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
+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