Core/Movement: Implemented alternative method of smoothing waypoint paths (send new point 1.5 before arrival) and make that the default
Port From (https://github.com/TrinityCore/TrinityCore/commit/cf1ab7b4142f1d070d999c4141109a6c6c46d06d)
This commit is contained in:
@@ -95,7 +95,7 @@ namespace Game.AI
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me.ReplaceAllNpcFlags(NPCFlags.None);
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me.ReplaceAllNpcFlags(NPCFlags.None);
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}
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}
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me.GetMotionMaster().MovePath(path, _repeatWaypointPath, null, null, MovementWalkRunSpeedSelectionMode.Default, null, null, null, true, scriptResult);
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me.GetMotionMaster().MovePath(path, _repeatWaypointPath, null, null, MovementWalkRunSpeedSelectionMode.Default, null, null, null, null, true, scriptResult);
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}
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}
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WaypointPath LoadPath(uint entry)
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WaypointPath LoadPath(uint entry)
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@@ -14,11 +14,7 @@ namespace Game.Movement
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{
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{
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public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
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public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
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{
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{
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List<int> _waypointTransitionSplinePoints = new();
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TimeTracker _nextMoveTime;
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uint _pathId;
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uint _pathId;
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bool _repeating;
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WaypointPath _path;
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WaypointPath _path;
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int _currentNode;
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int _currentNode;
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@@ -28,11 +24,19 @@ namespace Game.Movement
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(TimeSpan min, TimeSpan max)? _waitTimeRangeAtPathEnd;
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(TimeSpan min, TimeSpan max)? _waitTimeRangeAtPathEnd;
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float? _wanderDistanceAtPathEnds;
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float? _wanderDistanceAtPathEnds;
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bool? _followPathBackwardsFromEndToStart;
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bool? _followPathBackwardsFromEndToStart;
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bool _isReturningToStart;
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bool? _exactSplinePath;
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bool _repeating;
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bool _generatePath;
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bool _generatePath;
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TimeTracker _moveTimer;
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TimeTracker _nextMoveTime;
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List<int> _waypointTransitionSplinePoints = new();
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bool _isReturningToStart;
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static TimeSpan SEND_NEXT_POINT_EARLY_DELTA = TimeSpan.FromMilliseconds(1500);
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public WaypointMovementGenerator(uint pathId = 0, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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public WaypointMovementGenerator(uint pathId = 0, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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{
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{
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_nextMoveTime = new TimeTracker(0);
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_nextMoveTime = new TimeTracker(0);
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_pathId = pathId;
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_pathId = pathId;
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@@ -42,7 +46,7 @@ namespace Game.Movement
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_isReturningToStart = false;
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_exactSplinePath = exactSplinePath;
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_generatePath = generatePath;
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_generatePath = generatePath;
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Mode = MovementGeneratorMode.Default;
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Mode = MovementGeneratorMode.Default;
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@@ -58,7 +62,7 @@ namespace Game.Movement
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}
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}
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public WaypointMovementGenerator(WaypointPath path, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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public WaypointMovementGenerator(WaypointPath path, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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{
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{
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_nextMoveTime = new TimeTracker(0);
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_nextMoveTime = new TimeTracker(0);
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_repeating = repeating;
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_repeating = repeating;
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@@ -68,7 +72,7 @@ namespace Game.Movement
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_isReturningToStart = false;
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_exactSplinePath = exactSplinePath;
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_generatePath = generatePath;
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_generatePath = generatePath;
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Mode = MovementGeneratorMode.Default;
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Mode = MovementGeneratorMode.Default;
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@@ -219,22 +223,25 @@ namespace Game.Movement
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}
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}
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// if it's moving
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// if it's moving
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if (!owner.MoveSpline.Finalized())
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if (!UpdateMoveTimer(diff))
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{
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{
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// set home position at place (every MotionMaster::UpdateMotion)
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// set home position at place (every MotionMaster::UpdateMotion)
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if (owner.GetTransGUID().IsEmpty())
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if (owner.GetTransGUID().IsEmpty())
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owner.SetHomePosition(owner.GetPosition());
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owner.SetHomePosition(owner.GetPosition());
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// handle switching points in continuous segments
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// handle switching points in continuous segments
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if (_waypointTransitionSplinePoints.Count > 1 && owner.MoveSpline.CurrentPathIdx() >= _waypointTransitionSplinePoints.First())
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if (IsExactSplinePath())
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{
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{
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OnArrived(owner);
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if (_waypointTransitionSplinePoints.Count > 1 && owner.MoveSpline.CurrentPathIdx() >= _waypointTransitionSplinePoints.First())
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_waypointTransitionSplinePoints.Remove(_waypointTransitionSplinePoints.First());
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if (ComputeNextNode())
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{
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{
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CreatureAI ai = owner.GetAI();
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OnArrived(owner);
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if (ai != null)
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_waypointTransitionSplinePoints.Remove(_waypointTransitionSplinePoints.First());
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ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
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if (ComputeNextNode())
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{
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
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}
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}
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}
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}
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}
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@@ -244,7 +251,7 @@ namespace Game.Movement
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}
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}
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else if (!_nextMoveTime.Passed()) // it's not moving, is there a timer?
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else if (!_nextMoveTime.Passed()) // it's not moving, is there a timer?
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{
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{
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if (UpdateTimer(diff))
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if (UpdateWaitTimer(diff))
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{
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{
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if (!HasFlag(MovementGeneratorFlags.Initialized)) // initial movement call
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if (!HasFlag(MovementGeneratorFlags.Initialized)) // initial movement call
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{
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{
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@@ -414,70 +421,15 @@ namespace Game.Movement
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}
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}
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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WaypointNode lastWaypointForSegment = _path.Nodes[_currentNode];
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List<WaypointNode> segment = new Func<List<WaypointNode>>(() =>
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{
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// find the continuous segment that our destination waypoint is on
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var segmentIndex = _path.ContinuousSegments.FindIndex(segmentRange =>
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{
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bool isInSegmentRange(int node) { return node >= segmentRange.First && node < segmentRange.Last + segmentRange.Last; };
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return isInSegmentRange(_currentNode) && isInSegmentRange(previousNode);
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});
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// handle path returning directly from last point to first
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if (segmentIndex == -1)
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{
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if (_currentNode != 0 || previousNode != _path.Nodes.Count - 1)
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return _path.Nodes[_currentNode..1];//, 1);
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var slice3 = _path.Nodes[2..];
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segmentIndex = 0;
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}
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if (!_isReturningToStart)
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return _path.Nodes[_currentNode..(_path.ContinuousSegments[segmentIndex].Last - (_currentNode - _path.ContinuousSegments[segmentIndex].First))];
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return _path.Nodes[_path.ContinuousSegments[segmentIndex].First..(_currentNode - _path.ContinuousSegments[segmentIndex].First + 1)];
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})();
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WaypointNode lastWaypointForSegment = !_isReturningToStart ? segment.Last() : segment.First();
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_waypointTransitionSplinePoints.Clear();
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List<Vector3> points = new();
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List<Vector3> points = new();
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void fillPath(List<WaypointNode> list)
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{
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PathGenerator generator = null;
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if (_generatePath)
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generator = new(owner);
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Position source = owner.GetPosition();
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if (IsExactSplinePath())
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points.Add(new Vector3(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ()));
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CreateMergedPath(owner, _path, previousNode, _currentNode, _isReturningToStart, false,
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points, _waypointTransitionSplinePoints, ref lastWaypointForSegment);
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foreach (var node in list)
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{
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if (generator != null)
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{
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bool result = generator.CalculatePath(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ(), node.X, node.Y, node.Z);
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if (result && (generator.GetPathType() & PathType.NoPath) == 0)
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points.AddRange(generator.GetPath()[1..]);
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else
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generator = null; // when path generation to a waypoint fails, add all remaining points without pathfinding (preserve legacy behavior of MoveSplineInit::MoveTo)
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}
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if (generator == null)
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points.Add(new Vector3(node.X, node.Y, node.Z));
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_waypointTransitionSplinePoints.Add(points.Count - 1);
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source.Relocate(node.X, node.Y, node.Z);
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}
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};
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if (!_isReturningToStart)
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fillPath(segment);
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else
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else
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fillPath(segment[^0..]);
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CreateSingularPointPath(owner, _path, _currentNode, _generatePath, points, _waypointTransitionSplinePoints);
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RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
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RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
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@@ -495,7 +447,8 @@ namespace Game.Movement
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init.MovebyPath(points.ToArray());
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init.MovebyPath(points.ToArray());
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if (lastWaypointForSegment.Orientation.HasValue && (lastWaypointForSegment.Delay != TimeSpan.Zero || _currentNode == _path.Nodes.Count - 1))
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if (lastWaypointForSegment.Orientation.HasValue
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&& (lastWaypointForSegment.Delay != TimeSpan.Zero || (_isReturningToStart ? _currentNode == 0 : _currentNode == _path.Nodes.Count - 1)))
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init.SetFacing(lastWaypointForSegment.Orientation.Value);
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init.SetFacing(lastWaypointForSegment.Orientation.Value);
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switch (_path.MoveType)
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switch (_path.MoveType)
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@@ -555,7 +508,16 @@ namespace Game.Movement
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}
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}
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}
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}
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init.Launch();
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TimeSpan duration = TimeSpan.FromMilliseconds(init.Launch());
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if (!IsExactSplinePath()
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&& duration > 2 * SEND_NEXT_POINT_EARLY_DELTA
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&& lastWaypointForSegment.Delay == TimeSpan.Zero
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// don't cut movement short at ends of path if its not a looping path or if it can be traversed backwards
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&& ((_currentNode != 0 && _currentNode != _path.Nodes.Count - 1) || (!IsFollowingPathBackwardsFromEndToStart() && _repeating)))
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duration -= SEND_NEXT_POINT_EARLY_DELTA;
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_moveTimer.Reset(duration);
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// inform formation
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// inform formation
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owner.SignalFormationMovement();
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owner.SignalFormationMovement();
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@@ -598,17 +560,29 @@ namespace Game.Movement
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return _path.Flags.HasFlag(WaypointPathFlags.FollowPathBackwardsFromEndToStart);
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return _path.Flags.HasFlag(WaypointPathFlags.FollowPathBackwardsFromEndToStart);
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}
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}
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bool IsExactSplinePath()
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{
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if (_exactSplinePath.HasValue)
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return _exactSplinePath.Value;
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return _path.Flags.HasFlag(WaypointPathFlags.ExactSplinePath);
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}
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public override string GetDebugInfo()
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public override string GetDebugInfo()
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{
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{
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return $"Current Node: {_currentNode}\n{base.GetDebugInfo()}";
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return $"Current Node: {_currentNode}\n{base.GetDebugInfo()}";
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}
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}
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bool UpdateTimer(uint diff)
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bool UpdateMoveTimer(uint diff) { return UpdateTimer(_moveTimer, diff); }
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bool UpdateWaitTimer(uint diff) { return UpdateTimer(_nextMoveTime, diff); }
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bool UpdateTimer(TimeTracker timer, uint diff)
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{
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{
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_nextMoveTime.Update(diff);
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timer.Update(diff);
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if (_nextMoveTime.Passed())
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if (timer.Passed())
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{
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{
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_nextMoveTime.Reset(0);
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timer.Reset(0);
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return true;
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return true;
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}
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}
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return false;
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return false;
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@@ -619,5 +593,90 @@ namespace Game.Movement
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public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
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public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
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bool IsLoadedFromDB() { return _path != null; }
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bool IsLoadedFromDB() { return _path != null; }
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void CreateSingularPointPath(Unit owner, WaypointPath path, int currentNode, bool generatePath, List<Vector3> points, List<int> waypointTransitionSplinePoints)
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{
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WaypointNode waypoint = path.Nodes[currentNode];
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points.Add(new Vector3(owner.GetPositionX(), owner.GetPositionY(), owner.GetPositionZ()));
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if (generatePath)
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{
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PathGenerator generator = new(owner);
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bool result = generator.CalculatePath(waypoint.X, waypoint.Y, waypoint.Z);
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if (result && (generator.GetPathType() & PathType.NoPath) == 0)
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points.AddRange(generator.GetPath()[1..]);
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else
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points.Add(new Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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}
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else
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points.Add(new Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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waypointTransitionSplinePoints.Add(points.Count - 1);
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}
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void CreateMergedPath(Unit owner, WaypointPath path, int previousNode, int currentNode, bool isReturningToStart, bool generatePath, List<Vector3> points, List<int> waypointTransitionSplinePoints, ref WaypointNode lastWaypointOnPath)
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{
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var segment = new Func<List<WaypointNode>>(() =>
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{
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// find the continuous segment that our destination waypoint is on
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var segmentItr = path.ContinuousSegments.Find(segmentRange =>
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{
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bool isInSegmentRange(int node) => node >= segmentRange.First && node < segmentRange.First + segmentRange.Last;
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return isInSegmentRange(currentNode) && isInSegmentRange(previousNode);
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});
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// handle path returning directly from last point to first
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if (segmentItr == null)
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{
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if (currentNode != 0 || previousNode != path.Nodes.Count - 1)
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return path.Nodes[currentNode..1];
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segmentItr = path.ContinuousSegments[0];
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}
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if (!isReturningToStart)
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return path.Nodes[currentNode..(segmentItr.Last - (currentNode - segmentItr.First))];
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return path.Nodes[segmentItr.First..(currentNode - segmentItr.First + 1)];
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})();
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lastWaypointOnPath = !isReturningToStart ? segment.Last() : segment.First();
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waypointTransitionSplinePoints.Clear();
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void fillPath(List<WaypointNode> list)
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{
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PathGenerator generator = null;
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if (_generatePath)
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generator = new(owner);
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Position source = owner.GetPosition();
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points.Add(new Vector3(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ()));
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foreach (var node in list)
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{
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if (generator != null)
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{
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bool result = generator.CalculatePath(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ(), node.X, node.Y, node.Z);
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if (result && (generator.GetPathType() & PathType.NoPath) == 0)
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points.AddRange(generator.GetPath()[1..]);
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else
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generator = null; // when path generation to a waypoint fails, add all remaining points without pathfinding (preserve legacy behavior of MoveSplineInit::MoveTo)
|
||||||
|
}
|
||||||
|
|
||||||
|
if (generator == null)
|
||||||
|
points.Add(new Vector3(node.X, node.Y, node.Z));
|
||||||
|
|
||||||
|
_waypointTransitionSplinePoints.Add(points.Count - 1);
|
||||||
|
|
||||||
|
source.Relocate(node.X, node.Y, node.Z);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
if (!isReturningToStart)
|
||||||
|
fillPath(segment);
|
||||||
|
else
|
||||||
|
fillPath(segment[^0..]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1053,7 +1053,7 @@ namespace Game.Movement
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void MovePath(uint pathId, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
|
public void MovePath(uint pathId, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
|
||||||
(TimeSpan, TimeSpan)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
|
(TimeSpan, TimeSpan)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
|
||||||
{
|
{
|
||||||
if (pathId == 0)
|
if (pathId == 0)
|
||||||
{
|
{
|
||||||
@@ -1063,14 +1063,14 @@ namespace Game.Movement
|
|||||||
}
|
}
|
||||||
|
|
||||||
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {pathId} (repeatable: {repeatable})");
|
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {pathId} (repeatable: {repeatable})");
|
||||||
Add(new WaypointMovementGenerator(pathId, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath, scriptResult), MovementSlot.Default);
|
Add(new WaypointMovementGenerator(pathId, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, exactSplinePath, generatePath, scriptResult), MovementSlot.Default);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MovePath(WaypointPath path, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
|
public void MovePath(WaypointPath path, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
|
||||||
(TimeSpan, TimeSpan)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
|
(TimeSpan, TimeSpan)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
|
||||||
{
|
{
|
||||||
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.Id} (repeatable: {repeatable})");
|
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.Id} (repeatable: {repeatable})");
|
||||||
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath, scriptResult), MovementSlot.Default);
|
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, exactSplinePath, generatePath, scriptResult), MovementSlot.Default);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -350,7 +350,7 @@ namespace Game
|
|||||||
|
|
||||||
public void BuildSegments()
|
public void BuildSegments()
|
||||||
{
|
{
|
||||||
ContinuousSegments.Add(new WaypointSegment());
|
ContinuousSegments.Add(new WaypointSegment(0, 0));
|
||||||
for (int i = 0; i < Nodes.Count; ++i)
|
for (int i = 0; i < Nodes.Count; ++i)
|
||||||
{
|
{
|
||||||
var g = ContinuousSegments[^1];
|
var g = ContinuousSegments[^1];
|
||||||
@@ -363,7 +363,7 @@ namespace Game
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public struct WaypointSegment
|
public class WaypointSegment
|
||||||
{
|
{
|
||||||
public int First;
|
public int First;
|
||||||
public int Last;
|
public int Last;
|
||||||
@@ -390,5 +390,6 @@ namespace Game
|
|||||||
{
|
{
|
||||||
None = 0x00,
|
None = 0x00,
|
||||||
FollowPathBackwardsFromEndToStart = 0x01,
|
FollowPathBackwardsFromEndToStart = 0x01,
|
||||||
|
ExactSplinePath = 0x02
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user