Core/Movement: MotionMaster & MovementGenerators cleaning
Port From (https://github.com/TrinityCore/TrinityCore/commit/14c6a4d8238e4f383557359436b5f73cb730d4ea)
This commit is contained in:
@@ -430,7 +430,7 @@ namespace Game.AI
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsReturning(true);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MovePoint(me.GetGUID().GetCounter(), x, y, z);
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me.GetMotionMaster().MovePoint((uint)me.GetGUID().GetCounter(), x, y, z);
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}
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}
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else // COMMAND_FOLLOW
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@@ -1872,9 +1872,9 @@ namespace Game.Chat
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{
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Unit target;
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if (unit.IsTypeId(TypeId.Player))
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target = ((ChaseMovementGenerator<Player>)movementGenerator).Target;
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target = ((ChaseMovementGenerator<Player>)movementGenerator).GetTarget();
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else
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target = ((ChaseMovementGenerator<Creature>)movementGenerator).Target;
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target = ((ChaseMovementGenerator<Creature>)movementGenerator).GetTarget();
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if (!target)
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handler.SendSysMessage(CypherStrings.MovegensChaseNull);
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@@ -1888,9 +1888,9 @@ namespace Game.Chat
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{
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Unit target;
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if (unit.IsTypeId(TypeId.Player))
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target = ((FollowMovementGenerator<Player>)movementGenerator).Target;
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target = ((FollowMovementGenerator<Player>)movementGenerator).GetTarget();
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else
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target = ((FollowMovementGenerator<Creature>)movementGenerator).Target;
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target = ((FollowMovementGenerator<Creature>)movementGenerator).GetTarget();
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if (!target)
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handler.SendSysMessage(CypherStrings.MovegensFollowNull);
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@@ -506,7 +506,7 @@ namespace Game.Chat
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FollowMovementGenerator<Creature> mgen = (FollowMovementGenerator<Creature>)creature.GetMotionMaster().Top();
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if (mgen.Target != player)
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if (mgen.GetTarget() != player)
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{
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handler.SendSysMessage(CypherStrings.CreatureNotFollowYou, creature.GetName());
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return false;
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@@ -25,20 +25,72 @@ namespace Game.Movement
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{
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public ConfusedGenerator()
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{
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i_nextMoveTime = new TimeTracker();
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_timer = new TimeTracker();
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}
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public override void DoInitialize(T owner)
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{
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owner.AddUnitState(UnitState.Confused);
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owner.AddUnitFlag(UnitFlags.Confused);
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owner.GetPosition(out i_x, out i_y, out i_z);
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if (!owner.IsAlive() || owner.IsStopped())
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if (!owner || !owner.IsAlive())
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return;
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owner.AddUnitState(UnitState.Confused);
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owner.AddUnitFlag(UnitFlags.Confused);
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owner.StopMoving();
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owner.AddUnitState(UnitState.ConfusedMove);
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_timer.Reset(0);
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_reference = owner.GetPosition();
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool DoUpdate(T owner, uint diff)
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{
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if (!owner || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
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{
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_interrupt = true;
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owner.StopMoving();
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return true;
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}
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else
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_interrupt = false;
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// waiting for next move
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_timer.Update(diff);
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if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
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{
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// start moving
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owner.AddUnitState(UnitState.ConfusedMove);
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Position destination = _reference;
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float distance = (float)(4.0f * RandomHelper.FRand(0.0f, 1.0f) - 2.0f);
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float angle = RandomHelper.FRand(0.0f, 1.0f) * MathF.PI * 2.0f;
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owner.MovePositionToFirstCollision(ref destination, distance, angle);
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if (_path == null)
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_path = new PathGenerator(owner);
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_path.SetPathLengthLimit(30.0f);
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bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
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if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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_timer.Reset(100);
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return true;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(true);
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int traveltime = init.Launch();
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_timer.Reset(traveltime + RandomHelper.URand(800, 1500));
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}
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return true;
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}
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public override void DoFinalize(T owner)
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@@ -46,7 +98,7 @@ namespace Game.Movement
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if (owner.IsTypeId(TypeId.Player))
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{
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owner.RemoveUnitFlag(UnitFlags.Confused);
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owner.ClearUnitState(UnitState.Confused | UnitState.ConfusedMove);
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owner.ClearUnitState(UnitState.Confused);
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owner.StopMoving();
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}
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else if (owner.IsTypeId(TypeId.Unit))
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@@ -58,69 +110,14 @@ namespace Game.Movement
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}
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}
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public override void DoReset(T owner)
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{
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i_nextMoveTime.Reset(0);
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if (!owner.IsAlive() || owner.IsStopped())
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return;
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owner.StopMoving();
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owner.AddUnitState(UnitState.Confused | UnitState.ConfusedMove);
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}
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
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return true;
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if (i_nextMoveTime.Passed())
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{
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// currently moving, update location
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owner.AddUnitState(UnitState.ConfusedMove);
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if (owner.MoveSpline.Finalized())
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i_nextMoveTime.Reset(RandomHelper.IRand(800, 1500));
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}
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else
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{
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// waiting for next move
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i_nextMoveTime.Update(time_diff);
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if (i_nextMoveTime.Passed())
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{
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// start moving
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owner.AddUnitState(UnitState.ConfusedMove);
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float dest = (float)(4.0f * RandomHelper.NextDouble() - 2.0f);
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Position pos = new Position(i_x, i_y, i_z);
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owner.MovePositionToFirstCollision(ref pos, dest, 0.0f);
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PathGenerator path = new PathGenerator(owner);
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path.SetPathLengthLimit(30.0f);
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bool result = path.CalculatePath(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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i_nextMoveTime.Reset(100);
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return true;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(path.GetPath());
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init.SetWalk(true);
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init.Launch();
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}
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}
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return true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Confused;
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}
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TimeTracker i_nextMoveTime;
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float i_x, i_y, i_z;
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PathGenerator _path;
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TimeTracker _timer;
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Position _reference;
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bool _interrupt;
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}
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}
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@@ -28,93 +28,8 @@ namespace Game.Movement
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public FleeingGenerator(ObjectGuid fright)
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{
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i_frightGUID = fright;
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i_nextCheckTime = new TimeTracker();
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}
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void _setTargetLocation(T owner)
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{
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if (owner == null)
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return;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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return;
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if (owner.IsMovementPreventedByCasting())
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{
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owner.CastStop();
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return;
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}
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owner.AddUnitState(UnitState.FleeingMove);
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float x, y, z;
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_getPoint(owner, out x, out y, out z);
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Position mypos = owner.GetPosition();
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bool isInLOS = Global.VMapMgr.IsInLineOfSight(PhasingHandler.GetTerrainMapId(owner.GetPhaseShift(), owner.GetMap(), mypos.posX, mypos.posY), mypos.posX, mypos.posY, mypos.posZ + 2.0f, x, y, z + 2.0f, ModelIgnoreFlags.Nothing);
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if (!isInLOS)
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{
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i_nextCheckTime.Reset(200);
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return;
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}
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PathGenerator path = new PathGenerator(owner);
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path.SetPathLengthLimit(30.0f);
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bool result = path.CalculatePath(x, y, z);
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if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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i_nextCheckTime.Reset(100);
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(path.GetPath());
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init.SetWalk(false);
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int traveltime = init.Launch();
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i_nextCheckTime.Reset(traveltime + RandomHelper.URand(800, 1500));
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}
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void _getPoint(T owner, out float x, out float y, out float z)
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{
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float dist_from_caster, angle_to_caster;
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Unit fright = Global.ObjAccessor.GetUnit(owner, i_frightGUID);
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if (fright != null)
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{
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dist_from_caster = fright.GetDistance(owner);
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if (dist_from_caster > 0.2f)
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angle_to_caster = fright.GetAngle(owner);
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else
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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else
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{
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dist_from_caster = 0.0f;
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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float dist, angle;
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if (dist_from_caster < MIN_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster);
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angle = angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 8, MathFunctions.PI / 8);
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}
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else if (dist_from_caster > MAX_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 4, MathFunctions.PI / 4);
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}
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else // we are inside quiet range
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{
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dist = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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Position pos = owner.GetFirstCollisionPosition(dist, angle);
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x = pos.posX;
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y = pos.posY;
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z = pos.posZ;
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_fleeTargetGUID = fright;
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_timer = new TimeTracker();
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}
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public override void DoInitialize(T owner)
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@@ -123,8 +38,34 @@ namespace Game.Movement
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return;
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owner.AddUnitFlag(UnitFlags.Fleeing);
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owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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_setTargetLocation(owner);
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owner.AddUnitState(UnitState.Fleeing);
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SetTargetLocation(owner);
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool DoUpdate(T owner, uint diff)
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{
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if (owner == null || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
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{
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_interrupt = true;
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owner.StopMoving();
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return true;
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}
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else
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_interrupt = false;
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_timer.Update(diff);
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if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
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SetTargetLocation(owner);
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return true;
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}
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public override void DoFinalize(T owner)
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@@ -132,7 +73,7 @@ namespace Game.Movement
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if (owner.IsTypeId(TypeId.Player))
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{
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owner.RemoveUnitFlag(UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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owner.ClearUnitState(UnitState.Fleeing);
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owner.StopMoving();
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}
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else
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@@ -144,27 +85,86 @@ namespace Game.Movement
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}
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}
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public override void DoReset(T owner)
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void SetTargetLocation(T owner)
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{
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DoInitialize(owner);
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}
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if (owner == null)
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return;
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (owner == null || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
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{
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owner.ClearUnitState(UnitState.FleeingMove);
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return true;
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_interrupt = true;
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owner.StopMoving();
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return;
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}
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i_nextCheckTime.Update(time_diff);
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if (i_nextCheckTime.Passed() && owner.MoveSpline.Finalized())
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_setTargetLocation(owner);
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owner.AddUnitState(UnitState.FleeingMove);
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return true;
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Position destination = owner.GetPosition();
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GetPoint(owner, ref destination);
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// Add LOS check for target point
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Position currentPosition = owner.GetPosition();
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bool isInLOS = Global.VMapMgr.IsInLineOfSight(PhasingHandler.GetTerrainMapId(owner.GetPhaseShift(), owner.GetMap(), currentPosition.posX, currentPosition.posY), currentPosition.posX, currentPosition.posY, currentPosition.posZ + 2.0f, destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ() + 2.0f, ModelIgnoreFlags.Nothing);
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if (!isInLOS)
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{
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_timer.Reset(200);
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return;
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}
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if (_path == null)
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_path = new PathGenerator(owner);
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_path.SetPathLengthLimit(30.0f);
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bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
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if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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_timer.Reset(100);
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(_path.GetPath());
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init.SetWalk(false);
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int traveltime = init.Launch();
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_timer.Reset(traveltime + RandomHelper.URand(800, 1500));
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}
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void GetPoint(T owner, ref Position position)
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{
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float casterDistance, casterAngle;
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Unit fleeTarget = Global.ObjAccessor.GetUnit(owner, _fleeTargetGUID);
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if (fleeTarget != null)
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{
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casterDistance = fleeTarget.GetDistance(owner);
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if (casterDistance > 0.2f)
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casterAngle = fleeTarget.GetAngle(owner);
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else
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casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
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}
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else
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{
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casterDistance = 0.0f;
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casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
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}
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float distance, angle;
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if (casterDistance < MIN_QUIET_DISTANCE)
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{
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distance = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - casterDistance);
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angle = casterAngle + RandomHelper.FRand(-MathF.PI / 8.0f, MathF.PI / 8.0f);
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}
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else if (casterDistance > MAX_QUIET_DISTANCE)
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{
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distance = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -casterAngle + RandomHelper.FRand(-MathF.PI / 4.0f, MathF.PI / 4.0f);
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}
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else // we are inside quiet range
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{
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distance = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
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}
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owner.MovePositionToFirstCollision(ref position, distance, angle);
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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@@ -172,15 +172,17 @@ namespace Game.Movement
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return MovementGeneratorType.Fleeing;
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}
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ObjectGuid i_frightGUID;
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TimeTracker i_nextCheckTime;
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PathGenerator _path;
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ObjectGuid _fleeTargetGUID;
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TimeTracker _timer;
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bool _interrupt;
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}
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public class TimedFleeingGenerator : FleeingGenerator<Creature>
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{
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public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
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{
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i_totalFleeTime = new TimeTracker(time);
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_totalFleeTime = new TimeTracker(time);
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}
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public override void Finalize(Unit owner)
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@@ -198,7 +200,7 @@ namespace Game.Movement
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}
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}
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public override bool Update(Unit owner, uint time_diff)
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public override bool Update(Unit owner, uint diff)
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{
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if (!owner.IsAlive())
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return false;
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@@ -209,15 +211,15 @@ namespace Game.Movement
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return true;
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}
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|
||||
i_totalFleeTime.Update(time_diff);
|
||||
if (i_totalFleeTime.Passed())
|
||||
_totalFleeTime.Update(diff);
|
||||
if (_totalFleeTime.Passed())
|
||||
return false;
|
||||
|
||||
// This calls grant-parent Update method hiden by FleeingMovementGenerator.Update(Creature &, uint32) version
|
||||
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
|
||||
return base.Update(owner, time_diff);
|
||||
return base.Update(owner, diff);
|
||||
}
|
||||
|
||||
TimeTracker i_totalFleeTime;
|
||||
TimeTracker _totalFleeTime;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -28,9 +28,20 @@ namespace Game.AI
|
||||
SetTargetLocation(owner);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint diff)
|
||||
{
|
||||
_arrived = _skipToHome || owner.MoveSpline.Finalized();
|
||||
return !_arrived;
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
if (arrived)
|
||||
if (_arrived)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Evade);
|
||||
owner.SetWalk(true);
|
||||
@@ -40,19 +51,11 @@ namespace Game.AI
|
||||
}
|
||||
}
|
||||
|
||||
public override void DoReset(T owner) { }
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
arrived = skipToHome || owner.MoveSpline.Finalized();
|
||||
return !arrived;
|
||||
}
|
||||
|
||||
void SetTargetLocation(T owner)
|
||||
{
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
|
||||
{ // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
|
||||
skipToHome = true;
|
||||
_skipToHome = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -68,8 +71,8 @@ namespace Game.AI
|
||||
init.SetWalk(false);
|
||||
init.Launch();
|
||||
|
||||
skipToHome = false;
|
||||
arrived = false;
|
||||
_skipToHome = false;
|
||||
_arrived = false;
|
||||
|
||||
owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade);
|
||||
}
|
||||
@@ -79,7 +82,7 @@ namespace Game.AI
|
||||
return MovementGeneratorType.Home;
|
||||
}
|
||||
|
||||
bool arrived;
|
||||
bool skipToHome;
|
||||
bool _arrived;
|
||||
bool _skipToHome;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,45 +22,41 @@ namespace Game.Movement
|
||||
{
|
||||
public class IdleMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
return MovementGeneratorType.Idle;
|
||||
Reset(owner);
|
||||
}
|
||||
|
||||
public bool IsActive { get; set; }
|
||||
|
||||
public override void Reset(Unit owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
}
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
Reset(owner);
|
||||
}
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
}
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Idle;
|
||||
}
|
||||
|
||||
public bool IsActive { get; set; }
|
||||
}
|
||||
|
||||
public class RotateMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public RotateMovementGenerator(uint time, RotateDirection direction)
|
||||
{
|
||||
m_duration = time;
|
||||
m_maxDuration = time;
|
||||
m_direction = direction;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Rotating);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
|
||||
_duration = time;
|
||||
_maxDuration = time;
|
||||
_direction = direction;
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner)
|
||||
@@ -75,36 +71,64 @@ namespace Game.Movement
|
||||
owner.AttackStop();
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
float angle = owner.GetOrientation();
|
||||
angle += time_diff * MathFunctions.TwoPi / m_maxDuration * (m_direction == RotateDirection.Left ? 1.0f : -1.0f);
|
||||
angle += diff * MathFunctions.TwoPi / _maxDuration * (_direction == RotateDirection.Left ? 1.0f : -1.0f);
|
||||
angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
|
||||
|
||||
owner.SetOrientation(angle); // UpdateSplinePosition does not set orientation with UNIT_STATE_ROTATING
|
||||
owner.SetFacingTo(angle); // Send spline movement to clients
|
||||
|
||||
if (m_duration > time_diff)
|
||||
m_duration -= time_diff;
|
||||
if (_duration > diff)
|
||||
_duration -= diff;
|
||||
else
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Rotating);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
|
||||
|
||||
uint m_duration, m_maxDuration;
|
||||
RotateDirection m_direction;
|
||||
uint _duration;
|
||||
uint _maxDuration;
|
||||
RotateDirection _direction;
|
||||
}
|
||||
|
||||
public class DistractMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public DistractMovementGenerator(uint timer)
|
||||
{
|
||||
m_timer = timer;
|
||||
_timer = timer;
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
// Distracted creatures stand up if not standing
|
||||
if (!owner.IsStandState())
|
||||
owner.SetStandState(UnitStandStateType.Stand);
|
||||
|
||||
owner.AddUnitState(UnitState.Distracted);
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
if (diff > _timer)
|
||||
return false;
|
||||
|
||||
_timer -= diff;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
@@ -119,29 +143,9 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner)
|
||||
{
|
||||
// Distracted creatures stand up if not standing
|
||||
if (!owner.IsStandState())
|
||||
owner.SetStandState(UnitStandStateType.Stand);
|
||||
|
||||
owner.AddUnitState(UnitState.Distracted);
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
if (time_diff > m_timer)
|
||||
return false;
|
||||
|
||||
m_timer -= time_diff;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
|
||||
|
||||
uint m_timer;
|
||||
uint _timer;
|
||||
}
|
||||
|
||||
public class AssistanceDistractMovementGenerator : DistractMovementGenerator
|
||||
|
||||
@@ -58,9 +58,9 @@ namespace Game.Movement
|
||||
{
|
||||
DoReset((T)owner);
|
||||
}
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
return DoUpdate((T)owner, time_diff);
|
||||
return DoUpdate((T)owner, diff);
|
||||
}
|
||||
|
||||
public bool IsActive { get; set; }
|
||||
@@ -68,7 +68,7 @@ namespace Game.Movement
|
||||
public abstract void DoInitialize(T owner);
|
||||
public abstract void DoFinalize(T owner);
|
||||
public abstract void DoReset(T owner);
|
||||
public abstract bool DoUpdate(T owner, uint time_diff);
|
||||
public abstract bool DoUpdate(T owner, uint diff);
|
||||
}
|
||||
|
||||
public class FollowerReference : Reference<Unit, ITargetedMovementGeneratorBase>
|
||||
|
||||
@@ -22,39 +22,46 @@ namespace Game.Movement
|
||||
{
|
||||
public class PointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Unit
|
||||
{
|
||||
public PointMovementGenerator(ulong _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null)
|
||||
public PointMovementGenerator(uint id, float x, float y, float z, bool generatePath, float speed = 0.0f, Unit faceTarget = null, SpellEffectExtraData spellEffectExtraData = null)
|
||||
{
|
||||
id = _id;
|
||||
i_x = _x;
|
||||
i_y = _y;
|
||||
i_z = _z;
|
||||
speed = _speed;
|
||||
i_faceTarget = faceTarget;
|
||||
i_spellEffectExtra = spellEffectExtraData;
|
||||
m_generatePath = _generatePath;
|
||||
i_recalculateSpeed = false;
|
||||
_movementId = id;
|
||||
_destination = new Position(x, y, z);
|
||||
_speed = speed;
|
||||
_faceTarget = faceTarget;
|
||||
_spellEffectExtra = spellEffectExtraData;
|
||||
_generatePath = generatePath;
|
||||
_recalculateSpeed = false;
|
||||
}
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
|
||||
if (id == EventId.ChargePrepath)
|
||||
if (_movementId == EventId.ChargePrepath)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming);
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MoveTo(i_x, i_y, i_z, m_generatePath);
|
||||
if (speed > 0.0f)
|
||||
init.SetVelocity(speed);
|
||||
init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath);
|
||||
if (_speed > 0.0f)
|
||||
init.SetVelocity(_speed);
|
||||
|
||||
if (i_faceTarget)
|
||||
init.SetFacing(i_faceTarget);
|
||||
if (_faceTarget)
|
||||
init.SetFacing(_faceTarget);
|
||||
|
||||
if (i_spellEffectExtra != null)
|
||||
init.SetSpellEffectExtraData(i_spellEffectExtra);
|
||||
if (_spellEffectExtra != null)
|
||||
init.SetSpellEffectExtraData(_spellEffectExtra);
|
||||
|
||||
init.Launch();
|
||||
|
||||
@@ -62,36 +69,48 @@ namespace Game.Movement
|
||||
Creature creature = owner.ToCreature();
|
||||
if (creature != null)
|
||||
if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
|
||||
creature.GetFormation().LeaderMoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ());
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
owner.StopMoving();
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint diff)
|
||||
{
|
||||
if (owner == null)
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
||||
if (_movementId == EventId.ChargePrepath)
|
||||
return !owner.MoveSpline.Finalized();
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
owner.ClearUnitState(UnitState.RoamingMove);
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
if (id != EventId.ChargePrepath && i_recalculateSpeed && !owner.MoveSpline.Finalized())
|
||||
if ((_interrupt && owner.MoveSpline.Finalized()) || (_recalculateSpeed && !owner.MoveSpline.Finalized()))
|
||||
{
|
||||
i_recalculateSpeed = false;
|
||||
_recalculateSpeed = false;
|
||||
_interrupt = false;
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MoveTo(i_x, i_y, i_z, m_generatePath);
|
||||
if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
|
||||
init.SetVelocity(speed);
|
||||
init.MoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ(), _generatePath);
|
||||
if (_speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
|
||||
init.SetVelocity(_speed);
|
||||
init.Launch();
|
||||
|
||||
// Call for creature group update
|
||||
Creature creature = owner.ToCreature();
|
||||
if (creature != null)
|
||||
if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
|
||||
creature.GetFormation().LeaderMoveTo(_destination.GetPositionX(), _destination.GetPositionY(), _destination.GetPositionZ());
|
||||
}
|
||||
|
||||
return !owner.MoveSpline.Finalized();
|
||||
@@ -99,33 +118,24 @@ namespace Game.Movement
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
if (!owner.HasUnitState(UnitState.Charging))
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
|
||||
if (owner.MoveSpline.Finalized())
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
public void MovementInform(T owner)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
}
|
||||
|
||||
public void MovementInform(T unit)
|
||||
{
|
||||
if (!unit.IsTypeId(TypeId.Unit))
|
||||
return;
|
||||
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Point, (uint)id);
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
{
|
||||
if (owner.ToCreature().GetAI() != null)
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Point, _movementId);
|
||||
}
|
||||
}
|
||||
|
||||
public override void UnitSpeedChanged()
|
||||
{
|
||||
i_recalculateSpeed = true;
|
||||
_recalculateSpeed = true;
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
@@ -133,23 +143,26 @@ namespace Game.Movement
|
||||
return MovementGeneratorType.Point;
|
||||
}
|
||||
|
||||
ulong id;
|
||||
float i_x, i_y, i_z;
|
||||
float speed;
|
||||
Unit i_faceTarget;
|
||||
SpellEffectExtraData i_spellEffectExtra;
|
||||
bool m_generatePath;
|
||||
bool i_recalculateSpeed;
|
||||
uint _movementId;
|
||||
Position _destination;
|
||||
float _speed;
|
||||
Unit _faceTarget;
|
||||
SpellEffectExtraData _spellEffectExtra;
|
||||
bool _generatePath;
|
||||
bool _recalculateSpeed;
|
||||
bool _interrupt;
|
||||
}
|
||||
|
||||
public class AssistanceMovementGenerator : PointMovementGenerator<Creature>
|
||||
{
|
||||
public AssistanceMovementGenerator(float _x, float _y, float _z) : base(0, _x, _y, _z, true) { }
|
||||
public AssistanceMovementGenerator(float x, float y, float z) : base(0, x, y, z, true) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Assistance; }
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming);
|
||||
owner.StopMoving();
|
||||
owner.ToCreature().SetNoCallAssistance(false);
|
||||
owner.ToCreature().CallAssistance();
|
||||
if (owner.IsAlive())
|
||||
@@ -157,48 +170,41 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
// Does almost nothing - just doesn't allows previous movegen interrupt current effect.
|
||||
public class EffectMovementGenerator : IMovementGenerator
|
||||
{
|
||||
public EffectMovementGenerator(uint Id, uint arrivalSpellId = 0, ObjectGuid arrivalSpellTargetGuid = default)
|
||||
{
|
||||
_Id = Id;
|
||||
_pointId = Id;
|
||||
_arrivalSpellId = arrivalSpellId;
|
||||
_arrivalSpellTargetGuid = arrivalSpellTargetGuid;
|
||||
}
|
||||
|
||||
public override void Finalize(Unit unit)
|
||||
{
|
||||
if (_arrivalSpellId != 0)
|
||||
unit.CastSpell(Global.ObjAccessor.GetUnit(unit, _arrivalSpellTargetGuid), _arrivalSpellId, true);
|
||||
|
||||
if (!unit.IsTypeId(TypeId.Unit))
|
||||
return;
|
||||
|
||||
// Need restore previous movement since we have no proper states system
|
||||
if (unit.IsAlive() && !unit.HasUnitState(UnitState.Confused | UnitState.Fleeing))
|
||||
{
|
||||
Unit victim = unit.GetVictim();
|
||||
if (victim != null)
|
||||
unit.GetMotionMaster().MoveChase(victim);
|
||||
}
|
||||
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Effect, _Id);
|
||||
}
|
||||
|
||||
public override bool Update(Unit owner, uint time_diff)
|
||||
{
|
||||
return !owner.MoveSpline.Finalized();
|
||||
}
|
||||
|
||||
public override void Initialize(Unit owner) { }
|
||||
|
||||
public override void Reset(Unit owner) { }
|
||||
|
||||
public override bool Update(Unit owner, uint diff)
|
||||
{
|
||||
return !owner.MoveSpline.Finalized();
|
||||
}
|
||||
|
||||
public override void Finalize(Unit owner)
|
||||
{
|
||||
MovementInform(owner);
|
||||
}
|
||||
|
||||
public void MovementInform(Unit owner)
|
||||
{
|
||||
if (_arrivalSpellId != 0)
|
||||
owner.CastSpell(Global.ObjAccessor.GetUnit(owner, _arrivalSpellTargetGuid), _arrivalSpellId, true);
|
||||
|
||||
if (owner.ToCreature().GetAI() != null)
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Effect, _pointId);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Effect; }
|
||||
|
||||
uint _Id;
|
||||
uint _pointId;
|
||||
uint _arrivalSpellId;
|
||||
ObjectGuid _arrivalSpellTargetGuid;
|
||||
}
|
||||
|
||||
@@ -26,151 +26,110 @@ namespace Game.Movement
|
||||
{
|
||||
public RandomMovementGenerator(float spawn_dist = 0.0f)
|
||||
{
|
||||
i_nextMoveTime = new TimeTrackerSmall();
|
||||
wander_distance = spawn_dist;
|
||||
_timer = new TimeTracker();
|
||||
_wanderDistance = spawn_dist;
|
||||
}
|
||||
|
||||
TimeTrackerSmall i_nextMoveTime;
|
||||
float wander_distance;
|
||||
public override void DoInitialize(Creature owner)
|
||||
{
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
owner.AddUnitState(UnitState.Roaming);
|
||||
_reference = owner.GetPosition();
|
||||
owner.StopMoving();
|
||||
|
||||
if (_wanderDistance == 0)
|
||||
_wanderDistance = owner.GetRespawnRadius();
|
||||
|
||||
_timer.Reset(0);
|
||||
}
|
||||
|
||||
public override void DoReset(Creature owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Creature owner, uint diff)
|
||||
{
|
||||
if (!owner || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
_interrupt = false;
|
||||
|
||||
_timer.Update(diff);
|
||||
if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
|
||||
SetRandomLocation(owner);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DoFinalize(Creature owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Roaming);
|
||||
owner.StopMoving();
|
||||
owner.SetWalk(false);
|
||||
}
|
||||
|
||||
void SetRandomLocation(Creature owner)
|
||||
{
|
||||
if (owner == null)
|
||||
return;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
|
||||
{
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return;
|
||||
}
|
||||
|
||||
owner.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
Position position = _reference;
|
||||
float distance = RandomHelper.FRand(0.0f, 1.0f) * _wanderDistance;
|
||||
float angle = RandomHelper.FRand(0.0f, 1.0f) * MathF.PI * 2.0f;
|
||||
owner.MovePositionToFirstCollision(ref position, distance, angle);
|
||||
|
||||
uint resetTimer = RandomHelper.randChance(50) ? RandomHelper.URand(5000, 10000) : RandomHelper.URand(1000, 2000);
|
||||
|
||||
if (_path == null)
|
||||
_path = new PathGenerator(owner);
|
||||
|
||||
_path.SetPathLengthLimit(30.0f);
|
||||
bool result = _path.CalculatePath(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
|
||||
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
|
||||
{
|
||||
_timer.Reset(100);
|
||||
return;
|
||||
}
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MovebyPath(_path.GetPath());
|
||||
init.SetWalk(true);
|
||||
int traveltime = init.Launch();
|
||||
_timer.Reset(traveltime + resetTimer);
|
||||
|
||||
// Call for creature group update
|
||||
if (owner.GetFormation() != null && owner.GetFormation().GetLeader() == owner)
|
||||
owner.GetFormation().LeaderMoveTo(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Random;
|
||||
}
|
||||
|
||||
public override void DoInitialize(Creature creature)
|
||||
{
|
||||
if (!creature.IsAlive())
|
||||
return;
|
||||
|
||||
if (wander_distance == 0)
|
||||
wander_distance = creature.GetRespawnRadius();
|
||||
|
||||
if (wander_distance == 0)//Temp fix
|
||||
wander_distance = 50.0f;
|
||||
|
||||
creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
_setRandomLocation(creature);
|
||||
|
||||
}
|
||||
public override void DoFinalize(Creature creature)
|
||||
{
|
||||
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
|
||||
creature.SetWalk(false);
|
||||
}
|
||||
public override void DoReset(Creature creature)
|
||||
{
|
||||
DoInitialize(creature);
|
||||
}
|
||||
|
||||
public override bool DoUpdate(Creature creature, uint diff)
|
||||
{
|
||||
if (!creature || !creature.IsAlive())
|
||||
return false;
|
||||
|
||||
if (creature.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
|
||||
{
|
||||
i_nextMoveTime.Reset(0); // Expire the timer
|
||||
creature.ClearUnitState(UnitState.RoamingMove);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (creature.MoveSpline.Finalized())
|
||||
{
|
||||
i_nextMoveTime.Update((int)diff);
|
||||
if (i_nextMoveTime.Passed())
|
||||
_setRandomLocation(creature);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void _setRandomLocation(Creature creature)
|
||||
{
|
||||
if (creature.IsMovementPreventedByCasting())
|
||||
{
|
||||
creature.CastStop();
|
||||
return;
|
||||
}
|
||||
|
||||
float respX, respY, respZ, respO, destZ;
|
||||
creature.GetHomePosition(out respX, out respY, out respZ, out respO);
|
||||
Map map = creature.GetMap();
|
||||
|
||||
bool is_air_ok = creature.CanFly();
|
||||
|
||||
float angle = (float)(RandomHelper.NextDouble() * MathFunctions.TwoPi);
|
||||
float range = (float)(RandomHelper.NextDouble() * wander_distance);
|
||||
float distanceX = (float)(range * Math.Cos(angle));
|
||||
float distanceY = (float)(range * Math.Sin(angle));
|
||||
|
||||
float destX = respX + distanceX;
|
||||
float destY = respY + distanceY;
|
||||
|
||||
// prevent invalid coordinates generation
|
||||
GridDefines.NormalizeMapCoord(ref destX);
|
||||
GridDefines.NormalizeMapCoord(ref destY);
|
||||
|
||||
float travelDistZ = range; // sin^2+cos^2=1, so travelDistZ=range^2; no need for sqrt below
|
||||
|
||||
if (is_air_ok) // 3D system above ground and above water (flying mode)
|
||||
{
|
||||
// Limit height change
|
||||
float distanceZ = (float)(RandomHelper.NextDouble() * travelDistZ / 2.0f);
|
||||
destZ = respZ + distanceZ;
|
||||
float levelZ = map.GetWaterOrGroundLevel(creature.GetPhaseShift(), destX, destY, destZ - 2.5f);
|
||||
|
||||
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
|
||||
if (levelZ >= destZ)
|
||||
return;
|
||||
}
|
||||
else // 2D only
|
||||
{
|
||||
// 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
|
||||
travelDistZ = travelDistZ >= 10.0f ? 10.0f : travelDistZ;
|
||||
|
||||
// The fastest way to get an accurate result 90% of the time.
|
||||
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
|
||||
destZ = map.GetHeight(creature.GetPhaseShift(), destX, destY, respZ + travelDistZ - 2.0f, false);
|
||||
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ) // Map check
|
||||
{
|
||||
// Vmap Horizontal or above
|
||||
destZ = map.GetHeight(creature.GetPhaseShift(), destX, destY, respZ - 2.0f, true);
|
||||
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ)
|
||||
{
|
||||
// Vmap Higher
|
||||
destZ = map.GetHeight(creature.GetPhaseShift(), destX, destY, respZ + travelDistZ - 2.0f, true);
|
||||
|
||||
// let's forget this bad coords where a z cannot be find and retry at next tick
|
||||
if (Math.Abs(destZ - respZ) > travelDistZ)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (is_air_ok)
|
||||
i_nextMoveTime.Reset(0);
|
||||
else
|
||||
{
|
||||
if (RandomHelper.randChance(50))
|
||||
i_nextMoveTime.Reset(RandomHelper.IRand(5000, 10000));
|
||||
else
|
||||
i_nextMoveTime.Reset(RandomHelper.IRand(50, 400));
|
||||
}
|
||||
|
||||
creature.AddUnitState(UnitState.RoamingMove);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(creature);
|
||||
init.MoveTo(destX, destY, destZ);
|
||||
init.SetWalk(true);
|
||||
init.Launch();
|
||||
|
||||
//Call for creature group update
|
||||
if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
|
||||
creature.GetFormation().LeaderMoveTo(destX, destY, destZ);
|
||||
}
|
||||
|
||||
public virtual bool GetResetPosition(Creature creature, float x, float y, float z) { return false; }
|
||||
PathGenerator _path;
|
||||
TimeTracker _timer;
|
||||
Position _reference;
|
||||
float _wanderDistance;
|
||||
bool _interrupt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,270 +24,251 @@ namespace Game.Movement
|
||||
{
|
||||
public interface ITargetedMovementGeneratorBase
|
||||
{
|
||||
FollowerReference Reftarget { get; set; }
|
||||
bool IsTargetValid();
|
||||
Unit GetTarget();
|
||||
void StopFollowing();
|
||||
}
|
||||
|
||||
public abstract class TargetedMovementGeneratorMedium<T> : MovementGeneratorMedium<T>, ITargetedMovementGeneratorBase where T : Unit
|
||||
public abstract class TargetedMovementGenerator<T> : MovementGeneratorMedium<T>, ITargetedMovementGeneratorBase where T : Unit
|
||||
{
|
||||
public FollowerReference Reftarget { get; set; }
|
||||
public Unit Target
|
||||
protected TargetedMovementGenerator(Unit target, float offset = 0, float angle = 0)
|
||||
{
|
||||
get { return Reftarget.GetTarget(); }
|
||||
_target = new FollowerReference();
|
||||
_target.Link(target, this);
|
||||
_timer = new TimeTracker();
|
||||
_offset = offset;
|
||||
_angle = angle;
|
||||
_recalculateTravel = false;
|
||||
_targetReached = false;
|
||||
}
|
||||
|
||||
public void StopFollowing() { }
|
||||
|
||||
protected TargetedMovementGeneratorMedium(Unit _target, float _offset = 0, float _angle = 0)
|
||||
public override bool DoUpdate(T owner, uint diff)
|
||||
{
|
||||
Reftarget = new FollowerReference();
|
||||
Reftarget.Link(_target, this);
|
||||
recheckDistance = new TimeTrackerSmall();
|
||||
offset = _offset;
|
||||
angle = _angle;
|
||||
recalculateTravel = false;
|
||||
targetReached = false;
|
||||
}
|
||||
|
||||
public override bool DoUpdate(T owner, uint time_diff)
|
||||
{
|
||||
if (!Reftarget.IsValid() || !Target.IsInWorld)
|
||||
if (!IsTargetValid() || !GetTarget().IsInWorld)
|
||||
return false;
|
||||
|
||||
if (owner == null || !owner.IsAlive())
|
||||
return false;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove))
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || HasLostTarget(owner))
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return true;
|
||||
}
|
||||
|
||||
// prevent movement while casting spells with cast time or channel time
|
||||
if (owner.IsMovementPreventedByCasting())
|
||||
if (_interrupt || _recalculateTravel)
|
||||
{
|
||||
if (!owner.IsStopped())
|
||||
owner.StopMoving();
|
||||
_interrupt = false;
|
||||
SetTargetLocation(owner, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
// prevent crash after creature killed pet
|
||||
if (_lostTarget(owner))
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool targetMoved = false;
|
||||
recheckDistance.Update((int)time_diff);
|
||||
if (recheckDistance.Passed())
|
||||
_timer.Update((int)diff);
|
||||
if (_timer.Passed())
|
||||
{
|
||||
recheckDistance.Reset(100);
|
||||
//More distance let have better performance, less distance let have more sensitive reaction at target move.
|
||||
float allowed_dist = 0.0f;// owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
|
||||
_timer.Reset(100);
|
||||
|
||||
if (owner.IsPet() && (owner.GetCharmerOrOwnerGUID() == Target.GetGUID()))
|
||||
allowed_dist = 1.0f; // pet following owner
|
||||
else
|
||||
allowed_dist = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
|
||||
float distance = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
|
||||
if (owner.IsPet() && (owner.GetCharmerOrOwnerGUID() == GetTarget().GetGUID()))
|
||||
distance = 1.0f; // pet following owner
|
||||
|
||||
Vector3 dest = owner.MoveSpline.FinalDestination();
|
||||
Vector3 destination = owner.MoveSpline.FinalDestination();
|
||||
if (owner.MoveSpline.onTransport)
|
||||
{
|
||||
float o = 0;
|
||||
ITransport transport = owner.GetDirectTransport();
|
||||
if (transport != null)
|
||||
transport.CalculatePassengerPosition(ref dest.X, ref dest.Y, ref dest.Z, ref o);
|
||||
transport.CalculatePassengerPosition(ref destination.X, ref destination.Y, ref destination.Z, ref o);
|
||||
}
|
||||
|
||||
// First check distance
|
||||
if (owner.IsTypeId(TypeId.Unit) && (owner.ToCreature().CanFly() || owner.ToCreature().CanSwim()))
|
||||
targetMoved = !Target.IsWithinDist3d(dest.X, dest.Y, dest.Z, allowed_dist);
|
||||
if (owner.IsTypeId(TypeId.Unit) && owner.ToCreature().CanFly())
|
||||
targetMoved = !GetTarget().IsWithinDist3d(destination.X, destination.Y, destination.Z, distance);
|
||||
else
|
||||
targetMoved = !Target.IsWithinDist2d(dest.X, dest.Y, allowed_dist);
|
||||
targetMoved = !GetTarget().IsWithinDist2d(destination.X, destination.Y, distance);
|
||||
|
||||
|
||||
// then, if the target is in range, check also Line of Sight.
|
||||
if (!targetMoved)
|
||||
targetMoved = !Target.IsWithinLOSInMap(owner);
|
||||
targetMoved = !GetTarget().IsWithinLOSInMap(owner);
|
||||
}
|
||||
|
||||
if (recalculateTravel || targetMoved)
|
||||
_setTargetLocation(owner, targetMoved);
|
||||
if (targetMoved)
|
||||
SetTargetLocation(owner, targetMoved);
|
||||
else if (_speedChanged)
|
||||
SetTargetLocation(owner, false);
|
||||
|
||||
if (owner.MoveSpline.Finalized())
|
||||
if (!_targetReached && owner.MoveSpline.Finalized())
|
||||
{
|
||||
MovementInform(owner);
|
||||
if (angle == 0.0f && !owner.HasInArc(0.01f, Target))
|
||||
owner.SetInFront(Target);
|
||||
if (_angle == 0.0f && !owner.HasInArc(0.01f, GetTarget()))
|
||||
owner.SetInFront(GetTarget());
|
||||
|
||||
if (!targetReached)
|
||||
if (!_targetReached)
|
||||
{
|
||||
targetReached = true;
|
||||
_reachTarget(owner);
|
||||
_targetReached = true;
|
||||
ReachTarget(owner);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void UnitSpeedChanged()
|
||||
public void SetTargetLocation(T owner, bool updateDestination)
|
||||
{
|
||||
recalculateTravel = true;
|
||||
}
|
||||
|
||||
public void _setTargetLocation(T owner, bool updateDestination)
|
||||
{
|
||||
if (!Reftarget.IsValid() || !Target.IsInWorld)
|
||||
if (!IsTargetValid() || !GetTarget().IsInWorld)
|
||||
return;
|
||||
|
||||
if (owner.HasUnitState(UnitState.NotMove))
|
||||
if (!owner || !owner.IsAlive())
|
||||
return;
|
||||
|
||||
if (owner.IsMovementPreventedByCasting())
|
||||
return;
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit) && !Target.IsInAccessiblePlaceFor(owner.ToCreature()))
|
||||
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || HasLostTarget(owner))
|
||||
{
|
||||
_interrupt = true;
|
||||
owner.StopMoving();
|
||||
return;
|
||||
}
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit) && !GetTarget().IsInAccessiblePlaceFor(owner.ToCreature()))
|
||||
{
|
||||
owner.ToCreature().SetCannotReachTarget(true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit) && owner.ToCreature().IsFocusing(null, true))
|
||||
return;
|
||||
|
||||
float x, y, z;
|
||||
if (updateDestination || i_path == null)
|
||||
if (updateDestination || _path == null)
|
||||
{
|
||||
if (offset == 0)
|
||||
if (_offset == 0)
|
||||
{
|
||||
if (Target.IsWithinDistInMap(owner, SharedConst.ContactDistance))
|
||||
if (GetTarget().IsWithinDistInMap(owner, SharedConst.ContactDistance))
|
||||
return;
|
||||
|
||||
// to nearest contact position
|
||||
Target.GetContactPoint(owner, out x, out y, out z);
|
||||
GetTarget().GetContactPoint(owner, out x, out y, out z);
|
||||
}
|
||||
else
|
||||
{
|
||||
float dist = 0;
|
||||
float size = 0;
|
||||
float distance = _offset + 1.0f;
|
||||
float size = owner.GetCombatReach();
|
||||
|
||||
// Pets need special handling.
|
||||
// We need to subtract GetCombatReach() because it gets added back further down the chain
|
||||
// and that makes pets too far away. Subtracting it allows pets to properly
|
||||
// be (GetCombatReach() + i_offset) away.
|
||||
// Only applies when i_target is pet's owner otherwise pets and mobs end up
|
||||
// doing a "dance" while fighting
|
||||
if (owner.IsPet() && Target.IsTypeId(TypeId.Player))
|
||||
if (owner.IsPet() && GetTarget().GetTypeId() == TypeId.Player)
|
||||
{
|
||||
dist = 1.0f;// target.GetCombatReach();
|
||||
size = 1.0f;// target.GetCombatReach() - target.GetCombatReach();
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = offset + 1.0f;
|
||||
size = owner.GetCombatReach();
|
||||
distance = 1.0f;
|
||||
size = 1.0f;
|
||||
}
|
||||
|
||||
if (Target.IsWithinDistInMap(owner, dist))
|
||||
if (GetTarget().IsWithinDistInMap(owner, distance))
|
||||
return;
|
||||
|
||||
// to at i_offset distance from target and i_angle from target facing
|
||||
Target.GetClosePoint(out x, out y, out z, size, offset, angle);
|
||||
GetTarget().GetClosePoint(out x, out y, out z, size, _offset, _angle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// the destination has not changed, we just need to refresh the path (usually speed change)
|
||||
var end = i_path.GetEndPosition();
|
||||
var end = _path.GetEndPosition();
|
||||
x = end.X;
|
||||
y = end.Y;
|
||||
z = end.Z;
|
||||
}
|
||||
|
||||
if (i_path == null)
|
||||
i_path = new PathGenerator(owner);
|
||||
if (_path == null)
|
||||
_path = new PathGenerator(owner);
|
||||
|
||||
// allow pets to use shortcut if no path found when following their master
|
||||
bool forceDest = (owner.IsTypeId(TypeId.Unit) && owner.IsPet()
|
||||
&& owner.HasUnitState(UnitState.Follow));
|
||||
bool forceDest = owner.IsTypeId(TypeId.Unit) && owner.IsPet() && owner.HasUnitState(UnitState.Follow);
|
||||
|
||||
bool result = i_path.CalculatePath(x, y, z, forceDest);
|
||||
if (!result && Convert.ToBoolean(i_path.GetPathType() & PathType.NoPath))
|
||||
bool result = _path.CalculatePath(x, y, z, forceDest);
|
||||
if (!result && Convert.ToBoolean(_path.GetPathType() & PathType.NoPath))
|
||||
{
|
||||
// Can't reach target
|
||||
recalculateTravel = true;
|
||||
_recalculateTravel = true;
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(true);
|
||||
return;
|
||||
}
|
||||
|
||||
_addUnitStateMove(owner);
|
||||
targetReached = false;
|
||||
recalculateTravel = false;
|
||||
owner.AddUnitState(UnitState.Chase);
|
||||
_targetReached = false;
|
||||
_recalculateTravel = false;
|
||||
_speedChanged = false;
|
||||
|
||||
AddUnitStateMove(owner);
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(false);
|
||||
|
||||
MoveSplineInit init = new MoveSplineInit(owner);
|
||||
init.MovebyPath(i_path.GetPath());
|
||||
init.MovebyPath(_path.GetPath());
|
||||
init.SetWalk(EnableWalking());
|
||||
// Using the same condition for facing target as the one that is used for SetInFront on movement end
|
||||
// - applies to ChaseMovementGenerator mostly
|
||||
if (angle == 0.0f)
|
||||
init.SetFacing(Target);
|
||||
if (_angle == 0.0f)
|
||||
init.SetFacing(GetTarget());
|
||||
|
||||
init.Launch();
|
||||
}
|
||||
|
||||
public void UpdateFinalDistance(float fDistance)
|
||||
bool IsReachable()
|
||||
{
|
||||
if (typeof(T) == typeof(Player))
|
||||
return;
|
||||
offset = fDistance;
|
||||
recalculateTravel = true;
|
||||
return _path != null ? _path.GetPathType().HasAnyFlag(PathType.Normal) : true;
|
||||
}
|
||||
|
||||
bool IsReachable() { return (i_path != null) ? Convert.ToBoolean(i_path.GetPathType() & PathType.Normal) : true; }
|
||||
public override void UnitSpeedChanged()
|
||||
{
|
||||
_speedChanged = true;
|
||||
}
|
||||
|
||||
public abstract void MovementInform(T unit);
|
||||
public abstract bool _lostTarget(T u);
|
||||
public abstract void _clearUnitStateMove(T u);
|
||||
public abstract void _addUnitStateMove(T u);
|
||||
public abstract void _reachTarget(T owner);
|
||||
public abstract bool EnableWalking();
|
||||
public abstract void _updateSpeed(T u);
|
||||
public abstract void ClearUnitStateMove(T owner);
|
||||
public abstract void AddUnitStateMove(T owner);
|
||||
public virtual bool HasLostTarget(T owner) { return false; }
|
||||
public abstract void ReachTarget(T owner);
|
||||
public virtual bool EnableWalking() { return false; }
|
||||
public abstract void MovementInform(T owner);
|
||||
|
||||
public void StopFollowing() { }
|
||||
|
||||
#region Fields
|
||||
PathGenerator i_path;
|
||||
TimeTrackerSmall recheckDistance;
|
||||
float offset;
|
||||
float angle;
|
||||
public bool recalculateTravel;
|
||||
bool targetReached;
|
||||
#endregion
|
||||
public bool IsTargetValid() { return _target.IsValid(); }
|
||||
public Unit GetTarget() { return _target.GetTarget(); }
|
||||
|
||||
FollowerReference _target;
|
||||
PathGenerator _path;
|
||||
TimeTracker _timer;
|
||||
float _offset;
|
||||
float _angle;
|
||||
bool _recalculateTravel;
|
||||
bool _speedChanged;
|
||||
bool _targetReached;
|
||||
bool _interrupt;
|
||||
}
|
||||
|
||||
public class ChaseMovementGenerator<T> : TargetedMovementGeneratorMedium<T> where T : Unit
|
||||
public class ChaseMovementGenerator<T> : TargetedMovementGenerator<T> where T : Unit
|
||||
{
|
||||
public ChaseMovementGenerator(Unit target)
|
||||
: base(target)
|
||||
{
|
||||
}
|
||||
|
||||
public ChaseMovementGenerator(Unit target, float offset, float angle)
|
||||
: base(target, offset, angle)
|
||||
{
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.SetWalk(false);
|
||||
|
||||
owner.AddUnitState(UnitState.Chase | UnitState.ChaseMove);
|
||||
_setTargetLocation(owner, true);
|
||||
owner.AddUnitState(UnitState.Chase);
|
||||
SetTargetLocation(owner, true);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
|
||||
public override void DoFinalize(T owner)
|
||||
@@ -295,102 +276,115 @@ namespace Game.Movement
|
||||
owner.ClearUnitState(UnitState.Chase | UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
public override void ClearUnitStateMove(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
owner.ClearUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public override bool _lostTarget(T u)
|
||||
public override void AddUnitStateMove(T owner)
|
||||
{
|
||||
return u.GetVictim() != Target;
|
||||
}
|
||||
public override void _clearUnitStateMove(T u)
|
||||
{
|
||||
u.ClearUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
public override void _addUnitStateMove(T u)
|
||||
{
|
||||
u.AddUnitState(UnitState.ChaseMove);
|
||||
owner.AddUnitState(UnitState.ChaseMove);
|
||||
}
|
||||
|
||||
public override bool EnableWalking() { return false; }
|
||||
public override void _updateSpeed(T u) { }
|
||||
public override void _reachTarget(T owner)
|
||||
public override bool HasLostTarget(T owner)
|
||||
{
|
||||
_clearUnitStateMove(owner);
|
||||
if (owner.IsWithinMeleeRange(Target))
|
||||
owner.Attack(Target, true);
|
||||
return owner.GetVictim() != GetTarget();
|
||||
}
|
||||
|
||||
public override void ReachTarget(T owner)
|
||||
{
|
||||
ClearUnitStateMove(owner);
|
||||
|
||||
if (owner.IsWithinMeleeRange(GetTarget()))
|
||||
owner.Attack(GetTarget(), true);
|
||||
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
owner.ToCreature().SetCannotReachTarget(false);
|
||||
}
|
||||
public override void MovementInform(T unit)
|
||||
|
||||
public override void MovementInform(T owner)
|
||||
{
|
||||
if (unit.IsTypeId(TypeId.Unit))
|
||||
if (owner.IsTypeId(TypeId.Unit))
|
||||
{
|
||||
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Chase, (uint)Target.GetGUID().GetCounter());
|
||||
if (owner.ToCreature().GetAI() != null)
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Chase, (uint)GetTarget().GetGUID().GetCounter());
|
||||
}
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
|
||||
}
|
||||
|
||||
public class FollowMovementGenerator<T> : TargetedMovementGeneratorMedium<T> where T : Unit
|
||||
public class FollowMovementGenerator<T> : TargetedMovementGenerator<T> where T : Unit
|
||||
{
|
||||
public FollowMovementGenerator(Unit target) : base(target) { }
|
||||
|
||||
public FollowMovementGenerator(Unit target, float offset, float angle) : base(target, offset, angle) { }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
return MovementGeneratorType.Follow;
|
||||
}
|
||||
public override void _clearUnitStateMove(T u)
|
||||
{
|
||||
u.ClearUnitState(UnitState.FollowMove);
|
||||
}
|
||||
public override void _addUnitStateMove(T u)
|
||||
{
|
||||
u.AddUnitState(UnitState.FollowMove);
|
||||
owner.AddUnitState(UnitState.Follow);
|
||||
UpdateSpeed(owner);
|
||||
SetTargetLocation(owner, true);
|
||||
}
|
||||
|
||||
public override void DoReset(T owner)
|
||||
{
|
||||
DoInitialize(owner);
|
||||
}
|
||||
public override bool _lostTarget(T u) { return false; }
|
||||
public override void _reachTarget(T u) { }
|
||||
|
||||
public override void DoInitialize(T owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.Follow | UnitState.FollowMove);
|
||||
_updateSpeed(owner);
|
||||
_setTargetLocation(owner, true);
|
||||
}
|
||||
public override void DoFinalize(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.Follow | UnitState.FollowMove);
|
||||
_updateSpeed(owner);
|
||||
UpdateSpeed(owner);
|
||||
}
|
||||
public override void MovementInform(T unit)
|
||||
{
|
||||
if (unit.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
|
||||
if (unit.ToCreature().GetAI() != null)
|
||||
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Follow, (uint)Target.GetGUID().GetCounter());
|
||||
public override void ClearUnitStateMove(T owner)
|
||||
{
|
||||
owner.ClearUnitState(UnitState.FollowMove);
|
||||
}
|
||||
|
||||
public override void AddUnitStateMove(T owner)
|
||||
{
|
||||
owner.AddUnitState(UnitState.FollowMove);
|
||||
}
|
||||
|
||||
public override void ReachTarget(T owner)
|
||||
{
|
||||
ClearUnitStateMove(owner);
|
||||
}
|
||||
|
||||
public override bool EnableWalking()
|
||||
{
|
||||
if (typeof(T) == typeof(Player))
|
||||
return false;
|
||||
else
|
||||
return Reftarget.IsValid() && Target.IsWalking();
|
||||
return IsTargetValid() && GetTarget().IsWalking();
|
||||
}
|
||||
public override void _updateSpeed(T owner)
|
||||
|
||||
public override void MovementInform(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
if (!owner.IsPet() || !owner.IsInWorld || !Reftarget.IsValid() && Target.GetGUID() != owner.GetOwnerGUID())
|
||||
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
|
||||
if (owner.ToCreature().GetAI() != null)
|
||||
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Follow, (uint)GetTarget().GetGUID().GetCounter());
|
||||
}
|
||||
|
||||
public override bool HasLostTarget(T u) { return false; }
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType()
|
||||
{
|
||||
return MovementGeneratorType.Follow;
|
||||
}
|
||||
|
||||
void UpdateSpeed(T owner)
|
||||
{
|
||||
if (owner.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
if (!owner.IsPet() || !owner.IsInWorld || !IsTargetValid() && GetTarget().GetGUID() != owner.GetOwnerGUID())
|
||||
return;
|
||||
|
||||
owner.UpdateSpeed(UnitMoveType.Run);
|
||||
|
||||
@@ -74,9 +74,6 @@ namespace Game.Movement
|
||||
if (!_owner)
|
||||
return;
|
||||
|
||||
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
||||
return;
|
||||
|
||||
Cypher.Assert(!Empty());
|
||||
|
||||
_cleanFlag |= MMCleanFlag.Update;
|
||||
@@ -263,7 +260,7 @@ namespace Game.Movement
|
||||
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath);
|
||||
}
|
||||
|
||||
public void MovePoint(ulong id, float x, float y, float z, bool generatePath = true)
|
||||
public void MovePoint(uint id, float x, float y, float z, bool generatePath = true)
|
||||
{
|
||||
if (_owner.IsTypeId(TypeId.Player))
|
||||
StartMovement(new PointMovementGenerator<Player>(id, x, y, z, generatePath), MovementSlot.Active);
|
||||
|
||||
Reference in New Issue
Block a user