Core/Movement: Smooth movement

This commit is contained in:
hondacrx
2018-02-13 10:34:51 -05:00
parent 13dcfddc83
commit b750f54f1d
10 changed files with 865 additions and 791 deletions
@@ -22,7 +22,7 @@ using System;
namespace Game.Movement
{
public class RandomMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
public class RandomMovementGenerator : MovementGeneratorMedium<Creature>
{
public RandomMovementGenerator(float spawn_dist = 0.0f)
{
@@ -38,7 +38,7 @@ namespace Game.Movement
return MovementGeneratorType.Random;
}
public override void DoInitialize(T creature)
public override void DoInitialize(Creature creature)
{
if (!creature.IsAlive())
return;
@@ -53,17 +53,17 @@ namespace Game.Movement
_setRandomLocation(creature);
}
public override void DoFinalize(T creature)
public override void DoFinalize(Creature creature)
{
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.SetWalk(false);
}
public override void DoReset(T creature)
public override void DoReset(Creature creature)
{
DoInitialize(creature);
}
public override bool DoUpdate(T creature, uint diff)
public override bool DoUpdate(Creature creature, uint diff)
{
if (!creature || !creature.IsAlive())
return false;
@@ -84,7 +84,7 @@ namespace Game.Movement
return true;
}
public void _setRandomLocation(T creature)
public void _setRandomLocation(Creature creature)
{
if (creature.IsMovementPreventedByCasting())
{
@@ -26,10 +26,11 @@ using System.Linq;
namespace Game.Movement
{
public class WaypointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
{
const int FLIGHT_TRAVEL_UPDATE = 100;
const int TIMEDIFF_NEXT_WP = 250;
public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
{
nextMoveTime = new TimeTrackerSmall(0);
@@ -37,52 +38,100 @@ namespace Game.Movement
pathId = pathid;
repeating = _repeating;
}
public override void DoReset(T owner)
public WaypointMovementGenerator(WaypointPath _path, bool _repeating = true)
{
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
StartMoveNow(owner);
nextMoveTime = new TimeTrackerSmall(0);
isArrivalDone = false;
pathId = 0;
repeating = _repeating;
loadedFromDB = false;
path = _path;
}
public override void DoFinalize(T owner)
public override void DoReset(Creature creature)
{
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
owner.SetWalk(false);
if (!Stopped())
StartMoveNow(creature);
}
public override void DoInitialize(T owner)
public override void DoFinalize(Creature creature)
{
LoadPath(owner);
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.SetWalk(false);
}
public override bool DoUpdate(T owner, uint time_diff)
public override void DoInitialize(Creature creature)
{
LoadPath(creature);
}
public override bool DoUpdate(Creature creature, uint time_diff)
{
if (!creature || !creature.IsAlive())
return false;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (owner.HasUnitState(UnitState.NotMove))
if (creature.HasUnitState(UnitState.NotMove))
{
owner.ClearUnitState(UnitState.RoamingMove);
creature.ClearUnitState(UnitState.RoamingMove);
return true;
}
// prevent a crash at empty waypoint path.
if (path == null || path.Empty())
if (path == null || path.nodes.Empty())
return false;
if (Stopped())
{
if (CanMove((int)time_diff))
return StartMove(owner);
return StartMoveNow(creature);
}
else
{
if (owner.IsStopped())
Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
else if (owner.moveSpline.Finalized())
if (creature.IsStopped())
Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
else if (creature.moveSpline.Finalized())
{
OnArrived(owner);
return StartMove(owner);
OnArrived(creature);
isArrivalDone = true;
if (!Stopped())
{
if (creature.IsStopped())
Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
else
return StartMove(creature);
}
}
else
{
// speed changed during path execution, calculate remaining path and launch it once more
if (recalculateSpeed)
{
recalculateSpeed = false;
if (!Stopped())
return StartMove(creature);
}
else
{
uint pointId = (uint)creature.moveSpline.currentPathIdx();
if (pointId > currentNode)
{
OnArrived(creature);
currentNode = pointId;
FormationMove(creature);
}
}
}
}
return true;
}
void MovementInform(Creature creature)
{
if (creature.IsAIEnabled)
@@ -93,38 +142,44 @@ namespace Game.Movement
{
nextMoveTime.Reset(time);
}
bool Stopped()
{
return !nextMoveTime.Passed();
}
bool CanMove(int diff)
{
nextMoveTime.Update(diff);
return nextMoveTime.Passed();
}
void StartMoveNow(Creature creature)
bool StartMoveNow(Creature creature)
{
nextMoveTime.Reset(0);
StartMove(creature);
return StartMove(creature);
}
bool StartMove(Creature creature)
{
if (path == null || path.Empty())
if (!creature || !creature.IsAlive())
return false;
if (Stopped())
return true;
if (path == null || path.nodes.Empty())
return false;
bool transportPath = creature.GetTransport() != null;
if (isArrivalDone)
{
if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
if ((currentNode == path.nodes.Count - 1) && !repeating) // If that's our last waypoint
{
float x = path[(int)currentNode].x;
float y = path[(int)currentNode].y;
float z = path[(int)currentNode].z;
float o = path[(int)currentNode].orientation;
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
float x = waypoint.x;
float y = waypoint.y;
float z = waypoint.z;
float o = creature.GetOrientation();
if (!transportPath)
creature.SetHomePosition(x, y, z, o);
@@ -143,21 +198,43 @@ namespace Game.Movement
// else if (vehicle) - this should never happen, vehicle offsets are const
}
creature.GetMotionMaster().Initialize();
return false;
}
currentNode = (uint)((currentNode + 1) % path.Count);
currentNode = (uint)((currentNode + 1) % path.nodes.Count);
}
WaypointData node = path.LookupByIndex((int)currentNode);
float finalOrient = 0.0f;
WaypointMoveType finalMove = WaypointMoveType.Walk;
List<Vector3> pathing = new List<Vector3>();
pathing.Add(new Vector3(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ()));
for (int i = (int)currentNode; i < path.nodes.Count(); ++i)
{
WaypointNode waypoint = path.nodes.LookupByIndex(i);
pathing.Add(new Vector3(waypoint.x, waypoint.y, waypoint.z));
finalOrient = waypoint.orientation;
finalMove = waypoint.moveType;
if (waypoint.delay != 0)
break;
}
// if we have only 1 point, only current position, we shall return
if (pathing.Count < 2)
return false;
isArrivalDone = false;
recalculateSpeed = false;
creature.AddUnitState(UnitState.RoamingMove);
MoveSplineInit init = new MoveSplineInit(creature);
Position formationDest = new Position(node.x, node.y, node.z);
var node = path.nodes.LookupByIndex((int)currentNode);
Position formationDest = new Position(node.x, node.y, node.z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
@@ -168,13 +245,8 @@ namespace Game.Movement
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
}
init.MoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (node.orientation != 0 && node.delay != 0)
init.SetFacing(formationDest.Orientation);
switch (node.movetype)
init.MovebyPath(pathing.ToArray(), (int)currentNode);
switch (finalMove)
{
case WaypointMoveType.Land:
init.SetAnimation(AnimType.ToGround);
@@ -190,23 +262,26 @@ namespace Game.Movement
break;
}
if (finalOrient != 0.0f)
init.SetFacing(finalOrient);
init.Launch();
//Call for creature group update
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
{
creature.SetWalk(node.movetype != WaypointMoveType.Run);
creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
}
return true;
}
void LoadPath(Creature creature)
{
if (pathId == 0)
pathId = creature.GetWaypointPath();
if (loadedFromDB)
{
if (pathId == 0)
pathId = creature.GetWaypointPath();
path = Global.WaypointMgr.GetPath(pathId);
path = Global.WaypointMgr.GetPath(pathId);
}
if (path == null)
{
@@ -215,35 +290,54 @@ namespace Game.Movement
return;
}
StartMoveNow(creature);
if (!Stopped())
StartMoveNow(creature);
}
void OnArrived(Creature creature)
{
if (path == null || path.Empty())
if (path == null || path.nodes.Empty())
return;
if (isArrivalDone)
return;
creature.ClearUnitState(UnitState.RoamingMove);
isArrivalDone = true;
var wpData = path.LookupByIndex((int)currentNode);
if (wpData.event_id != 0 && RandomHelper.IRand(0, 99) < wpData.event_chance)
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
if (waypoint.delay != 0)
{
Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", wpData.event_id, currentNode, creature.GetGUID());
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, wpData.event_id, creature, null);
creature.ClearUnitState(UnitState.RoamingMove);
Stop((int)waypoint.delay);
}
if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
{
Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", waypoint.eventId, currentNode, creature.GetGUID());
creature.ClearUnitState(UnitState.RoamingMove);
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
}
// Inform script
MovementInform(creature);
creature.UpdateWaypointID(currentNode);
if (wpData.delay != 0)
creature.SetWalk(waypoint.moveType != WaypointMoveType.Run);
}
void FormationMove(Creature creature)
{
bool transportPath = creature.GetTransport() != null;
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
Position formationDest = new Position(waypoint.x, waypoint.y, waypoint.z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
{
creature.ClearUnitState(UnitState.RoamingMove);
Stop((int)wpData.delay);
ITransport trans = creature.GetDirectTransport();
if (trans != null)
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
}
// Call for creature group update
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
}
public override MovementGeneratorType GetMovementGeneratorType()
@@ -251,11 +345,20 @@ namespace Game.Movement
return MovementGeneratorType.Waypoint;
}
public TimeTrackerSmall GetTrackerTimer() { return nextMoveTime; }
public void UnitSpeedChanged() { recalculateSpeed = true; }
public uint GetCurrentNode() { return currentNode; }
TimeTrackerSmall nextMoveTime;
bool recalculateSpeed;
bool isArrivalDone;
uint pathId;
bool repeating;
List<WaypointData> path;
bool loadedFromDB;
WaypointPath path;
uint currentNode;
}
+268 -248
View File
@@ -35,22 +35,17 @@ namespace Game.Movement
public MotionMaster(Unit me)
{
_owner = me;
_expList = null;
_expireList = null;
_top = -1;
_cleanFlag = MMCleanFlag.None;
for (byte i = 0; i < (int)MovementSlot.Max; ++i)
{
Impl[i] = null;
_needInit[i] = true;
_slot[i] = null;
_initialize[i] = true;
}
}
bool isStatic(IMovementGenerator mv)
{
return (mv == staticIdleMovement);
}
public void Initialize()
{
while (!empty())
@@ -94,19 +89,19 @@ namespace Game.Movement
else
_cleanFlag &= ~MMCleanFlag.Update;
if (_expList != null)
if (_expireList != null)
{
for (int i = 0; i < _expList.Count; ++i)
for (int i = 0; i < _expireList.Count; ++i)
{
IMovementGenerator mg = _expList[i];
IMovementGenerator mg = _expireList[i];
DirectDelete(mg);
}
_expList = null;
_expireList = null;
if (empty())
Initialize();
else if (needInitTop())
else if (NeedInitTop())
InitTop();
else if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Reset))
top().Reset(_owner);
@@ -117,81 +112,86 @@ namespace Game.Movement
_owner.UpdateUnderwaterState(_owner.GetMap(), _owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
}
void DirectClean(bool reset)
public void Clear(bool reset = true)
{
while (size() > 1)
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DirectDelete(curr);
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedClean();
}
else
DirectClean(reset);
}
public void MovementExpired(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedExpire();
}
else
DirectExpire(reset);
}
public MovementGeneratorType GetCurrentMovementGeneratorType()
{
if (empty())
return;
return MovementGeneratorType.Idle;
if (needInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
return top().GetMovementGeneratorType();
}
void DelayedClean()
public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
{
while (size() > 1)
if (_slot[(int)slot] == null)
return MovementGeneratorType.Null;
else
return _slot[(int)slot].GetMovementGeneratorType();
}
public IMovementGenerator GetMotionSlot(int slot)
{
Contract.Assert(slot >= 0);
return _slot[slot];
}
public void propagateSpeedChange()
{
for (int i = 0; i <= _top; ++i)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DelayedDelete(curr);
if (_slot[i] != null)
_slot[i].unitSpeedChanged();
}
}
void DirectExpire(bool reset)
public bool GetDestination(out float x, out float y, out float z)
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DirectDelete(curr);
}
x = 0f;
y = 0f;
z = 0f;
if (_owner.moveSpline.Finalized())
return false;
while (!empty() && top() == null)//not sure this will work
--_top;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedExpire()
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DelayedDelete(curr);
}
while (!empty() && top() == null)
--_top;
Vector3 dest = _owner.moveSpline.FinalDestination();
x = dest.X;
y = dest.Y;
z = dest.Z;
return true;
}
public void MoveIdle()
{
if (empty() || !isStatic(top()))
if (empty() || !IsStatic(top()))
StartMovement(staticIdleMovement, MovementSlot.Idle);
}
public void MoveRandom(float spawndist = 0.0f)
{
if (_owner.IsTypeId(TypeId.Unit))
StartMovement(new RandomMovementGenerator<Creature>(spawndist), MovementSlot.Idle);
}
public void MoveTargetedHome()
{
Clear(false);
@@ -208,12 +208,22 @@ namespace Game.Movement
}
}
public void MoveConfused()
public void MoveRandom(float spawndist = 0.0f)
{
if (_owner.IsTypeId(TypeId.Unit))
StartMovement(new RandomMovementGenerator(spawndist), MovementSlot.Idle);
}
public void MoveFollow(Unit target, float dist = 0.0f, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle)
{
// ignore movement request if target not exist
if (!target || target == _owner)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new ConfusedGenerator<Player>(), MovementSlot.Controlled);
StartMovement(new FollowMovementGenerator<Player>(target, dist, angle), slot);
else
StartMovement(new ConfusedGenerator<Creature>(), MovementSlot.Controlled);
StartMovement(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
}
public void MoveChase(Unit target, float dist = 0.0f, float angle = 0.0f)
@@ -227,15 +237,33 @@ namespace Game.Movement
StartMovement(new ChaseMovementGenerator<Creature>(target, dist, angle), MovementSlot.Active);
}
public void MoveFollow(Unit target, float dist = 0.0f, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle)
public void MoveConfused()
{
if (!target || target == _owner)
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new ConfusedGenerator<Player>(), MovementSlot.Controlled);
else
StartMovement(new ConfusedGenerator<Creature>(), MovementSlot.Controlled);
}
public void MoveFleeing(Unit enemy, uint time)
{
if (!enemy)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new FollowMovementGenerator<Player>(target, dist, angle), slot);
StartMovement(new FleeingGenerator<Player>(enemy.GetGUID()), MovementSlot.Controlled);
else
StartMovement(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
{
if (time != 0)
StartMovement(new TimedFleeingGenerator(enemy.GetGUID(), time), MovementSlot.Controlled);
else
StartMovement(new FleeingGenerator<Creature>(enemy.GetGUID()), MovementSlot.Controlled);
}
}
public void MovePoint(uint id, Position pos, bool generatePath = true)
{
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath);
}
public void MovePoint(ulong id, float x, float y, float z, bool generatePath = true)
@@ -246,9 +274,25 @@ namespace Game.Movement
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath), MovementSlot.Active);
}
public void MovePoint(uint id, Position pos, bool generatePath = true)
void MoveCloserAndStop(uint id, Unit target, float distance)
{
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath);
float distanceToTravel = _owner.GetExactDist2d(target) - distance;
if (distanceToTravel > 0.0f)
{
float angle = _owner.GetAngle(target);
float destx = _owner.GetPositionX() + distanceToTravel * (float)Math.Cos(angle);
float desty = _owner.GetPositionY() + distanceToTravel * (float)Math.Sin(angle);
MovePoint(id, destx, desty, target.GetPositionZ());
}
else
{
// we are already close enough. We just need to turn toward the target without changing position.
MoveSplineInit init = new MoveSplineInit(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZMinusOffset());
init.SetFacing(target);
init.Launch();
StartMovement(new EffectMovementGenerator(id), MovementSlot.Active);
}
}
public void MoveLand(uint id, Position pos)
@@ -275,6 +319,34 @@ namespace Game.Movement
StartMovement(new EffectMovementGenerator(id), MovementSlot.Active);
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
if (_slot[(int)MovementSlot.Controlled] != null && _slot[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
else
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
}
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new MoveSplineInit(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
init.SetFacing(target);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
init.Launch();
}
public void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
{
//this function may make players fall below map
@@ -464,34 +536,6 @@ namespace Game.Movement
StartMovement(new EffectMovementGenerator(id), MovementSlot.Controlled);
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
if (Impl[(int)MovementSlot.Controlled] != null && Impl[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
else
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
}
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new MoveSplineInit(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
init.SetFacing(target);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
init.Launch();
}
public void MoveSeekAssistance(float x, float y, float z)
{
if (_owner.IsTypeId(TypeId.Player))
@@ -513,22 +557,6 @@ namespace Game.Movement
StartMovement(new AssistanceDistractMovementGenerator(time), MovementSlot.Active);
}
public void MoveFleeing(Unit enemy, uint time)
{
if (!enemy)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new FleeingGenerator<Player>(enemy.GetGUID()), MovementSlot.Controlled);
else
{
if (time != 0)
StartMovement(new TimedFleeingGenerator(enemy.GetGUID(), time), MovementSlot.Controlled);
else
StartMovement(new FleeingGenerator<Creature>(enemy.GetGUID()), MovementSlot.Controlled);
}
}
public void MoveTaxiFlight(uint path, uint pathnode)
{
if (_owner.IsTypeId(TypeId.Player))
@@ -555,45 +583,23 @@ namespace Game.Movement
public void MoveDistract(uint timer)
{
if (Impl[(int)MovementSlot.Controlled] != null)
if (_slot[(int)MovementSlot.Controlled] != null)
return;
StartMovement(new DistractMovementGenerator(timer), MovementSlot.Controlled);
}
void StartMovement(IMovementGenerator m, MovementSlot slot)
{
int _slot = (int)slot;
IMovementGenerator curr = Impl[_slot];
if (curr != null)
{
Impl[_slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == _slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < _slot)
{
_top = _slot;
}
Impl[_slot] = m;
if (_top > _slot)
_needInit[_slot] = true;
else
{
_needInit[_slot] = false;
m.Initialize(_owner);
}
}
public void MovePath(uint path_id, bool repeatable)
{
if (path_id == 0)
return;
StartMovement(new WaypointMovementGenerator<Creature>(path_id, repeatable), MovementSlot.Idle);
StartMovement(new WaypointMovementGenerator(path_id, repeatable), MovementSlot.Idle);
}
public void MovePath(WaypointPath path, bool repeatable)
{
StartMovement(new WaypointMovementGenerator(path, repeatable), MovementSlot.Idle);
}
void MoveRotate(uint time, RotateDirection direction)
@@ -604,90 +610,133 @@ namespace Game.Movement
StartMovement(new RotateMovementGenerator(time, direction), MovementSlot.Active);
}
public void propagateSpeedChange()
{
for (int i = 0; i <= _top; ++i)
{
if (Impl[i] != null)
Impl[i].unitSpeedChanged();
}
}
public MovementGeneratorType GetCurrentMovementGeneratorType()
void pop()
{
if (empty())
return MovementGeneratorType.Idle;
return;
return top().GetMovementGeneratorType();
_slot[_top] = null;
while (!empty() && top() == null)
--_top;
}
public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
bool NeedInitTop()
{
if (Impl[(int)slot] == null)
return MovementGeneratorType.Null;
else
return Impl[(int)slot].GetMovementGeneratorType();
if (empty())
return false;
return _initialize[_top];
}
void InitTop()
{
top().Initialize(_owner);
_needInit[_top] = false;
_initialize[_top] = false;
}
void StartMovement(IMovementGenerator m, MovementSlot slot)
{
IMovementGenerator curr = _slot[(int)slot];
if (curr != null)
{
_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < (int)slot)
{
_top = (int)slot;
}
_slot[(int)slot] = m;
if (_top > (int)slot)
_initialize[(int)slot] = true;
else
{
_initialize[(int)slot] = false;
m.Initialize(_owner);
}
}
void DirectClean(bool reset)
{
while (size() > 1)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DirectDelete(curr);
}
if (empty())
return;
if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedClean()
{
while (size() > 1)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DelayedDelete(curr);
}
}
void DirectExpire(bool reset)
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DirectDelete(curr);
}
while (!empty() && top() == null)//not sure this will work
--_top;
if (empty())
Initialize();
else if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedExpire()
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DelayedDelete(curr);
}
while (!empty() && top() == null)
--_top;
}
void DirectDelete(IMovementGenerator curr)
{
if (isStatic(curr))
if (IsStatic(curr))
return;
curr.Finalize(_owner);
}
void DelayedDelete(IMovementGenerator curr)
{
if (isStatic(curr))
if (IsStatic(curr))
return;
if (_expList == null)
_expList = new List<IMovementGenerator>();
_expList.Add(curr);
}
public bool GetDestination(out float x, out float y, out float z)
{
x = 0f;
y = 0f;
z = 0f;
if (_owner.moveSpline.Finalized())
return false;
Vector3 dest = _owner.moveSpline.FinalDestination();
x = dest.X;
y = dest.Y;
z = dest.Z;
return true;
}
void pop()
{
if (empty())
return;
Impl[_top] = null;
while (!empty() && top() == null)
--_top;
}
void push(IMovementGenerator _Val)
{
++_top;
Impl[_top] = _Val;
}
bool needInitTop()
{
if (empty())
return false;
return _needInit[_top];
if (_expireList == null)
_expireList = new List<IMovementGenerator>();
_expireList.Add(curr);
}
public bool empty() { return (_top < 0); }
@@ -697,41 +746,7 @@ namespace Game.Movement
public IMovementGenerator top()
{
Contract.Assert(!empty());
return Impl[_top];
}
public IMovementGenerator GetMotionSlot(int slot)
{
Contract.Assert(slot >= 0);
return Impl[slot];
}
public void Clear(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedClean();
}
else
DirectClean(reset);
}
public void MovementExpired(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedExpire();
}
else
DirectExpire(reset);
return _slot[_top];
}
public static uint SplineId
@@ -739,14 +754,19 @@ namespace Game.Movement
get { return splineId++; }
}
bool IsStatic(IMovementGenerator movement)
{
return (movement == staticIdleMovement);
}
static uint splineId = 0;
public Unit _owner { get; private set; }
protected IMovementGenerator[] Impl = new IMovementGenerator[(int)MovementSlot.Max];
protected IMovementGenerator[] _slot = new IMovementGenerator[(int)MovementSlot.Max];
MMCleanFlag _cleanFlag;
bool[] _needInit = new bool[(int)MovementSlot.Max];
bool[] _initialize = new bool[(int)MovementSlot.Max];
int _top;
List<IMovementGenerator> _expList = new List<IMovementGenerator>();
List<IMovementGenerator> _expireList = new List<IMovementGenerator>();
}
public class JumpArrivalCastArgs
+57 -23
View File
@@ -25,7 +25,7 @@ namespace Game
{
WaypointManager()
{
_waypointStore = new MultiMap<uint, WaypointData>();
_waypointStore = new Dictionary<uint, WaypointPath>();
}
public void Load()
@@ -45,8 +45,6 @@ namespace Game
do
{
WaypointData wp = new WaypointData();
uint pathId = result.Read<uint>(0);
float x = result.Read<float>(2);
@@ -57,23 +55,28 @@ namespace Game
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = result.Read<uint>(1);
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.movetype = (WaypointMoveType)result.Read<uint>(6);
if (wp.movetype >= WaypointMoveType.Max)
wp.moveType = (WaypointMoveType)result.Read<uint>(6);
if (wp.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, "Waypoint {0} in waypoint_data has invalid move_type, ignoring", wp.id);
continue;
}
wp.delay = result.Read<uint>(7);
wp.event_id = result.Read<uint>(8);
wp.event_chance = result.Read<byte>(9);
wp.eventId = result.Read<uint>(8);
wp.eventChance = result.Read<byte>(9);
_waypointStore.Add(pathId, wp);
if (!_waypointStore.ContainsKey(pathId))
_waypointStore[pathId] = new WaypointPath();
_waypointStore[pathId].nodes.Add(wp);
++count;
} while (result.NextRow());
@@ -82,8 +85,7 @@ namespace Game
public void ReloadPath(uint id)
{
if (_waypointStore.ContainsKey(id))
_waypointStore.Remove(id);
_waypointStore.Remove(id);
PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.SEL_WAYPOINT_DATA_BY_ID);
stmt.AddValue(0, id);
@@ -94,8 +96,6 @@ namespace Game
do
{
WaypointData wp = new WaypointData();
float x = result.Read<float>(1);
float y = result.Read<float>(2);
float z = result.Read<float>(3);
@@ -104,45 +104,79 @@ namespace Game
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = result.Read<uint>(0);
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.movetype = (WaypointMoveType)result.Read<uint>(5);
wp.moveType = (WaypointMoveType)result.Read<uint>(5);
if (wp.movetype >= WaypointMoveType.Max)
if (wp.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, "Waypoint {0} in waypoint_data has invalid move_type, ignoring", wp.id);
continue;
}
wp.delay = result.Read<uint>(6);
wp.event_id = result.Read<uint>(7);
wp.event_chance = result.Read<byte>(8);
wp.eventId = result.Read<uint>(7);
wp.eventChance = result.Read<byte>(8);
_waypointStore.Add(id, wp);
if (!_waypointStore.ContainsKey(id))
_waypointStore[id] = new WaypointPath();
_waypointStore[id].nodes.Add(wp);
}
while (result.NextRow());
}
public List<WaypointData> GetPath(uint id)
public WaypointPath GetPath(uint id)
{
return _waypointStore.LookupByKey(id);
}
MultiMap<uint, WaypointData> _waypointStore;
Dictionary<uint, WaypointPath> _waypointStore;
}
public struct WaypointData
public class WaypointNode
{
public WaypointNode() { moveType = WaypointMoveType.Run; }
public WaypointNode(uint _id, float _x, float _y, float _z, float _orientation = 0.0f, uint _delay = 0)
{
id = _id;
x = _x;
y = _y;
z = _z;
orientation = _orientation;
delay = _delay;
eventId = 0;
moveType = WaypointMoveType.Walk;
eventChance = 100;
}
public uint id;
public float x, y, z, orientation;
public uint delay;
public uint event_id;
public WaypointMoveType movetype;
public byte event_chance;
public uint eventId;
public WaypointMoveType moveType;
public byte eventChance;
}
public class WaypointPath
{
public WaypointPath()
{
nodes = new List<WaypointNode>();
}
public WaypointPath(uint _id, List<WaypointNode> _nodes)
{
id = _id;
nodes = _nodes;
}
public List<WaypointNode> nodes;
public uint id;
}
public enum WaypointMoveType