Core/Movement: Smooth movement
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@@ -26,10 +26,11 @@ using System.Linq;
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namespace Game.Movement
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{
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public class WaypointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
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public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
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{
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const int FLIGHT_TRAVEL_UPDATE = 100;
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const int TIMEDIFF_NEXT_WP = 250;
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public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
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{
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nextMoveTime = new TimeTrackerSmall(0);
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@@ -37,52 +38,100 @@ namespace Game.Movement
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pathId = pathid;
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repeating = _repeating;
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}
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public override void DoReset(T owner)
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public WaypointMovementGenerator(WaypointPath _path, bool _repeating = true)
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{
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owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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StartMoveNow(owner);
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nextMoveTime = new TimeTrackerSmall(0);
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isArrivalDone = false;
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pathId = 0;
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repeating = _repeating;
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loadedFromDB = false;
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path = _path;
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}
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public override void DoFinalize(T owner)
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public override void DoReset(Creature creature)
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{
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owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
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owner.SetWalk(false);
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if (!Stopped())
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StartMoveNow(creature);
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}
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public override void DoInitialize(T owner)
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public override void DoFinalize(Creature creature)
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{
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LoadPath(owner);
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owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
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creature.SetWalk(false);
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}
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public override bool DoUpdate(T owner, uint time_diff)
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public override void DoInitialize(Creature creature)
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{
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LoadPath(creature);
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}
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public override bool DoUpdate(Creature creature, uint time_diff)
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{
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if (!creature || !creature.IsAlive())
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return false;
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if (owner.HasUnitState(UnitState.NotMove))
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if (creature.HasUnitState(UnitState.NotMove))
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{
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owner.ClearUnitState(UnitState.RoamingMove);
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creature.ClearUnitState(UnitState.RoamingMove);
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return true;
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}
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// prevent a crash at empty waypoint path.
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if (path == null || path.Empty())
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if (path == null || path.nodes.Empty())
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return false;
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if (Stopped())
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{
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if (CanMove((int)time_diff))
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return StartMove(owner);
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return StartMoveNow(creature);
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}
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else
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{
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if (owner.IsStopped())
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Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
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else if (owner.moveSpline.Finalized())
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if (creature.IsStopped())
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Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
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else if (creature.moveSpline.Finalized())
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{
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OnArrived(owner);
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return StartMove(owner);
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OnArrived(creature);
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isArrivalDone = true;
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if (!Stopped())
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{
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if (creature.IsStopped())
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Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
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else
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return StartMove(creature);
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}
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}
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else
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{
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// speed changed during path execution, calculate remaining path and launch it once more
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if (recalculateSpeed)
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{
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recalculateSpeed = false;
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if (!Stopped())
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return StartMove(creature);
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}
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else
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{
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uint pointId = (uint)creature.moveSpline.currentPathIdx();
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if (pointId > currentNode)
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{
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OnArrived(creature);
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currentNode = pointId;
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FormationMove(creature);
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}
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}
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}
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}
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return true;
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}
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void MovementInform(Creature creature)
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{
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if (creature.IsAIEnabled)
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@@ -93,38 +142,44 @@ namespace Game.Movement
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{
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nextMoveTime.Reset(time);
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}
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bool Stopped()
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{
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return !nextMoveTime.Passed();
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}
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bool CanMove(int diff)
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{
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nextMoveTime.Update(diff);
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return nextMoveTime.Passed();
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}
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void StartMoveNow(Creature creature)
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bool StartMoveNow(Creature creature)
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{
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nextMoveTime.Reset(0);
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StartMove(creature);
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return StartMove(creature);
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}
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bool StartMove(Creature creature)
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{
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if (path == null || path.Empty())
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if (!creature || !creature.IsAlive())
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return false;
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if (Stopped())
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return true;
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if (path == null || path.nodes.Empty())
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return false;
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bool transportPath = creature.GetTransport() != null;
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if (isArrivalDone)
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{
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if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
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if ((currentNode == path.nodes.Count - 1) && !repeating) // If that's our last waypoint
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{
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float x = path[(int)currentNode].x;
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float y = path[(int)currentNode].y;
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float z = path[(int)currentNode].z;
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float o = path[(int)currentNode].orientation;
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WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
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float x = waypoint.x;
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float y = waypoint.y;
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float z = waypoint.z;
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float o = creature.GetOrientation();
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if (!transportPath)
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creature.SetHomePosition(x, y, z, o);
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@@ -143,21 +198,43 @@ namespace Game.Movement
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// else if (vehicle) - this should never happen, vehicle offsets are const
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}
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creature.GetMotionMaster().Initialize();
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return false;
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}
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currentNode = (uint)((currentNode + 1) % path.Count);
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currentNode = (uint)((currentNode + 1) % path.nodes.Count);
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}
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WaypointData node = path.LookupByIndex((int)currentNode);
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float finalOrient = 0.0f;
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WaypointMoveType finalMove = WaypointMoveType.Walk;
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List<Vector3> pathing = new List<Vector3>();
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pathing.Add(new Vector3(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ()));
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for (int i = (int)currentNode; i < path.nodes.Count(); ++i)
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{
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WaypointNode waypoint = path.nodes.LookupByIndex(i);
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pathing.Add(new Vector3(waypoint.x, waypoint.y, waypoint.z));
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finalOrient = waypoint.orientation;
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finalMove = waypoint.moveType;
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if (waypoint.delay != 0)
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break;
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}
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// if we have only 1 point, only current position, we shall return
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if (pathing.Count < 2)
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return false;
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isArrivalDone = false;
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recalculateSpeed = false;
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creature.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new MoveSplineInit(creature);
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Position formationDest = new Position(node.x, node.y, node.z);
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var node = path.nodes.LookupByIndex((int)currentNode);
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Position formationDest = new Position(node.x, node.y, node.z, 0.0f);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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if (transportPath)
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@@ -168,13 +245,8 @@ namespace Game.Movement
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trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
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}
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init.MoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
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//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
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if (node.orientation != 0 && node.delay != 0)
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init.SetFacing(formationDest.Orientation);
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switch (node.movetype)
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init.MovebyPath(pathing.ToArray(), (int)currentNode);
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switch (finalMove)
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{
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case WaypointMoveType.Land:
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init.SetAnimation(AnimType.ToGround);
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@@ -190,23 +262,26 @@ namespace Game.Movement
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break;
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}
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if (finalOrient != 0.0f)
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init.SetFacing(finalOrient);
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init.Launch();
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//Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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{
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creature.SetWalk(node.movetype != WaypointMoveType.Run);
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creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
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}
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return true;
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}
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void LoadPath(Creature creature)
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{
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if (pathId == 0)
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pathId = creature.GetWaypointPath();
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if (loadedFromDB)
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{
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if (pathId == 0)
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pathId = creature.GetWaypointPath();
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path = Global.WaypointMgr.GetPath(pathId);
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path = Global.WaypointMgr.GetPath(pathId);
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}
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if (path == null)
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{
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@@ -215,35 +290,54 @@ namespace Game.Movement
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return;
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}
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StartMoveNow(creature);
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if (!Stopped())
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StartMoveNow(creature);
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}
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void OnArrived(Creature creature)
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{
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if (path == null || path.Empty())
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if (path == null || path.nodes.Empty())
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return;
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if (isArrivalDone)
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return;
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creature.ClearUnitState(UnitState.RoamingMove);
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isArrivalDone = true;
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var wpData = path.LookupByIndex((int)currentNode);
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if (wpData.event_id != 0 && RandomHelper.IRand(0, 99) < wpData.event_chance)
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WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
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if (waypoint.delay != 0)
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{
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Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", wpData.event_id, currentNode, creature.GetGUID());
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creature.GetMap().ScriptsStart(ScriptsType.Waypoint, wpData.event_id, creature, null);
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creature.ClearUnitState(UnitState.RoamingMove);
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Stop((int)waypoint.delay);
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}
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if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
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{
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Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", waypoint.eventId, currentNode, creature.GetGUID());
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creature.ClearUnitState(UnitState.RoamingMove);
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creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
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}
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// Inform script
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MovementInform(creature);
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creature.UpdateWaypointID(currentNode);
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if (wpData.delay != 0)
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creature.SetWalk(waypoint.moveType != WaypointMoveType.Run);
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}
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void FormationMove(Creature creature)
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{
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bool transportPath = creature.GetTransport() != null;
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WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
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Position formationDest = new Position(waypoint.x, waypoint.y, waypoint.z, 0.0f);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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if (transportPath)
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{
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creature.ClearUnitState(UnitState.RoamingMove);
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Stop((int)wpData.delay);
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ITransport trans = creature.GetDirectTransport();
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if (trans != null)
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trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
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}
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// Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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@@ -251,11 +345,20 @@ namespace Game.Movement
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return MovementGeneratorType.Waypoint;
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}
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public TimeTrackerSmall GetTrackerTimer() { return nextMoveTime; }
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public void UnitSpeedChanged() { recalculateSpeed = true; }
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public uint GetCurrentNode() { return currentNode; }
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TimeTrackerSmall nextMoveTime;
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bool recalculateSpeed;
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bool isArrivalDone;
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uint pathId;
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bool repeating;
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List<WaypointData> path;
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bool loadedFromDB;
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WaypointPath path;
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uint currentNode;
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}
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