
|
||||
return;
|
||||
}
|
||||
|
||||
owner.StopMoving();
|
||||
|
||||
_nextMoveTime.Reset(1000);
|
||||
|
||||
// inform AI
|
||||
if (creature.IsAIEnabled)
|
||||
creature.GetAI().WaypointPathStarted(_path.id);
|
||||
if (owner.IsAIEnabled)
|
||||
owner.GetAI().WaypointPathStarted(_path.id);
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature creature)
|
||||
public override void DoReset(Creature owner)
|
||||
{
|
||||
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
creature.SetWalk(false);
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
|
||||
|
||||
owner.StopMoving();
|
||||
|
||||
if (!HasFlag(MovementGeneratorFlags.Finalized) && _nextMoveTime.Passed())
|
||||
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
|
||||
}
|
||||
|
||||
public override void DoReset(Creature creature)
|
||||
public override bool DoUpdate(Creature owner, uint diff)
|
||||
{
|
||||
if (!_done && _nextMoveTime.Passed() && CanMove(creature))
|
||||
StartMove(creature);
|
||||
else if (_done)
|
||||
if (!owner || !owner.IsAlive())
|
||||
return true;
|
||||
|
||||
if (HasFlag(MovementGeneratorFlags.Finalized | MovementGeneratorFlags.Paused) || _path == null || _path.nodes.Empty())
|
||||
return true;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
// mimic IdleMovementGenerator
|
||||
if (!creature.IsStopped())
|
||||
creature.StopMoving();
|
||||
AddFlag(MovementGeneratorFlags.Interrupted);
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (HasFlag(MovementGeneratorFlags.Interrupted))
|
||||
{
|
||||
/*
|
||||
* relaunch only if
|
||||
* - has a tiner? -> was it interrupted while not waiting aka moving? need to check both:
|
||||
* -> has a timer - is it because its waiting to start next node?
|
||||
* -> has a timer - is it because something set it while moving (like timed pause)?
|
||||
*
|
||||
* - doesnt have a timer? -> is movement valid?
|
||||
*
|
||||
* TODO: ((_nextMoveTime.Passed() && VALID_MOVEMENT) || (!_nextMoveTime.Passed() && !HasFlag(MOVEMENTGENERATOR_FLAG_INFORM_ENABLED)))
|
||||
*/
|
||||
if (HasFlag(MovementGeneratorFlags.Initialized) && (_nextMoveTime.Passed() || !HasFlag(MovementGeneratorFlags.InformEnabled)))
|
||||
{
|
||||
StartMove(owner, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
RemoveFlag(MovementGeneratorFlags.Interrupted);
|
||||
}
|
||||
|
||||
// if it's moving
|
||||
if (!owner.MoveSpline.Finalized())
|
||||
{
|
||||
// set home position at place (every MotionMaster::UpdateMotion)
|
||||
if (owner.GetTransGUID().IsEmpty())
|
||||
owner.SetHomePosition(owner.GetPosition());
|
||||
|
||||
// relaunch movement if its speed has changed
|
||||
if (HasFlag(MovementGeneratorFlags.SpeedUpdatePending))
|
||||
StartMove(owner, true);
|
||||
}
|
||||
else if (!_nextMoveTime.Passed()) // it's not moving, is there a timer?
|
||||
{
|
||||
if (UpdateTimer(diff))
|
||||
{
|
||||
if (!HasFlag(MovementGeneratorFlags.Initialized)) // initial movement call
|
||||
{
|
||||
StartMove(owner);
|
||||
return true;
|
||||
}
|
||||
else if (!HasFlag(MovementGeneratorFlags.InformEnabled)) // timer set before node was reached, resume now
|
||||
{
|
||||
StartMove(owner, true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
return true; // keep waiting
|
||||
}
|
||||
else // not moving, no timer
|
||||
{
|
||||
if (HasFlag(MovementGeneratorFlags.Initialized) && !HasFlag(MovementGeneratorFlags.InformEnabled))
|
||||
{
|
||||
OnArrived(owner); // hooks and wait timer reset (if necessary)
|
||||
AddFlag(MovementGeneratorFlags.InformEnabled); // signals to future StartMove that it reached a node
|
||||
}
|
||||
|
||||
if (_nextMoveTime.Passed()) // OnArrived might have set a timer
|
||||
StartMove(owner); // check path status, get next point and move if necessary & can
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoDeactivate(Creature owner)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Deactivated);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature owner, bool active, bool movementInform)
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
if (active)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
|
||||
// TODO: Research if this modification is needed, which most likely isnt
|
||||
owner.SetWalk(false);
|
||||
}
|
||||
}
|
||||
|
||||
void OnArrived(Creature creature)
|
||||
void MovementInform(Creature owner)
|
||||
{
|
||||
if (owner.IsAIEnabled)
|
||||
owner.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
|
||||
}
|
||||
|
||||
void OnArrived(Creature owner)
|
||||
{
|
||||
if (_path == null || _path.nodes.Empty())
|
||||
return;
|
||||
@@ -92,103 +243,106 @@ namespace Game.Movement
|
||||
WaypointNode waypoint = _path.nodes.ElementAt((int)_currentNode);
|
||||
if (waypoint.delay != 0)
|
||||
{
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
_nextMoveTime.Reset((int)waypoint.delay);
|
||||
}
|
||||
|
||||
if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
|
||||
{
|
||||
Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {creature.GetGUID()}.");
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
|
||||
Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {owner.GetGUID()}.");
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
owner.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, owner, null);
|
||||
}
|
||||
|
||||
// inform AI
|
||||
if (creature.IsAIEnabled)
|
||||
if (owner.IsAIEnabled)
|
||||
{
|
||||
creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
|
||||
creature.GetAI().WaypointReached(waypoint.id, _path.id);
|
||||
owner.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
|
||||
owner.GetAI().WaypointReached(waypoint.id, _path.id);
|
||||
}
|
||||
|
||||
creature.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
|
||||
owner.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
|
||||
}
|
||||
|
||||
void StartMove(Creature creature, bool relaunch = false)
|
||||
void StartMove(Creature owner, bool relaunch = false)
|
||||
{
|
||||
// sanity checks
|
||||
if (creature == null || !creature.IsAlive() || _done || _path == null || _path.nodes.Empty() || (relaunch && _isArrivalDone))
|
||||
if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || _path == null || _path.nodes.Empty() || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized))))
|
||||
return;
|
||||
|
||||
if (!relaunch) // on relaunch, can avoid this since its only called on valid movement
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || (owner.IsFormationLeader() && !owner.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation
|
||||
{
|
||||
if (!CanMove(creature) || (creature.IsFormationLeader() && !creature.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation
|
||||
{
|
||||
_nextMoveTime.Reset(1000); // delay 1s
|
||||
return;
|
||||
}
|
||||
_nextMoveTime.Reset(1000); // delay 1s
|
||||
return;
|
||||
}
|
||||
|
||||
bool transportPath = creature.GetTransport() != null;
|
||||
bool transportPath = !owner.GetTransGUID().IsEmpty();
|
||||
|
||||
if (_isArrivalDone)
|
||||
if (HasFlag(MovementGeneratorFlags.InformEnabled) && HasFlag(MovementGeneratorFlags.Initialized))
|
||||
{
|
||||
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
|
||||
WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode);
|
||||
if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint
|
||||
if (ComputeNextNode())
|
||||
{
|
||||
float x = lastWaypoint.x;
|
||||
float y = lastWaypoint.y;
|
||||
float z = lastWaypoint.z;
|
||||
float o = creature.GetOrientation();
|
||||
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
|
||||
// inform AI
|
||||
if (owner.IsAIEnabled)
|
||||
owner.GetAI().WaypointStarted(_path.nodes[_currentNode].id, _path.id);
|
||||
}
|
||||
else
|
||||
{
|
||||
WaypointNode currentWaypoint = _path.nodes[_currentNode];
|
||||
float x = currentWaypoint.x;
|
||||
float y = currentWaypoint.y;
|
||||
float z = currentWaypoint.z;
|
||||
float o = owner.GetOrientation();
|
||||
|
||||
if (!transportPath)
|
||||
creature.SetHomePosition(x, y, z, o);
|
||||
owner.SetHomePosition(x, y, z, o);
|
||||
else
|
||||
{
|
||||
Transport trans = creature.GetTransport();
|
||||
Transport trans = owner.GetTransport();
|
||||
if (trans)
|
||||
{
|
||||
o -= trans.GetOrientation();
|
||||
creature.SetTransportHomePosition(x, y, z, o);
|
||||
owner.SetTransportHomePosition(x, y, z, o);
|
||||
trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
|
||||
creature.SetHomePosition(x, y, z, o);
|
||||
owner.SetHomePosition(x, y, z, o);
|
||||
}
|
||||
else
|
||||
transportPath = false;
|
||||
// else if (vehicle) - this should never happen, vehicle offsets are const
|
||||
}
|
||||
_done = true;
|
||||
creature.UpdateCurrentWaypointInfo(0, 0);
|
||||
|
||||
AddFlag(MovementGeneratorFlags.Finalized);
|
||||
owner.UpdateCurrentWaypointInfo(0, 0);
|
||||
|
||||
// inform AI
|
||||
if (creature.IsAIEnabled)
|
||||
creature.GetAI().WaypointPathEnded(lastWaypoint.id, _path.id);
|
||||
if (owner.IsAIEnabled)
|
||||
owner.GetAI().WaypointPathEnded(currentWaypoint.id, _path.id);
|
||||
return;
|
||||
}
|
||||
|
||||
_currentNode = (_currentNode + 1) % _path.nodes.Count;
|
||||
}
|
||||
else if (!HasFlag(MovementGeneratorFlags.Initialized))
|
||||
{
|
||||
AddFlag(MovementGeneratorFlags.Initialized);
|
||||
|
||||
// inform AI
|
||||
if (creature.IsAIEnabled)
|
||||
creature.GetAI().WaypointStarted(lastWaypoint.id, _path.id);
|
||||
if (owner.IsAIEnabled)
|
||||
owner.GetAI().WaypointStarted(_path.nodes[_currentNode].id, _path.id);
|
||||
}
|
||||
|
||||
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
|
||||
WaypointNode waypoint = _path.nodes[_currentNode];
|
||||
Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f);
|
||||
|
||||
_isArrivalDone = false;
|
||||
_recalculateSpeed = false;
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
|
||||
|
||||
creature.AddUnitState(UnitState.RoamingMove);
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new(creature);
|
||||
MoveSplineInit init = new(owner);
|
||||
|
||||
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
|
||||
if (transportPath)
|
||||
{
|
||||
init.DisableTransportPathTransformations();
|
||||
ITransport trans = creature.GetDirectTransport();
|
||||
ITransport trans = owner.GetDirectTransport();
|
||||
if (trans != null)
|
||||
{
|
||||
float orientation = formationDest.GetOrientation();
|
||||
@@ -224,113 +378,37 @@ namespace Game.Movement
|
||||
init.Launch();
|
||||
|
||||
// inform formation
|
||||
creature.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0));
|
||||
owner.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0));
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Creature creature, uint diff)
|
||||
bool ComputeNextNode()
|
||||
{
|
||||
if (!creature || !creature.IsAlive())
|
||||
return true;
|
||||
|
||||
if (_done || _path == null || _path.nodes.Empty())
|
||||
return true;
|
||||
|
||||
if (_stalled || creature.HasUnitState(UnitState.NotMove) || creature.IsMovementPreventedByCasting())
|
||||
{
|
||||
creature.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
// if it's moving
|
||||
if (!creature.MoveSpline.Finalized())
|
||||
{
|
||||
// set home position at place (every MotionMaster::UpdateMotion)
|
||||
if (creature.GetTransGUID().IsEmpty())
|
||||
creature.SetHomePosition(creature.GetPosition());
|
||||
|
||||
// relaunch movement if its speed has changed
|
||||
if (_recalculateSpeed)
|
||||
StartMove(creature, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// check if there is a wait time for the next movement
|
||||
if (!_nextMoveTime.Passed())
|
||||
{
|
||||
// update timer since it's not moving
|
||||
_nextMoveTime.Update((int)diff);
|
||||
if (_nextMoveTime.Passed())
|
||||
{
|
||||
_nextMoveTime.Reset(0);
|
||||
StartMove(creature); // check path status, get next point and move if necessary & can
|
||||
}
|
||||
}
|
||||
else // if it's not moving and there is no timer, assume node is reached
|
||||
{
|
||||
OnArrived(creature); // hooks and wait timer reset (if necessary)
|
||||
_isArrivalDone = true; // signals to future StartMove that it reached a node
|
||||
|
||||
if (_nextMoveTime.Passed())
|
||||
StartMove(creature); // check path status, get next point and move if necessary & can
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MovementInform(Creature creature)
|
||||
{
|
||||
if (creature.IsAIEnabled)
|
||||
creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
|
||||
}
|
||||
|
||||
public bool GetResetPosition(Unit u, out float x, out float y, out float z)
|
||||
{
|
||||
x = y = z = 0;
|
||||
// prevent a crash at empty waypoint path.
|
||||
// prevent a crash at empty waypoint path.
|
||||
if (_path == null || _path.nodes.Empty())
|
||||
if ((_currentNode == _path.nodes.Count - 1) && !_repeating)
|
||||
return false;
|
||||
|
||||
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.GetResetPos: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
|
||||
WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
|
||||
|
||||
x = waypoint.x;
|
||||
y = waypoint.y;
|
||||
z = waypoint.z;
|
||||
_currentNode = (_currentNode + 1) % _path.nodes.Count;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Pause(uint timer = 0)
|
||||
bool UpdateTimer(uint diff)
|
||||
{
|
||||
_stalled = timer == 0;
|
||||
_nextMoveTime.Reset(timer != 0 ? (int)timer : 1);
|
||||
}
|
||||
|
||||
public void Resume(uint overrideTimer = 0)
|
||||
{
|
||||
_stalled = false;
|
||||
if (overrideTimer != 0)
|
||||
_nextMoveTime.Reset((int)overrideTimer);
|
||||
}
|
||||
|
||||
static bool CanMove(Creature creature)
|
||||
{
|
||||
return !creature.HasUnitState(UnitState.NotMove) && !creature.IsMovementPreventedByCasting();
|
||||
_nextMoveTime.Update((int)diff);
|
||||
if (_nextMoveTime.Passed())
|
||||
{
|
||||
_nextMoveTime.Reset(0);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
|
||||
|
||||
public void UnitSpeedChanged() { _recalculateSpeed = true; }
|
||||
public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
|
||||
|
||||
TimeTrackerSmall _nextMoveTime;
|
||||
bool _recalculateSpeed;
|
||||
bool _isArrivalDone;
|
||||
uint _pathId;
|
||||
bool _repeating;
|
||||
bool _loadedFromDB;
|
||||
bool _stalled;
|
||||
bool _done;
|
||||
|
||||
WaypointPath _path;
|
||||
int _currentNode;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -2439,8 +2439,6 @@ namespace Game.Spells
|
||||
[AuraEffectHandler(AuraType.ModPossessPet)]
|
||||
void HandleModPossessPet(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
|
||||
{
|
||||
// Used by spell "Eyes of the Beast"
|
||||
|
||||
if (!mode.HasAnyFlag(AuraEffectHandleModes.Real))
|
||||
return;
|
||||
|
||||
@@ -2459,9 +2457,6 @@ namespace Game.Spells
|
||||
if (caster.ToPlayer().GetPet() != pet)
|
||||
return;
|
||||
|
||||
// Must clear current motion or pet leashes back to owner after a few yards
|
||||
// when under spell 'Eyes of the Beast'
|
||||
pet.GetMotionMaster().Clear();
|
||||
pet.SetCharmedBy(caster, CharmType.Possess, aurApp);
|
||||
}
|
||||
else
|
||||
@@ -2475,13 +2470,9 @@ namespace Game.Spells
|
||||
// Reinitialize the pet bar or it will appear greyed out
|
||||
caster.ToPlayer().PetSpellInitialize();
|
||||
|
||||
// Follow owner only if not fighting or owner didn't click "stay" at new location
|
||||
// This may be confusing because pet bar shows "stay" when under the spell but it retains
|
||||
// the "follow" flag. Player MUST click "stay" while under the spell.
|
||||
// TODO: remove this
|
||||
if (pet.GetVictim() == null && !pet.GetCharmInfo().HasCommandState(CommandStates.Stay))
|
||||
{
|
||||
pet.GetMotionMaster().MoveFollow(caster, SharedConst.PetFollowDist, pet.GetFollowAngle());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1922,11 +1922,7 @@ namespace Game.Spells
|
||||
if (unitTarget.HasUnitState(UnitState.Confused | UnitState.Stunned | UnitState.Fleeing))
|
||||
return;
|
||||
|
||||
if (unitTarget.IsTypeId(TypeId.Unit))
|
||||
unitTarget.GetMotionMaster().MoveDistract((uint)(damage * Time.InMilliseconds));
|
||||
|
||||
unitTarget.StopMoving();
|
||||
unitTarget.SetFacingTo(unitTarget.GetAbsoluteAngle(destTarget));
|
||||
unitTarget.GetMotionMaster().MoveDistract((uint)(damage * Time.InMilliseconds), unitTarget.GetAbsoluteAngle(destTarget));
|
||||
}
|
||||
|
||||
[SpellEffectHandler(SpellEffectName.Pickpocket)]
|
||||
|
||||
@@ -96,7 +96,7 @@ namespace Scripts.Pets
|
||||
float x = me.GetPositionX() + 20 * (float)Math.Cos(me.GetOrientation());
|
||||
float y = me.GetPositionY() + 20 * (float)Math.Sin(me.GetOrientation());
|
||||
float z = me.GetPositionZ() + 40;
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().Clear();
|
||||
me.GetMotionMaster().MovePoint(0, x, y, z);
|
||||
|
||||
// Despawn as soon as possible
|
||||
|
||||
@@ -189,8 +189,8 @@ namespace Scripts.Pets
|
||||
me.CombatStop(true);
|
||||
if (owner && !me.HasUnitState(UnitState.Follow))
|
||||
{
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle(), MovementSlot.Active);
|
||||
me.GetMotionMaster().Clear();
|
||||
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -186,13 +186,13 @@ namespace Scripts.World.EmeraldDragons
|
||||
if (target)
|
||||
{
|
||||
_roamTimer = RandomHelper.URand(15000, 30000);
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().Clear();
|
||||
me.GetMotionMaster().MoveChase(target, 0.2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_roamTimer = 2500;
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().Clear();
|
||||
me.GetMotionMaster().MoveRandom(25.0f);
|
||||
}
|
||||
// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
|
||||
|
||||
@@ -2323,7 +2323,7 @@ namespace Scripts.World.NpcSpecial
|
||||
init.DisableTransportPathTransformations();
|
||||
init.MoveTo(x, y, z, false);
|
||||
init.SetFacing(o);
|
||||
who.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementSlot.Controlled);
|
||||
who.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementGeneratorPriority.Highest);
|
||||
who.m_Events.AddEvent(new CastFoodSpell(who, SpellIds.ChairSpells[who.GetEntry()]), who.m_Events.CalculateTime(1000));
|
||||
Creature creature = who.ToCreature();
|
||||
if (creature)
|
||||
|
||||
Reference in New Issue
Block a user