/* * Copyright (C) 2012-2017 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 System; namespace Game.Movement { public class FleeingGenerator : MovementGeneratorMedium where T : Unit { public const float MIN_QUIET_DISTANCE = 28.0f; public const float MAX_QUIET_DISTANCE = 43.0f; 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.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel()) { 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(owner.GetMapId(), mypos.posX, mypos.posY, mypos.posZ + 2.0f, x, y, z + 2.0f); 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; } public override void DoInitialize(T owner) { if (owner == null) return; owner.SetFlag(UnitFields.Flags, UnitFlags.Fleeing); owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove); _setTargetLocation(owner); } public override void DoFinalize(T owner) { if (owner.IsTypeId(TypeId.Player)) { owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing); owner.ClearUnitState(UnitState.Fleeing | UnitState.Fleeing); owner.StopMoving(); } else { owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing); owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove); if (owner.GetVictim() != null) owner.SetTarget(owner.GetVictim().GetGUID()); } } public override void DoReset(T owner) { DoInitialize(owner); } public override bool DoUpdate(T owner, uint time_diff) { if (owner == null || !owner.IsAlive()) return false; if (owner.HasUnitState(UnitState.Root | UnitState.Stunned)) { owner.ClearUnitState(UnitState.FleeingMove); return true; } i_nextCheckTime.Update(time_diff); if (i_nextCheckTime.Passed() && owner.moveSpline.Finalized()) _setTargetLocation(owner); return true; } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Fleeing; } ObjectGuid i_frightGUID; TimeTracker i_nextCheckTime; } public class TimedFleeingGenerator : FleeingGenerator { public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright) { i_totalFleeTime = new TimeTracker(time); } public override void Finalize(Unit owner) { owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing); owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove); Unit victim = owner.GetVictim(); if (victim != null) { if (owner.IsAlive()) { owner.AttackStop(); owner.ToCreature().GetAI().AttackStart(victim); } } } public override bool Update(Unit owner, uint time_diff) { if (!owner.IsAlive()) return false; if (owner.HasUnitState(UnitState.Root | UnitState.Stunned)) { owner.ClearUnitState(UnitState.FleeingMove); return true; } i_totalFleeTime.Update(time_diff); if (i_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); } TimeTracker i_totalFleeTime; } }