Core/Movement: MotionMaster & MovementGenerators cleaning

Port From (https://github.com/TrinityCore/TrinityCore/commit/14c6a4d8238e4f383557359436b5f73cb730d4ea)
This commit is contained in:
hondacrx
2020-05-07 14:16:30 -04:00
parent dff455da9d
commit c9a91fa62f
12 changed files with 631 additions and 669 deletions
+1 -1
View File
@@ -430,7 +430,7 @@ namespace Game.AI
ClearCharmInfoFlags();
me.GetCharmInfo().SetIsReturning(true);
me.GetMotionMaster().Clear();
me.GetMotionMaster().MovePoint(me.GetGUID().GetCounter(), x, y, z);
me.GetMotionMaster().MovePoint((uint)me.GetGUID().GetCounter(), x, y, z);
}
}
else // COMMAND_FOLLOW
+4 -4
View File
@@ -1872,9 +1872,9 @@ namespace Game.Chat
{
Unit target;
if (unit.IsTypeId(TypeId.Player))
target = ((ChaseMovementGenerator<Player>)movementGenerator).Target;
target = ((ChaseMovementGenerator<Player>)movementGenerator).GetTarget();
else
target = ((ChaseMovementGenerator<Creature>)movementGenerator).Target;
target = ((ChaseMovementGenerator<Creature>)movementGenerator).GetTarget();
if (!target)
handler.SendSysMessage(CypherStrings.MovegensChaseNull);
@@ -1888,9 +1888,9 @@ namespace Game.Chat
{
Unit target;
if (unit.IsTypeId(TypeId.Player))
target = ((FollowMovementGenerator<Player>)movementGenerator).Target;
target = ((FollowMovementGenerator<Player>)movementGenerator).GetTarget();
else
target = ((FollowMovementGenerator<Creature>)movementGenerator).Target;
target = ((FollowMovementGenerator<Creature>)movementGenerator).GetTarget();
if (!target)
handler.SendSysMessage(CypherStrings.MovegensFollowNull);
+1 -1
View File
@@ -506,7 +506,7 @@ namespace Game.Chat
FollowMovementGenerator<Creature> mgen = (FollowMovementGenerator<Creature>)creature.GetMotionMaster().Top();
if (mgen.Target != player)
if (mgen.GetTarget() != player)
{
handler.SendSysMessage(CypherStrings.CreatureNotFollowYou, creature.GetName());
return false;
@@ -25,20 +25,72 @@ namespace Game.Movement
{
public ConfusedGenerator()
{
i_nextMoveTime = new TimeTracker();
_timer = new TimeTracker();
}
public override void DoInitialize(T owner)
{
owner.AddUnitState(UnitState.Confused);
owner.AddUnitFlag(UnitFlags.Confused);
owner.GetPosition(out i_x, out i_y, out i_z);
if (!owner.IsAlive() || owner.IsStopped())
if (!owner || !owner.IsAlive())
return;
owner.AddUnitState(UnitState.Confused);
owner.AddUnitFlag(UnitFlags.Confused);
owner.StopMoving();
owner.AddUnitState(UnitState.ConfusedMove);
_timer.Reset(0);
_reference = owner.GetPosition();
}
public override void DoReset(T owner)
{
DoInitialize(owner);
}
public override bool DoUpdate(T 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;
// waiting for next move
_timer.Update(diff);
if (!_interrupt && _timer.Passed() && owner.MoveSpline.Finalized())
{
// start moving
owner.AddUnitState(UnitState.ConfusedMove);
Position destination = _reference;
float distance = (float)(4.0f * RandomHelper.FRand(0.0f, 1.0f) - 2.0f);
float angle = RandomHelper.FRand(0.0f, 1.0f) * MathF.PI * 2.0f;
owner.MovePositionToFirstCollision(ref destination, distance, angle);
if (_path == null)
_path = new PathGenerator(owner);
_path.SetPathLengthLimit(30.0f);
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
{
_timer.Reset(100);
return true;
}
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(_path.GetPath());
init.SetWalk(true);
int traveltime = init.Launch();
_timer.Reset(traveltime + RandomHelper.URand(800, 1500));
}
return true;
}
public override void DoFinalize(T owner)
@@ -46,7 +98,7 @@ namespace Game.Movement
if (owner.IsTypeId(TypeId.Player))
{
owner.RemoveUnitFlag(UnitFlags.Confused);
owner.ClearUnitState(UnitState.Confused | UnitState.ConfusedMove);
owner.ClearUnitState(UnitState.Confused);
owner.StopMoving();
}
else if (owner.IsTypeId(TypeId.Unit))
@@ -58,69 +110,14 @@ namespace Game.Movement
}
}
public override void DoReset(T owner)
{
i_nextMoveTime.Reset(0);
if (!owner.IsAlive() || owner.IsStopped())
return;
owner.StopMoving();
owner.AddUnitState(UnitState.Confused | UnitState.ConfusedMove);
}
public override bool DoUpdate(T owner, uint time_diff)
{
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
return true;
if (i_nextMoveTime.Passed())
{
// currently moving, update location
owner.AddUnitState(UnitState.ConfusedMove);
if (owner.MoveSpline.Finalized())
i_nextMoveTime.Reset(RandomHelper.IRand(800, 1500));
}
else
{
// waiting for next move
i_nextMoveTime.Update(time_diff);
if (i_nextMoveTime.Passed())
{
// start moving
owner.AddUnitState(UnitState.ConfusedMove);
float dest = (float)(4.0f * RandomHelper.NextDouble() - 2.0f);
Position pos = new Position(i_x, i_y, i_z);
owner.MovePositionToFirstCollision(ref pos, dest, 0.0f);
PathGenerator path = new PathGenerator(owner);
path.SetPathLengthLimit(30.0f);
bool result = path.CalculatePath(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
{
i_nextMoveTime.Reset(100);
return true;
}
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(path.GetPath());
init.SetWalk(true);
init.Launch();
}
}
return true;
}
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Confused;
}
TimeTracker i_nextMoveTime;
float i_x, i_y, i_z;
PathGenerator _path;
TimeTracker _timer;
Position _reference;
bool _interrupt;
}
}
@@ -28,93 +28,8 @@ namespace Game.Movement
public FleeingGenerator(ObjectGuid fright)
{
i_frightGUID = fright;
i_nextCheckTime = new TimeTracker();
}
void _setTargetLocation(T owner)
{
if (owner == null)
return;
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
if (owner.IsMovementPreventedByCasting())
{
owner.CastStop();
return;
}
owner.AddUnitState(UnitState.FleeingMove);
float x, y, z;
_getPoint(owner, out x, out y, out z);
Position mypos = owner.GetPosition();
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);
if (!isInLOS)
{
i_nextCheckTime.Reset(200);
return;
}
PathGenerator path = new PathGenerator(owner);
path.SetPathLengthLimit(30.0f);
bool result = path.CalculatePath(x, y, z);
if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
{
i_nextCheckTime.Reset(100);
return;
}
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(path.GetPath());
init.SetWalk(false);
int traveltime = init.Launch();
i_nextCheckTime.Reset(traveltime + RandomHelper.URand(800, 1500));
}
void _getPoint(T owner, out float x, out float y, out float z)
{
float dist_from_caster, angle_to_caster;
Unit fright = Global.ObjAccessor.GetUnit(owner, i_frightGUID);
if (fright != null)
{
dist_from_caster = fright.GetDistance(owner);
if (dist_from_caster > 0.2f)
angle_to_caster = fright.GetAngle(owner);
else
angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
else
{
dist_from_caster = 0.0f;
angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
float dist, angle;
if (dist_from_caster < MIN_QUIET_DISTANCE)
{
dist = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster);
angle = angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 8, MathFunctions.PI / 8);
}
else if (dist_from_caster > MAX_QUIET_DISTANCE)
{
dist = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = -angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 4, MathFunctions.PI / 4);
}
else // we are inside quiet range
{
dist = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
Position pos = owner.GetFirstCollisionPosition(dist, angle);
x = pos.posX;
y = pos.posY;
z = pos.posZ;
_fleeTargetGUID = fright;
_timer = new TimeTracker();
}
public override void DoInitialize(T owner)
@@ -123,8 +38,34 @@ namespace Game.Movement
return;
owner.AddUnitFlag(UnitFlags.Fleeing);
owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove);
_setTargetLocation(owner);
owner.AddUnitState(UnitState.Fleeing);
SetTargetLocation(owner);
}
public override void DoReset(T owner)
{
DoInitialize(owner);
}
public override bool DoUpdate(T owner, uint diff)
{
if (owner == null || !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())
SetTargetLocation(owner);
return true;
}
public override void DoFinalize(T owner)
@@ -132,7 +73,7 @@ namespace Game.Movement
if (owner.IsTypeId(TypeId.Player))
{
owner.RemoveUnitFlag(UnitFlags.Fleeing);
owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
owner.ClearUnitState(UnitState.Fleeing);
owner.StopMoving();
}
else
@@ -144,27 +85,86 @@ namespace Game.Movement
}
}
public override void DoReset(T owner)
void SetTargetLocation(T owner)
{
DoInitialize(owner);
}
if (owner == null)
return;
public override bool DoUpdate(T owner, uint time_diff)
{
if (owner == null || !owner.IsAlive())
return false;
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting())
{
owner.ClearUnitState(UnitState.FleeingMove);
return true;
_interrupt = true;
owner.StopMoving();
return;
}
i_nextCheckTime.Update(time_diff);
if (i_nextCheckTime.Passed() && owner.MoveSpline.Finalized())
_setTargetLocation(owner);
owner.AddUnitState(UnitState.FleeingMove);
return true;
Position destination = owner.GetPosition();
GetPoint(owner, ref destination);
// Add LOS check for target point
Position currentPosition = owner.GetPosition();
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);
if (!isInLOS)
{
_timer.Reset(200);
return;
}
if (_path == null)
_path = new PathGenerator(owner);
_path.SetPathLengthLimit(30.0f);
bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
{
_timer.Reset(100);
return;
}
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(_path.GetPath());
init.SetWalk(false);
int traveltime = init.Launch();
_timer.Reset(traveltime + RandomHelper.URand(800, 1500));
}
void GetPoint(T owner, ref Position position)
{
float casterDistance, casterAngle;
Unit fleeTarget = Global.ObjAccessor.GetUnit(owner, _fleeTargetGUID);
if (fleeTarget != null)
{
casterDistance = fleeTarget.GetDistance(owner);
if (casterDistance > 0.2f)
casterAngle = fleeTarget.GetAngle(owner);
else
casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
}
else
{
casterDistance = 0.0f;
casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
}
float distance, angle;
if (casterDistance < MIN_QUIET_DISTANCE)
{
distance = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - casterDistance);
angle = casterAngle + RandomHelper.FRand(-MathF.PI / 8.0f, MathF.PI / 8.0f);
}
else if (casterDistance > MAX_QUIET_DISTANCE)
{
distance = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = -casterAngle + RandomHelper.FRand(-MathF.PI / 4.0f, MathF.PI / 4.0f);
}
else // we are inside quiet range
{
distance = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
}
owner.MovePositionToFirstCollision(ref position, distance, angle);
}
public override MovementGeneratorType GetMovementGeneratorType()
@@ -172,15 +172,17 @@ namespace Game.Movement
return MovementGeneratorType.Fleeing;
}
ObjectGuid i_frightGUID;
TimeTracker i_nextCheckTime;
PathGenerator _path;
ObjectGuid _fleeTargetGUID;
TimeTracker _timer;
bool _interrupt;
}
public class TimedFleeingGenerator : FleeingGenerator<Creature>
{
public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
{
i_totalFleeTime = new TimeTracker(time);
_totalFleeTime = new TimeTracker(time);
}
public override void Finalize(Unit owner)
@@ -198,7 +200,7 @@ namespace Game.Movement
}
}
public override bool Update(Unit owner, uint time_diff)
public override bool Update(Unit owner, uint diff)
{
if (!owner.IsAlive())
return false;
@@ -209,15 +211,15 @@ namespace Game.Movement
return true;
}
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;
}
}
+17 -14
View File
@@ -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;
}
}
+55 -51
View File
@@ -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;
}
+97 -138
View File
@@ -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;
}
}
+179 -185
View File
@@ -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);
+1 -4
View File
@@ -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);