Files
CypherCore/Source/Game/Movement/MoveSplineInit.cs
T

373 lines
14 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 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();
}
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.StopDistanceTolerance = 2;
packet.SplineData.Id = move_spline.GetId();
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)
{
if (args.TransformForTransport)
{
Unit vehicle = unit.GetVehicleBase();
if (vehicle != null)
angle -= vehicle.GetOrientation();
else
{
ITransport transport = unit.GetTransport();
if (transport != null)
angle -= transport.GetTransportOrientation();
}
}
args.facing.angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
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; }
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 SetSteering() { args.flags.EnableSteering(); }
public void SetUnlimitedSpeed() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.UnlimitedSpeed, true); }
public void MovebyPath(Vector3[] controls, int path_offset = 0)
{
args.path_Idx_offset = path_offset;
TransportPathTransform transform = new(unit, args.TransformForTransport);
for (var i = 0; i < controls.Length; i++)
args.path.Add(transform.Calc(controls[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 time_shift)
{
args.effect_start_time_percent = time_shift;
args.parabolic_amplitude = amplitude;
args.vertical_acceleration = 0.0f;
args.flags.EnableParabolic();
}
public void SetParabolicVerticalAcceleration(float vertical_acceleration, float time_shift)
{
args.effect_start_time_percent = time_shift;
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 List<Vector3> Path() { return args.path; }
public MoveSplineInitArgs args = new();
Unit unit;
}
// Transforms coordinates from global to transport offsets
public class TransportPathTransform
{
public TransportPathTransform(Unit owner, bool transformForTransport)
{
_owner = owner;
_transformForTransport = transformForTransport;
}
public Vector3 Calc(Vector3 input)
{
float x = input.X;
float y = input.Y;
float z = input.Z;
if (_transformForTransport)
{
ITransport transport = _owner.GetDirectTransport();
if (transport != null)
{
float unused = 0.0f; // need reference
transport.CalculatePassengerOffset(ref x, ref y, ref z, ref unused);
}
}
return new Vector3(x, y, z);
}
Unit _owner;
bool _transformForTransport;
}
}