Core/Movement: MotionMaster & MovementGenerators cleaning
Port From (https://github.com/TrinityCore/TrinityCore/commit/14c6a4d8238e4f383557359436b5f73cb730d4ea)
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user