4fb48f1522
Port From (https://github.com/TrinityCore/TrinityCore/commit/a855e6221d517297cfb9e2e78b57a6a57fccc85a)
121 lines
4.2 KiB
C#
121 lines
4.2 KiB
C#
/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using Game.Movement;
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namespace Game.AI
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{
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public class HomeMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
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{
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public HomeMovementGenerator()
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{
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Roaming;
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}
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public override void DoInitialize(T owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
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AddFlag(MovementGeneratorFlags.Initialized);
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SetTargetLocation(owner);
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}
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public override void DoReset(T owner)
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{
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RemoveFlag(MovementGeneratorFlags.Deactivated);
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DoInitialize(owner);
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}
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public override bool DoUpdate(T owner, uint diff)
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{
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if (HasFlag(MovementGeneratorFlags.Interrupted) || owner.MoveSpline.Finalized())
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{
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AddFlag(MovementGeneratorFlags.InformEnabled);
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return false;
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}
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return true;
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}
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public override void DoDeactivate(T owner)
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{
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AddFlag(MovementGeneratorFlags.Deactivated);
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owner.ClearUnitState(UnitState.RoamingMove);
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}
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public override void DoFinalize(T owner, bool active, bool movementInform)
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{
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if (!owner.IsCreature())
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return;
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AddFlag(MovementGeneratorFlags.Finalized);
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if (active)
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owner.ClearUnitState(UnitState.RoamingMove | UnitState.Evade);
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if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
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{
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owner.SetWalk(true);
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owner.SetSpawnHealth();
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owner.LoadCreaturesAddon();
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if (owner.IsVehicle())
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owner.GetVehicleKit().Reset(true);
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owner.GetAI().JustReachedHome();
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}
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}
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void SetTargetLocation(T owner)
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{
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// if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
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{
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AddFlag(MovementGeneratorFlags.Interrupted);
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return;
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}
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owner.ClearUnitState(UnitState.AllErasable & ~UnitState.Evade);
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owner.AddUnitState(UnitState.RoamingMove);
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Position destination = owner.GetHomePosition();
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MoveSplineInit init = new(owner);
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/*
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* TODO: maybe this never worked, who knows, top is always this generator, so this code calls GetResetPosition on itself
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*
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* if (owner->GetMotionMaster()->empty() || !owner->GetMotionMaster()->top()->GetResetPosition(owner, x, y, z))
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* {
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* owner->GetHomePosition(x, y, z, o);
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* init.SetFacing(o);
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* }
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*/
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owner.UpdateAllowedPositionZ(destination.posX, destination.posY, ref destination.posZ);
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init.MoveTo(destination);
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init.SetFacing(destination.GetOrientation());
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init.SetWalk(false);
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init.Launch();
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Home;
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}
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}
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}
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