/* * 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 override void DoInitialize(T owner) { SetTargetLocation(owner); } public override void DoReset(T owner) { DoInitialize(owner); } public override bool DoUpdate(T owner, uint diff) { _arrived = _skipToHome || owner.MoveSpline.Finalized(); return !_arrived; } public override void DoFinalize(T owner) { if (_arrived) { owner.ClearUnitState(UnitState.Evade); owner.SetWalk(true); owner.LoadCreaturesAddon(); owner.GetAI().JustReachedHome(); owner.SetSpawnHealth(); } } void SetTargetLocation(T owner) { if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted)) { // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade _skipToHome = true; return; } MoveSplineInit init = new(owner); float x, y, z, o; // at apply we can select more nice return points base at current movegen if (owner.GetMotionMaster().Empty() || !owner.GetMotionMaster().Top().GetResetPosition(owner, out x, out y, out z)) { owner.GetHomePosition(out x, out y, out z, out o); init.SetFacing(o); } init.MoveTo(x, y, z); init.SetWalk(false); init.Launch(); _skipToHome = false; _arrived = false; owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade); } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Home; } bool _arrived; bool _skipToHome; } }