Core/Formations: update codestyle and fix crash
Port From (https://github.com/TrinityCore/TrinityCore/commit/861cf261c5dfc29d6980908ec36ebe7aad68a462)
This commit is contained in:
@@ -13,7 +13,8 @@
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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using System;
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namespace Framework.Constants
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{
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@@ -365,6 +366,7 @@ namespace Framework.Constants
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Other
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}
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[Flags]
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public enum GroupAIFlags
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{
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None = 0, // No creature group behavior
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@@ -800,7 +800,7 @@ namespace Game.Chat
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ulong lowguid = creature.GetSpawnId();
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if (creature.GetFormation() != null)
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{
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handler.SendSysMessage("Selected creature is already member of group {0}", creature.GetFormation().GetId());
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handler.SendSysMessage("Selected creature is already member of group {0}", creature.GetFormation().GetLeaderSpawnId());
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return false;
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}
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@@ -808,21 +808,18 @@ namespace Game.Chat
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return false;
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Player chr = handler.GetSession().GetPlayer();
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FormationInfo group_member = new();
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group_member.follow_angle = (creature.GetAngle(chr) - chr.GetOrientation()) * 180 / MathFunctions.PI;
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group_member.follow_dist = (float)Math.Sqrt(Math.Pow(chr.GetPositionX() - creature.GetPositionX(), 2) + Math.Pow(chr.GetPositionY() - creature.GetPositionY(), 2));
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group_member.leaderGUID = leaderGUID;
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group_member.groupAI = 0;
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FormationMgr.CreatureGroupMap[lowguid] = group_member;
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float followAngle = (creature.GetAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
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float followDist = MathF.Sqrt(MathF.Pow(chr.GetPositionX() - creature.GetPositionX(), 2f) + MathF.Pow(chr.GetPositionY() - creature.GetPositionY(), 2f));
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uint groupAI = 0;
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FormationMgr.AddFormationMember(lowguid, followAngle, followDist, leaderGUID, groupAI);
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creature.SearchFormation();
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PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.INS_CREATURE_FORMATION);
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stmt.AddValue(0, leaderGUID);
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stmt.AddValue(1, lowguid);
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stmt.AddValue(2, group_member.follow_dist);
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stmt.AddValue(3, group_member.follow_angle);
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stmt.AddValue(4, group_member.groupAI);
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stmt.AddValue(2, followAngle);
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stmt.AddValue(3, followDist);
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stmt.AddValue(4, groupAI);
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DB.World.Execute(stmt);
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@@ -125,9 +125,9 @@ namespace Game.Entities
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if (lowguid == 0)
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return;
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var frmdata = FormationMgr.CreatureGroupMap.LookupByKey(lowguid);
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if (frmdata != null)
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FormationMgr.AddCreatureToGroup(frmdata.leaderGUID, this);
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var formationInfo = FormationMgr.GetFormationInfo(lowguid);
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if (formationInfo != null)
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FormationMgr.AddCreatureToGroup(formationInfo.LeaderSpawnId, this);
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}
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public bool IsFormationLeader()
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@@ -784,17 +784,18 @@ namespace Game.Entities
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void InitializeMovementAI()
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{
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if (m_formation == null)
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GetMotionMaster().Initialize();
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else if (m_formation.GetLeader() == this)
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if (m_formation != null)
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{
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m_formation.FormationReset(false);
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GetMotionMaster().Initialize();
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if (m_formation.GetLeader() == this)
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m_formation.FormationReset(false);
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else if (m_formation.IsFormed())
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{
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GetMotionMaster().MoveIdle(); //wait the order of leader
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return;
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}
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}
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else if (m_formation.IsFormed())
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GetMotionMaster().MoveIdle(); //wait the order of leader
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else
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GetMotionMaster().Initialize();
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GetMotionMaster().Initialize();
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}
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public static Creature CreateCreature(uint entry, Map map, Position pos, uint vehId = 0)
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@@ -20,48 +20,60 @@ using Game.Maps;
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using System;
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using System.Collections.Generic;
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using Framework.Constants;
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using System.Linq;
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namespace Game.Entities
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{
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public class FormationMgr
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{
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public static void AddCreatureToGroup(ulong leaderGuid, Creature member)
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static Dictionary<ulong, FormationInfo> _creatureGroupMap = new();
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public static void AddCreatureToGroup(ulong leaderSpawnId, Creature creature)
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{
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Map map = member.GetMap();
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if (!map)
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return;
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Map map = creature.GetMap();
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var creatureGroup = map.CreatureGroupHolder.LookupByKey(leaderGuid);
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//Add member to an existing group
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var creatureGroup = map.CreatureGroupHolder.LookupByKey(leaderSpawnId);
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if (creatureGroup != null)
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{
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Log.outDebug(LogFilter.Unit, "Group found: {0}, inserting creature GUID: {1}, Group InstanceID {2}", leaderGuid, member.GetGUID().ToString(), member.GetInstanceId());
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creatureGroup.AddMember(member);
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//Add member to an existing group
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Log.outDebug(LogFilter.Unit, "Group found: {0}, inserting creature GUID: {1}, Group InstanceID {2}", leaderSpawnId, creature.GetGUID().ToString(), creature.GetInstanceId());
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// With dynamic spawn the creature may have just respawned
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// we need to find previous instance of creature and delete it from the formation, as it'll be invalidated
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var bounds = map.GetCreatureBySpawnIdStore().LookupByKey(creature.GetSpawnId());
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foreach (var other in bounds)
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{
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if (other == creature)
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continue;
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if (creatureGroup.HasMember(other))
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creatureGroup.RemoveMember(other);
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}
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creatureGroup.AddMember(creature);
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}
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//Create new group
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else
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{
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Log.outDebug(LogFilter.Unit, "Group not found: {0}. Creating new group.", leaderGuid);
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CreatureGroup group = new(leaderGuid);
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map.CreatureGroupHolder[leaderGuid] = group;
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group.AddMember(member);
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//Create new group
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Log.outDebug(LogFilter.Unit, "Group not found: {0}. Creating new group.", leaderSpawnId);
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CreatureGroup group = new(leaderSpawnId);
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map.CreatureGroupHolder[leaderSpawnId] = group;
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group.AddMember(creature);
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}
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}
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public static void RemoveCreatureFromGroup(CreatureGroup group, Creature member)
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{
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Log.outDebug(LogFilter.Unit, "Deleting member GUID: {0} from group {1}", group.GetId(), member.GetSpawnId());
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Log.outDebug(LogFilter.Unit, "Deleting member GUID: {0} from group {1}", group.GetLeaderSpawnId(), member.GetSpawnId());
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group.RemoveMember(member);
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if (group.IsEmpty())
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{
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Map map = member.GetMap();
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if (!map)
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return;
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Log.outDebug(LogFilter.Unit, "Deleting group with InstanceID {0}", member.GetInstanceId());
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map.CreatureGroupHolder.Remove(group.GetId());
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Cypher.Assert(map.CreatureGroupHolder.ContainsKey(group.GetLeaderSpawnId()), $"Not registered group {group.GetLeaderSpawnId()} in map {map.GetId()}");
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map.CreatureGroupHolder.Remove(group.GetLeaderSpawnId());
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}
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}
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@@ -69,11 +81,8 @@ namespace Game.Entities
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{
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uint oldMSTime = Time.GetMSTime();
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CreatureGroupMap.Clear();
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//Get group data
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SQLResult result = DB.World.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID");
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 creatures in formations. DB table `creature_formations` is empty!");
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@@ -81,110 +90,155 @@ namespace Game.Entities
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}
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uint count = 0;
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FormationInfo group_member;
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List<ulong> leaderSpawnIds = new();
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do
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{
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//Load group member data
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group_member = new FormationInfo();
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group_member.leaderGUID = result.Read<ulong>(0);
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ulong memberGUID = result.Read<ulong>(1);
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group_member.groupAI = result.Read<uint>(4);
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group_member.point_1 = result.Read<ushort>(5);
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group_member.point_2 = result.Read<ushort>(6);
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FormationInfo member = new();
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member.LeaderSpawnId = result.Read<ulong>(0);
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ulong memberSpawnId = result.Read<ulong>(1);
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member.FollowDist = 0f;
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member.FollowAngle = 0f;
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//If creature is group leader we may skip loading of dist/angle
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if (group_member.leaderGUID != memberGUID)
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if (member.LeaderSpawnId != memberSpawnId)
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{
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group_member.follow_dist = result.Read<float>(2);
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group_member.follow_angle = result.Read<float>(3) * MathFunctions.PI / 180;
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}
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else
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{
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group_member.follow_dist = 0;
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group_member.follow_angle = 0;
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member.FollowDist = result.Read<float>(2);
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member.FollowAngle = result.Read<float>(3) * MathFunctions.PI / 180;
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}
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member.GroupAI = result.Read<uint>(4);
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for (var i = 0; i < 2; ++i)
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member.LeaderWaypointIDs[i] = result.Read<ushort>(5 + i);
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// check data correctness
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{
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if (Global.ObjectMgr.GetCreatureData(group_member.leaderGUID) == null)
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if (Global.ObjectMgr.GetCreatureData(member.LeaderSpawnId) == null)
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{
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Log.outError(LogFilter.Sql, "creature_formations table leader guid {0} incorrect (not exist)", group_member.leaderGUID);
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Log.outError(LogFilter.Sql, $"creature_formations table leader guid {member.LeaderSpawnId} incorrect (not exist)");
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continue;
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}
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if (Global.ObjectMgr.GetCreatureData(memberGUID) == null)
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if (Global.ObjectMgr.GetCreatureData(memberSpawnId) == null)
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{
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Log.outError(LogFilter.Sql, "creature_formations table member guid {0} incorrect (not exist)", memberGUID);
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Log.outError(LogFilter.Sql, $"creature_formations table member guid {memberSpawnId} incorrect (not exist)");
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continue;
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}
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leaderSpawnIds.Add(member.LeaderSpawnId);
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}
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CreatureGroupMap[memberGUID] = group_member;
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_creatureGroupMap.Add(memberSpawnId, member);
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++count;
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}
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while (result.NextRow());
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foreach (ulong leaderSpawnId in leaderSpawnIds)
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{
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if (!_creatureGroupMap.ContainsKey(leaderSpawnId))
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{
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Log.outError(LogFilter.Sql, $"creature_formation contains leader spawn {leaderSpawnId} which is not included on its formation, removing");
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foreach (var itr in _creatureGroupMap.ToList())
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{
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if (itr.Value.LeaderSpawnId == leaderSpawnId)
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_creatureGroupMap.Remove(itr.Key);
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}
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}
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}
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} creatures in formations in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public static Dictionary<ulong, FormationInfo> CreatureGroupMap = new();
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public static FormationInfo GetFormationInfo(ulong spawnId)
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{
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return _creatureGroupMap.LookupByKey(spawnId);
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}
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public static void AddFormationMember(ulong spawnId, float followAng, float followDist, ulong leaderSpawnId, uint groupAI)
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{
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FormationInfo member = new();
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member.LeaderSpawnId = leaderSpawnId;
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member.FollowDist = followDist;
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member.FollowAngle = followAng;
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member.GroupAI = groupAI;
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for (var i = 0; i < 2; ++i)
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member.LeaderWaypointIDs[i] = 0;
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_creatureGroupMap.Add(spawnId, member);
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}
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}
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public class FormationInfo
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{
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public ulong leaderGUID;
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public float follow_dist;
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public float follow_angle;
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public uint groupAI;
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public ushort point_1;
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public ushort point_2;
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public ulong LeaderSpawnId;
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public float FollowDist;
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public float FollowAngle;
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public uint GroupAI;
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public uint[] LeaderWaypointIDs = new uint[2];
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}
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public class CreatureGroup
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{
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public CreatureGroup(ulong id)
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Creature _leader;
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Dictionary<Creature, FormationInfo> _members = new();
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ulong _leaderSpawnId;
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bool _formed;
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bool _engaging;
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public CreatureGroup(ulong leaderSpawnId)
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{
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m_groupID = id;
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_leaderSpawnId = leaderSpawnId;
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}
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public void AddMember(Creature member)
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{
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Log.outDebug(LogFilter.Unit, "CreatureGroup.AddMember: Adding unit GUID: {0}.", member.GetGUID().ToString());
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Log.outDebug(LogFilter.Unit, "CreatureGroup.AddMember: Adding {0}.", member.GetGUID().ToString());
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//Check if it is a leader
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if (member.GetSpawnId() == m_groupID)
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if (member.GetSpawnId() == _leaderSpawnId)
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{
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Log.outDebug(LogFilter.Unit, "Unit GUID: {0} is formation leader. Adding group.", member.GetGUID().ToString());
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m_leader = member;
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Log.outDebug(LogFilter.Unit, "{0} is formation leader. Adding group.", member.GetGUID().ToString());
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_leader = member;
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}
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m_members[member] = FormationMgr.CreatureGroupMap.LookupByKey(member.GetSpawnId());
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// formation must be registered at this point
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FormationInfo formationInfo = FormationMgr.GetFormationInfo(member.GetSpawnId());
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_members.Add(member, formationInfo);
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member.SetFormation(this);
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}
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public void RemoveMember(Creature member)
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{
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if (m_leader == member)
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m_leader = null;
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if (_leader == member)
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_leader = null;
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m_members.Remove(member);
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_members.Remove(member);
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member.SetFormation(null);
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}
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public void MemberEngagingTarget(Creature member, Unit target)
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{
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GroupAIFlags groupAI = (GroupAIFlags)FormationMgr.CreatureGroupMap[member.GetSpawnId()].groupAI;
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// used to prevent recursive calls
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if (_engaging)
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return;
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GroupAIFlags groupAI = (GroupAIFlags)FormationMgr.GetFormationInfo(member.GetSpawnId()).GroupAI;
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if (groupAI == 0)
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return;
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if (member == m_leader)
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if (member == _leader)
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{
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if (!groupAI.HasAnyFlag(GroupAIFlags.MembersAssistLeader))
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if (!groupAI.HasFlag(GroupAIFlags.MembersAssistLeader))
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return;
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}
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else if (!groupAI.HasAnyFlag(GroupAIFlags.LeaderAssistsMember))
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else if (!groupAI.HasFlag(GroupAIFlags.LeaderAssistsMember))
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return;
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foreach (var pair in m_members)
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_engaging = true;
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foreach (var pair in _members)
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{
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Creature other = pair.Key;
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@@ -195,16 +249,18 @@ namespace Game.Entities
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if (!other.IsAlive())
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continue;
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if (((other != m_leader && groupAI.HasAnyFlag(GroupAIFlags.MembersAssistLeader)) || (other == m_leader && groupAI.HasAnyFlag(GroupAIFlags.LeaderAssistsMember))) && other.IsValidAttackTarget(target))
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if (((other != _leader && groupAI.HasFlag(GroupAIFlags.MembersAssistLeader)) || (other == _leader && groupAI.HasFlag(GroupAIFlags.LeaderAssistsMember))) && other.IsValidAttackTarget(target))
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other.EngageWithTarget(target);
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}
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_engaging = false;
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}
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public void FormationReset(bool dismiss)
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{
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foreach (var creature in m_members.Keys)
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foreach (var creature in _members.Keys)
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{
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if (creature != m_leader && creature.IsAlive())
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if (creature != _leader && creature.IsAlive())
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{
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if (dismiss)
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creature.GetMotionMaster().Initialize();
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@@ -213,37 +269,44 @@ namespace Game.Entities
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Log.outDebug(LogFilter.Unit, "Set {0} movement for member GUID: {1}", dismiss ? "default" : "idle", creature.GetGUID().ToString());
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}
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}
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m_Formed = !dismiss;
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_formed = !dismiss;
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}
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public void LeaderMoveTo(Position destination, uint id = 0, WaypointMoveType moveType = 0, bool orientation = false)
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{
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//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
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//! If the leader's path is known, member's path can be plotted as well using formation offsets.
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if (!m_leader)
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if (_leader == null)
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return;
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float x = destination.GetPositionX();
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float y = destination.GetPositionY();
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float z = destination.GetPositionZ();
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float pathangle = (float)Math.Atan2(m_leader.GetPositionY() - y, m_leader.GetPositionX() - x);
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Position pos = new(destination);
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float pathangle = (float)Math.Atan2(_leader.GetPositionY() - pos.GetPositionY(), _leader.GetPositionX() - pos.GetPositionX());
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foreach (var pair in m_members)
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foreach (var pair in _members)
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{
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Creature member = pair.Key;
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if (member == m_leader || !member.IsAlive() || member.GetVictim() || !pair.Value.groupAI.HasAnyFlag((uint)GroupAIFlags.IdleInFormation))
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if (member == _leader || !member.IsAlive() || member.IsEngaged() || !pair.Value.GroupAI.HasAnyFlag((uint)GroupAIFlags.IdleInFormation))
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continue;
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if (pair.Value.point_1 != 0)
|
||||
if (m_leader.GetCurrentWaypointInfo().nodeId == pair.Value.point_1 - 1 || m_leader.GetCurrentWaypointInfo().nodeId == pair.Value.point_2 - 1)
|
||||
pair.Value.follow_angle = (float)Math.PI * 2 - pair.Value.follow_angle;
|
||||
if (pair.Value.LeaderWaypointIDs[0] != 0)
|
||||
{
|
||||
for (var i = 0; i < 2; ++i)
|
||||
{
|
||||
if (_leader.GetCurrentWaypointInfo().nodeId == pair.Value.LeaderWaypointIDs[i])
|
||||
{
|
||||
pair.Value.FollowAngle = MathF.PI * 2f - pair.Value.FollowAngle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float angle = pair.Value.follow_angle;
|
||||
float dist = pair.Value.follow_dist;
|
||||
float angle = pair.Value.FollowAngle;
|
||||
float dist = pair.Value.FollowDist;
|
||||
|
||||
float dx = x + (float)Math.Cos(angle + pathangle) * dist;
|
||||
float dy = y + (float)Math.Sin(angle + pathangle) * dist;
|
||||
float dz = z;
|
||||
float dx = pos.GetPositionX() + MathF.Cos(angle + pathangle) * dist;
|
||||
float dy = pos.GetPositionY() + MathF.Sin(angle + pathangle) * dist;
|
||||
float dz = pos.GetPositionZ();
|
||||
|
||||
GridDefines.NormalizeMapCoord(ref dx);
|
||||
GridDefines.NormalizeMapCoord(ref dy);
|
||||
@@ -253,16 +316,16 @@ namespace Game.Entities
|
||||
|
||||
Position point = new(dx, dy, dz, destination.GetOrientation());
|
||||
|
||||
member.GetMotionMaster().MoveFormation(id, point, moveType, !member.IsWithinDist(m_leader, dist + 5.0f), orientation);
|
||||
member.GetMotionMaster().MoveFormation(id, point, moveType, !member.IsWithinDist(_leader, dist + 5.0f), orientation);
|
||||
member.SetHomePosition(dx, dy, dz, pathangle);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanLeaderStartMoving()
|
||||
{
|
||||
foreach (var itr in m_members)
|
||||
foreach (var itr in _members)
|
||||
{
|
||||
if (itr.Key != m_leader && itr.Key.IsAlive())
|
||||
if (itr.Key != _leader && itr.Key.IsAlive())
|
||||
{
|
||||
if (itr.Key.IsEngaged() || itr.Key.IsReturningHome())
|
||||
return false;
|
||||
@@ -272,16 +335,12 @@ namespace Game.Entities
|
||||
return true;
|
||||
}
|
||||
|
||||
public Creature GetLeader() { return m_leader; }
|
||||
public ulong GetId() { return m_groupID; }
|
||||
public bool IsEmpty() { return m_members.Empty(); }
|
||||
public bool IsFormed() { return m_Formed; }
|
||||
public bool IsLeader(Creature creature) { return m_leader == creature; }
|
||||
|
||||
Creature m_leader;
|
||||
Dictionary<Creature, FormationInfo> m_members = new();
|
||||
public Creature GetLeader() { return _leader; }
|
||||
public ulong GetLeaderSpawnId() { return _leaderSpawnId; }
|
||||
public bool IsEmpty() { return _members.Empty(); }
|
||||
public bool IsFormed() { return _formed; }
|
||||
public bool IsLeader(Creature creature) { return _leader == creature; }
|
||||
|
||||
ulong m_groupID;
|
||||
bool m_Formed;
|
||||
public bool HasMember(Creature member) { return _members.ContainsKey(member); }
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user