Files
CypherCore/Source/Game/Movement/Generators/IdleMovement.cs
T
hondacrx 7b248d5d15 Core/Movement: MoveRotate improvements
* Allow overriding rotation speed
* Allow limiting rotation using total rotation angle instead of duration
Port From (https://github.com/TrinityCore/TrinityCore/commit/59f92412d0f2172772155591ee7fa98a54dab06a)
2024-02-28 18:19:31 -05:00

244 lines
7.9 KiB
C#

// Copyright (c) CypherCore <http://github.com/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 System;
namespace Game.Movement
{
public class IdleMovementGenerator : MovementGenerator
{
public IdleMovementGenerator()
{
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.Initialized;
BaseUnitState = 0;
}
public override void Initialize(Unit owner)
{
owner.StopMoving();
}
public override void Reset(Unit owner)
{
owner.StopMoving();
}
public override bool Update(Unit owner, uint diff)
{
return true;
}
public override void Deactivate(Unit owner) { }
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
}
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Idle;
}
}
public class RotateMovementGenerator : MovementGenerator
{
static float MIN_ANGLE_DELTA_FOR_FACING_UPDATE = 0.05f;
uint _id;
RotateDirection _direction;
TimeTracker _duration;
float? _turnSpeed; ///< radians per sec
float? _totalTurnAngle;
uint _diffSinceLastUpdate;
public RotateMovementGenerator(uint id, RotateDirection direction, TimeSpan? duration, float? turnSpeed, float? totalTurnAngle)
{
_id = id;
_direction = direction;
if (duration.HasValue)
_duration = new TimeTracker(duration.Value);
_turnSpeed = turnSpeed;
_totalTurnAngle = totalTurnAngle;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Rotating;
}
public override void Initialize(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
AddFlag(MovementGeneratorFlags.Initialized);
owner.StopMoving();
/*
* TODO: This code should be handled somewhere else, like MovementInform
*
* if (owner->GetVictim())
* owner->SetInFront(owner->GetVictim());
*
* owner->AttackStop();
*/
}
public override void Reset(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner);
}
public override bool Update(Unit owner, uint diff)
{
_diffSinceLastUpdate += diff;
float currentAngle = owner.GetOrientation();
float angleDelta = _turnSpeed.GetValueOrDefault(owner.GetSpeed(UnitMoveType.TurnRate)) * ((float)_diffSinceLastUpdate / (float)Time.InMilliseconds);
if (_duration != null)
_duration.Update(diff);
if (_totalTurnAngle.HasValue)
_totalTurnAngle = _totalTurnAngle - angleDelta;
bool expired = (_duration != null && _duration.Passed()) || (_totalTurnAngle.HasValue && _totalTurnAngle < 0.0f);
if (angleDelta >= MIN_ANGLE_DELTA_FOR_FACING_UPDATE || expired)
{
float newAngle = Position.NormalizeOrientation(currentAngle + angleDelta * (_direction == RotateDirection.Left ? 1.0f : -1.0f));
MoveSplineInit init = new(owner);
init.MoveTo(owner.GetPosition(), false);
if (!owner.GetTransGUID().IsEmpty())
init.DisableTransportPathTransformations();
init.SetFacing(newAngle);
init.Launch();
_diffSinceLastUpdate = 0;
}
if (expired)
{
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
}
return true;
}
public override void Deactivate(Unit owner)
{
AddFlag(MovementGeneratorFlags.Deactivated);
}
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
if (movementInform && owner.IsCreature())
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, _id);
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
}
public class DistractMovementGenerator : MovementGenerator
{
public DistractMovementGenerator(uint timer, float orientation)
{
_timer = timer;
_orientation = orientation;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Highest;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Distracted;
}
public override void Initialize(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
AddFlag(MovementGeneratorFlags.Initialized);
// Distracted creatures stand up if not standing
if (!owner.IsStandState())
owner.SetStandState(UnitStandStateType.Stand);
MoveSplineInit init = new(owner);
init.MoveTo(owner, false);
if (!owner.GetTransGUID().IsEmpty())
init.DisableTransportPathTransformations();
init.SetFacing(_orientation);
init.Launch();
}
public override void Reset(Unit owner)
{
RemoveFlag(MovementGeneratorFlags.Deactivated);
Initialize(owner);
}
public override bool Update(Unit owner, uint diff)
{
if (owner == null)
return false;
if (diff > _timer)
{
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
}
_timer -= diff;
return true;
}
public override void Deactivate(Unit owner)
{
AddFlag(MovementGeneratorFlags.Deactivated);
}
public override void Finalize(Unit owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
// TODO: This code should be handled somewhere else
// If this is a creature, then return orientation to original position (for idle movement creatures)
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled) && owner.IsCreature())
{
float angle = owner.ToCreature().GetHomePosition().GetOrientation();
owner.SetFacingTo(angle);
}
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
uint _timer;
float _orientation;
}
public class AssistanceDistractMovementGenerator : DistractMovementGenerator
{
public AssistanceDistractMovementGenerator(uint timer, float orientation) : base(timer, orientation)
{
Priority = MovementGeneratorPriority.Normal;
}
public override void Finalize(Unit owner, bool active, bool movementInform)
{
owner.ClearUnitState(UnitState.Distracted);
owner.ToCreature().SetReactState(ReactStates.Aggressive);
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
}
}