// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.Entities; using Game.Networking.Packets; using System; using System.Collections.Generic; using System.Numerics; namespace Game.Movement { public class MoveSplineInit { public MoveSplineInit(Unit m) { unit = m; args.splineId = MotionMaster.SplineId; // Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes args.TransformForTransport = !unit.GetTransGUID().IsEmpty(); // mix existing state into new args.flags.SetUnsetFlag(MoveSplineFlagEnum.CanSwim, unit.CanSwim()); args.walk = unit.HasUnitMovementFlag(MovementFlag.Walking); args.flags.SetUnsetFlag(MoveSplineFlagEnum.Flying, unit.HasUnitMovementFlag(MovementFlag.CanFly | MovementFlag.DisableGravity)); args.flags.SetUnsetFlag(MoveSplineFlagEnum.FastSteering, true); args.flags.SetUnsetFlag(MoveSplineFlagEnum.Steering, unit.HasNpcFlag2(NPCFlags2.Steering) || !unit.IsInCombat()); } UnitMoveType SelectSpeedType(MovementFlag moveFlags) { if (moveFlags.HasAnyFlag(MovementFlag.Flying)) { if (moveFlags.HasAnyFlag(MovementFlag.Backward)) return UnitMoveType.FlightBack; else return UnitMoveType.Flight; } else if (moveFlags.HasAnyFlag(MovementFlag.Swimming)) { if (moveFlags.HasAnyFlag(MovementFlag.Backward)) return UnitMoveType.SwimBack; else return UnitMoveType.Swim; } else if (moveFlags.HasAnyFlag(MovementFlag.Walking)) { return UnitMoveType.Walk; } else if (moveFlags.HasAnyFlag(MovementFlag.Backward)) return UnitMoveType.RunBack; // Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY // Run speed is their default flight speed. return UnitMoveType.Run; } public int Launch() { MoveSpline move_spline = unit.MoveSpline; bool transport = !unit.GetTransGUID().IsEmpty(); Vector4 real_position = new(); // there is a big chance that current position is unknown if current state is not finalized, need compute it // this also allows calculate spline position and update map position in much greater intervals // Don't compute for transport movement if the unit is in a motion between two transports if (!move_spline.Finalized() && move_spline.onTransport == transport) real_position = move_spline.ComputePosition(); else { Position pos; if (!transport) pos = unit; else pos = unit.m_movementInfo.transport.pos; real_position.X = pos.GetPositionX(); real_position.Y = pos.GetPositionY(); real_position.Z = pos.GetPositionZ(); real_position.W = unit.GetOrientation(); } // should i do the things that user should do? - no. if (args.path.Count == 0) return 0; // correct first vertex args.path[0] = new Vector3(real_position.X, real_position.Y, real_position.Z); args.initialOrientation = real_position.W; args.flags.SetUnsetFlag(MoveSplineFlagEnum.EnterCycle, args.flags.HasFlag(MoveSplineFlagEnum.Cyclic)); move_spline.onTransport = transport; MovementFlag moveFlags = unit.m_movementInfo.GetMovementFlags(); if (!args.flags.HasFlag(MoveSplineFlagEnum.Backward)) moveFlags = (moveFlags & ~MovementFlag.Backward) | MovementFlag.Forward; else moveFlags = (moveFlags & ~MovementFlag.Forward) | MovementFlag.Backward; if (Convert.ToBoolean(moveFlags & MovementFlag.Root)) moveFlags &= ~MovementFlag.MaskMoving; if (!args.HasVelocity) { // If spline is initialized with SetWalk method it only means we need to select // walk move speed for it but not add walk flag to unit var moveFlagsForSpeed = moveFlags; if (args.walk) moveFlagsForSpeed |= MovementFlag.Walking; else moveFlagsForSpeed &= ~MovementFlag.Walking; args.velocity = unit.GetSpeed(SelectSpeedType(moveFlagsForSpeed)); Creature creature = unit.ToCreature(); if (creature != null) if (creature.HasSearchedAssistance()) args.velocity *= 0.66f; } // limit the speed in the same way the client does float speedLimit() { if (args.flags.HasFlag(MoveSplineFlagEnum.UnlimitedSpeed)) return float.MaxValue; if (args.flags.HasFlag(MoveSplineFlagEnum.Falling) || args.flags.HasFlag(MoveSplineFlagEnum.Catmullrom) || args.flags.HasFlag(MoveSplineFlagEnum.Flying) || args.flags.HasFlag(MoveSplineFlagEnum.Parabolic)) return 50.0f; return Math.Max(28.0f, unit.GetSpeed(UnitMoveType.Run) * 4.0f); } args.velocity = Math.Min(args.velocity, speedLimit()); if (!args.Validate(unit)) return 0; unit.m_movementInfo.SetMovementFlags(moveFlags); move_spline.Initialize(args); MonsterMove packet = new(); packet.MoverGUID = unit.GetGUID(); packet.Pos = new Vector3(real_position.X, real_position.Y, real_position.Z); packet.InitializeSplineData(move_spline); if (transport) { packet.SplineData.Move.TransportGUID = unit.GetTransGUID(); packet.SplineData.Move.VehicleSeat = unit.GetTransSeat(); } unit.SendMessageToSet(packet, true); return move_spline.Duration(); } public void Stop() { MoveSpline move_spline = unit.MoveSpline; // No need to stop if we are not moving if (move_spline.Finalized()) return; bool transport = !unit.GetTransGUID().IsEmpty(); Vector4 loc = new(); if (move_spline.onTransport == transport) loc = move_spline.ComputePosition(); else { Position pos; if (!transport) pos = unit; else pos = unit.m_movementInfo.transport.pos; loc.X = pos.GetPositionX(); loc.Y = pos.GetPositionY(); loc.Z = pos.GetPositionZ(); loc.W = unit.GetOrientation(); } if (move_spline.IsTurning()) SetFacing(loc.W); args.flags.Flags = MoveSplineFlagEnum.Done; unit.m_movementInfo.RemoveMovementFlag(MovementFlag.Forward); move_spline.onTransport = transport; move_spline.Initialize(args); MonsterMove packet = new(); packet.MoverGUID = unit.GetGUID(); packet.Pos = new Vector3(loc.X, loc.Y, loc.Z); packet.SplineData.StopSplineStyle = 2; packet.SplineData.Id = move_spline.GetId(); packet.SplineData.StopUseFaceDirection = args.facing.type == MonsterMoveType.FacingAngle; packet.SplineData.Move.Face = args.facing.type; packet.SplineData.Move.FaceDirection = args.facing.angle; if (transport) { packet.SplineData.Move.TransportGUID = unit.GetTransGUID(); packet.SplineData.Move.VehicleSeat = unit.GetTransSeat(); } unit.SendMessageToSet(packet, true); } public void SetFacing(Vector3 spot) { TransportPathTransform transform = new(unit, args.TransformForTransport); Vector3 finalSpot = transform.Calc(spot); args.facing.f = new Vector3(finalSpot.X, finalSpot.Y, finalSpot.Z); args.facing.type = MonsterMoveType.FacingSpot; } public void SetFacing(float x, float y, float z) { SetFacing(new Vector3(x, y, z)); } public void SetFacing(Unit target) { args.facing.angle = unit.GetAbsoluteAngle(target); args.facing.target = target.GetGUID(); args.facing.type = MonsterMoveType.FacingTarget; } public void SetFacing(float angle) { TransportPathTransform transform = new(unit, args.TransformForTransport); args.facing.angle = Position.NormalizeOrientation(transform.Calc(angle)); args.facing.type = MonsterMoveType.FacingAngle; } public void MoveTo(Vector3 dest, bool generatePath = true, bool forceDestination = false) { if (generatePath) { PathGenerator path = new(unit); bool result = path.CalculatePath(dest.X, dest.Y, dest.Z, forceDestination); if (result && !Convert.ToBoolean(path.GetPathType() & PathType.NoPath)) { MovebyPath(path.GetPath()); return; } } args.path_Idx_offset = 0; args.path.Add(default); TransportPathTransform transform = new(unit, args.TransformForTransport); args.path.Add(transform.Calc(dest)); } public void SetFall() { args.flags.EnableFalling(); args.flags.SetUnsetFlag(MoveSplineFlagEnum.FallingSlow, unit.HasUnitMovementFlag(MovementFlag.FallingSlow)); } public void SetFirstPointId(int pointId) { args.path_Idx_offset = pointId; } public void SetFly() { args.flags.EnableFlying(); } public void SetWalk(bool enable) { args.walk = enable; } public void SetSmooth() { args.flags.EnableCatmullRom(); } public void SetUncompressed() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.UncompressedPath); } public void SetCyclic() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.Cyclic); } public void SetVelocity(float vel) { args.velocity = vel; args.HasVelocity = true; } public void SetBackward() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.Backward); } public void SetTransportEnter() { args.flags.EnableTransportEnter(); } public void SetTransportExit() { args.flags.EnableTransportExit(); } public void SetOrientationFixed(bool enable) { args.flags.SetUnsetFlag(MoveSplineFlagEnum.OrientationFixed, enable); } public void SetJumpOrientationFixed(bool enable) { args.flags.SetUnsetFlag(MoveSplineFlagEnum.JumpOrientationFixed, enable); } public void SetSteering() { args.flags.EnableSteering(); } public void SetUnlimitedSpeed() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.UnlimitedSpeed, true); } public void MovebyPath(Vector3[] path, int pointId = 0) { args.path_Idx_offset = pointId; TransportPathTransform transform = new(unit, args.TransformForTransport); for (var i = 0; i < path.Length; i++) args.path.Add(transform.Calc(path[i])); } public void MoveTo(float x, float y, float z, bool generatePath = true, bool forceDest = false) { MoveTo(new Vector3(x, y, z), generatePath, forceDest); } public void SetParabolic(float amplitude, float start_time) { args.effect_start_time_percent = start_time; args.parabolic_amplitude = amplitude; args.vertical_acceleration = 0.0f; args.flags.EnableParabolic(); } public void SetParabolicVerticalAcceleration(float vertical_acceleration, float start_time) { args.effect_start_time_percent = start_time; args.parabolic_amplitude = 0.0f; args.vertical_acceleration = vertical_acceleration; args.flags.EnableParabolic(); } public void SetAnimation(AnimTier anim, uint tierTransitionId = 0, TimeSpan transitionStartTime = default) { args.effect_start_time_percent = 0.0f; args.effect_start_time = transitionStartTime; args.animTier = new(); args.animTier.TierTransitionId = tierTransitionId; args.animTier.AnimTier = (byte)anim; if (tierTransitionId == 0) args.flags.EnableAnimation(); } public void DisableTransportPathTransformations() { args.TransformForTransport = false; } public void SetSpellEffectExtraData(SpellEffectExtraData spellEffectExtraData) { args.spellEffectExtra = spellEffectExtraData; } public void SetTurning(float startFacing, float totalTurnRads, float radsPerSec) { args.flags.SetUnsetFlag(MoveSplineFlagEnum.Turning, true); TurnData turn = new(); turn.StartFacing = startFacing; turn.TotalTurnRads = totalTurnRads; turn.RadsPerSec = radsPerSec; args.turnData = turn; } public List Path() { return args.path; } public MoveSplineInitArgs args = new(); Unit unit; } // Transforms coordinates from global to transport offsets public class TransportPathTransform { ITransport _transport; public TransportPathTransform(Unit owner, bool transformForTransport) { _transport = transformForTransport ? owner.GetDirectTransport() : null; } public Vector3 Calc(Vector3 input) { float o = 0; if (_transport != null) _transport.CalculatePassengerOffset(ref input.X, ref input.Y, ref input.Z, ref o); return input; } public float Calc(float input) { if (_transport != null) input -= _transport.GetTransportOrientation(); return input; } } }