/* * Copyright (C) 2012-2020 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Game.Entities; using Game.Movement; namespace Game.AI { public class HomeMovementGenerator : MovementGeneratorMedium where T : Creature { public HomeMovementGenerator() { Mode = MovementGeneratorMode.Default; Priority = MovementGeneratorPriority.Normal; Flags = MovementGeneratorFlags.InitializationPending; BaseUnitState = UnitState.Roaming; } public override void DoInitialize(T owner) { RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated); AddFlag(MovementGeneratorFlags.Initialized); owner.SetNoSearchAssistance(false); SetTargetLocation(owner); } public override void DoReset(T owner) { RemoveFlag(MovementGeneratorFlags.Deactivated); DoInitialize(owner); } public override bool DoUpdate(T owner, uint diff) { if (HasFlag(MovementGeneratorFlags.Interrupted) || owner.MoveSpline.Finalized()) { AddFlag(MovementGeneratorFlags.InformEnabled); return false; } return true; } public override void DoDeactivate(T owner) { AddFlag(MovementGeneratorFlags.Deactivated); owner.ClearUnitState(UnitState.RoamingMove); } public override void DoFinalize(T owner, bool active, bool movementInform) { if (!owner.IsCreature()) return; AddFlag(MovementGeneratorFlags.Finalized); if (active) owner.ClearUnitState(UnitState.RoamingMove | UnitState.Evade); if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled)) { if (!owner.HasSwimmingFlagOutOfCombat()) owner.RemoveUnitFlag(UnitFlags.CanSwim); owner.SetSpawnHealth(); owner.LoadCreaturesAddon(); if (owner.IsVehicle()) owner.GetVehicleKit().Reset(true); CreatureAI ai = owner.GetAI(); if (ai != null) ai.JustReachedHome(); } } void SetTargetLocation(T owner) { // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted)) { AddFlag(MovementGeneratorFlags.Interrupted); return; } owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade); owner.AddUnitState(UnitState.RoamingMove); Position destination = owner.GetHomePosition(); MoveSplineInit init = new(owner); /* * TODO: maybe this never worked, who knows, top is always this generator, so this code calls GetResetPosition on itself * * if (owner->GetMotionMaster()->empty() || !owner->GetMotionMaster()->top()->GetResetPosition(owner, x, y, z)) * { * owner->GetHomePosition(x, y, z, o); * init.SetFacing(o); * } */ owner.UpdateAllowedPositionZ(destination.posX, destination.posY, ref destination.posZ); init.MoveTo(destination); init.SetFacing(destination.GetOrientation()); init.SetWalk(false); init.Launch(); } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Home; } } }