1294 lines
46 KiB
C#
1294 lines
46 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 Framework.Dynamic;
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using Game.AI;
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using Game.DataStorage;
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using Game.Entities;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Game.Movement
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{
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class MovementGeneratorComparator : IComparer<MovementGenerator>
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{
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public int Compare(MovementGenerator a, MovementGenerator b)
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{
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if (a.Equals(b))
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return 0;
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if (a.Mode > b.Mode)
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return 1;
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else if (a.Mode == b.Mode)
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return a.Priority.CompareTo(b.Priority);
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return -1;
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}
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}
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public struct MovementGeneratorInformation
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{
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public MovementGeneratorType Type;
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public ObjectGuid TargetGUID;
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public string TargetName;
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public MovementGeneratorInformation(MovementGeneratorType type, ObjectGuid targetGUID, string targetName = "")
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{
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Type = type;
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TargetGUID = targetGUID;
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TargetName = targetName;
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}
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}
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class DelayedAction
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{
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Action Action;
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Func<bool> Validator;
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MotionMasterDelayedActionType Type;
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public DelayedAction(Action action, Func<bool> validator, MotionMasterDelayedActionType type)
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{
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Action = action;
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Validator = validator;
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Type = type;
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}
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public DelayedAction(Action action, MotionMasterDelayedActionType type)
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{
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Action = action;
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Validator = () => true;
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Type = type;
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}
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public void Resolve()
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{
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if (Validator())
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Action();
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}
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}
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public class MotionMaster
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{
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public const double gravity = 19.29110527038574;
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public const float SPEED_CHARGE = 42.0f;
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static IdleMovementGenerator staticIdleMovement = new();
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static uint splineId;
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Unit _owner { get; }
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MovementGenerator _defaultGenerator { get; set; }
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SortedSet<MovementGenerator> _generators { get; } = new(new MovementGeneratorComparator());
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MultiMap<uint, MovementGenerator> _baseUnitStatesMap { get; } = new();
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Queue<DelayedAction> _delayedActions { get; } = new();
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MotionMasterFlags _flags { get; set; }
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public MotionMaster(Unit unit)
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{
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_owner = unit;
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_flags = MotionMasterFlags.InitializationPending;
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}
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public void Initialize()
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{
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if (HasFlag(MotionMasterFlags.InitializationPending))
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return;
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if (HasFlag(MotionMasterFlags.Update))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Initialize(), MotionMasterDelayedActionType.Initialize));
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return;
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}
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DirectInitialize();
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}
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public void InitializeDefault()
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{
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Add(AI.AISelector.SelectMovementGenerator(_owner), MovementSlot.Default);
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}
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public void AddToWorld()
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{
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if (!HasFlag(MotionMasterFlags.InitializationPending))
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return;
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AddFlag(MotionMasterFlags.Initializing);
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RemoveFlag(MotionMasterFlags.InitializationPending);
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DirectInitialize();
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ResolveDelayedActions();
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RemoveFlag(MotionMasterFlags.Initializing);
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}
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public bool Empty()
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{
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return _defaultGenerator == null && _generators.Empty();
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}
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public int Size()
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{
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return (_defaultGenerator != null ? 1 : 0) + _generators.Count;
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}
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public List<MovementGeneratorInformation> GetMovementGeneratorsInformation()
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{
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List<MovementGeneratorInformation> list = new();
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if (_defaultGenerator != null)
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list.Add(new MovementGeneratorInformation(_defaultGenerator.GetMovementGeneratorType(), ObjectGuid.Empty, ""));
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foreach (var movement in _generators)
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{
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MovementGeneratorType type = movement.GetMovementGeneratorType();
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switch (type)
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{
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case MovementGeneratorType.Chase:
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case MovementGeneratorType.Follow:
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var followInformation = movement as FollowMovementGenerator;
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if (followInformation != null)
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{
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Unit target = followInformation.GetTarget();
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if (target != null)
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list.Add(new MovementGeneratorInformation(type, target.GetGUID(), target.GetName()));
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else
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list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
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}
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else
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list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
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break;
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default:
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list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
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break;
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}
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}
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return list;
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}
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public MovementSlot GetCurrentSlot()
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{
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if (!_generators.Empty())
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return MovementSlot.Active;
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if (_defaultGenerator != null)
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return MovementSlot.Default;
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return MovementSlot.Max;
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}
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public MovementGenerator GetCurrentMovementGenerator()
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{
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if (!_generators.Empty())
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return _generators.FirstOrDefault();
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if (_defaultGenerator != null)
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return _defaultGenerator;
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return null;
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}
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public MovementGeneratorType GetCurrentMovementGeneratorType()
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{
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if (Empty())
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return MovementGeneratorType.Max;
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MovementGenerator movement = GetCurrentMovementGenerator();
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if (movement == null)
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return MovementGeneratorType.Max;
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return movement.GetMovementGeneratorType();
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}
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public MovementGeneratorType GetCurrentMovementGeneratorType(MovementSlot slot)
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{
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if (Empty() || IsInvalidMovementSlot(slot))
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return MovementGeneratorType.Max;
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if (slot == MovementSlot.Active && !_generators.Empty())
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return _generators.FirstOrDefault().GetMovementGeneratorType();
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if (slot == MovementSlot.Default && _defaultGenerator != null)
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return _defaultGenerator.GetMovementGeneratorType();
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return MovementGeneratorType.Max;
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}
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public MovementGenerator GetCurrentMovementGenerator(MovementSlot slot)
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{
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if (Empty() || IsInvalidMovementSlot(slot))
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return null;
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if (slot == MovementSlot.Active && !_generators.Empty())
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return _generators.FirstOrDefault();
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if (slot == MovementSlot.Default && _defaultGenerator != null)
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return _defaultGenerator;
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return null;
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}
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public MovementGenerator GetMovementGenerator(Func<MovementGenerator, bool> filter, MovementSlot slot = MovementSlot.Active)
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{
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if (Empty() || IsInvalidMovementSlot(slot))
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return null;
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MovementGenerator movement = null;
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switch (slot)
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{
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case MovementSlot.Default:
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if (_defaultGenerator != null && filter(_defaultGenerator))
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movement = _defaultGenerator;
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break;
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case MovementSlot.Active:
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if (!_generators.Empty())
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{
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var itr = _generators.FirstOrDefault(filter);
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if (itr != null)
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movement = itr;
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}
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break;
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default:
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break;
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}
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return movement;
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}
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public bool HasMovementGenerator(Func<MovementGenerator, bool> filter, MovementSlot slot = MovementSlot.Active)
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{
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if (Empty() || IsInvalidMovementSlot(slot))
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return false;
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bool value = false;
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switch (slot)
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{
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case MovementSlot.Default:
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if (_defaultGenerator != null && filter(_defaultGenerator))
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value = true;
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break;
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case MovementSlot.Active:
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if (!_generators.Empty())
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{
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var itr = _generators.FirstOrDefault(filter);
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value = itr != null;
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}
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break;
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default:
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break;
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}
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return value;
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}
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public void Update(uint diff)
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{
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if (!_owner)
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return;
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if (HasFlag(MotionMasterFlags.InitializationPending | MotionMasterFlags.Initializing))
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return;
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Cypher.Assert(!Empty(), $"MotionMaster:Update: update called without Initializing! ({_owner.GetGUID()})");
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AddFlag(MotionMasterFlags.Update);
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MovementGenerator top = GetCurrentMovementGenerator();
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if (HasFlag(MotionMasterFlags.StaticInitializationPending) && IsStatic(top))
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{
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RemoveFlag(MotionMasterFlags.StaticInitializationPending);
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top.Initialize(_owner);
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}
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if (top.HasFlag(MovementGeneratorFlags.InitializationPending))
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top.Initialize(_owner);
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if (top.HasFlag(MovementGeneratorFlags.Deactivated))
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top.Reset(_owner);
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Cypher.Assert(!top.HasFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated), $"MotionMaster:Update: update called on an uninitialized top! ({_owner.GetGUID()}) (type: {top.GetMovementGeneratorType()}, flags: {top.Flags})");
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if (!top.Update(_owner, diff))
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{
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Cypher.Assert(top == GetCurrentMovementGenerator(), $"MotionMaster::Update: top was modified while updating! ({_owner.GetGUID()})");
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// Since all the actions that modify any slot are delayed, this movement is guaranteed to be top
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Pop(true, true); // Natural, and only, call to MovementInform
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}
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RemoveFlag(MotionMasterFlags.Update);
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ResolveDelayedActions();
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}
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void Add(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
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{
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if (movement == null)
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return;
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if (IsInvalidMovementSlot(slot))
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return;
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if (HasFlag(MotionMasterFlags.Delayed))
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_delayedActions.Enqueue(new DelayedAction(() => Add(movement, slot), MotionMasterDelayedActionType.Add));
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else
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DirectAdd(movement, slot);
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}
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public void Remove(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
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{
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if (movement == null || IsInvalidMovementSlot(slot))
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return;
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Remove(movement, slot), MotionMasterDelayedActionType.Remove));
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return;
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}
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if (Empty())
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return;
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switch (slot)
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{
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case MovementSlot.Default:
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if (_defaultGenerator != null && _defaultGenerator == movement)
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DirectClearDefault();
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break;
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case MovementSlot.Active:
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if (!_generators.Empty())
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{
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if (_generators.Contains(movement))
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Remove(movement, GetCurrentMovementGenerator() == movement, false);
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}
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break;
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default:
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break;
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}
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}
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public void Remove(MovementGeneratorType type, MovementSlot slot = MovementSlot.Active)
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{
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if (IsInvalidMovementGeneratorType(type) || IsInvalidMovementSlot(slot))
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return;
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Remove(type, slot), MotionMasterDelayedActionType.RemoveType));
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return;
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}
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if (Empty())
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return;
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switch (slot)
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{
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case MovementSlot.Default:
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if (_defaultGenerator != null && _defaultGenerator.GetMovementGeneratorType() == type)
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DirectClearDefault();
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break;
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case MovementSlot.Active:
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if (!_generators.Empty())
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{
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var itr = _generators.FirstOrDefault(a => a.GetMovementGeneratorType() == type);
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if (itr != null)
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Remove(itr, GetCurrentMovementGenerator() == itr, false);
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}
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break;
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default:
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break;
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}
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}
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public void Clear()
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{
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Clear(), MotionMasterDelayedActionType.Clear));
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return;
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}
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if (!Empty())
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DirectClear();
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}
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public void Clear(MovementSlot slot)
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{
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if (IsInvalidMovementSlot(slot))
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return;
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Clear(slot), MotionMasterDelayedActionType.ClearSlot));
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return;
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}
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if (Empty())
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return;
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switch (slot)
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{
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case MovementSlot.Default:
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DirectClearDefault();
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break;
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case MovementSlot.Active:
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DirectClear();
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break;
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default:
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break;
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}
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}
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public void Clear(MovementGeneratorMode mode)
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{
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Clear(mode), MotionMasterDelayedActionType.ClearMode));
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return;
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}
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if (Empty())
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return;
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DirectClear(a => a.Mode == mode);
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}
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public void Clear(MovementGeneratorPriority priority)
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{
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if (HasFlag(MotionMasterFlags.Delayed))
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{
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_delayedActions.Enqueue(new DelayedAction(() => Clear(priority), MotionMasterDelayedActionType.ClearPriority));
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return;
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}
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if (Empty())
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return;
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DirectClear(a => a.Priority == priority);
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}
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public void PropagateSpeedChange()
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{
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if (Empty())
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return;
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MovementGenerator movement = GetCurrentMovementGenerator();
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if (movement == null)
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return;
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movement.UnitSpeedChanged();
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}
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public bool GetDestination(out float x, out float y, out float z)
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{
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x = 0f;
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y = 0f;
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z = 0f;
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if (_owner.MoveSpline.Finalized())
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return false;
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Vector3 dest = _owner.MoveSpline.FinalDestination();
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x = dest.X;
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y = dest.Y;
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z = dest.Z;
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return true;
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}
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public void MoveIdle()
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{
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Add(GetIdleMovementGenerator(), MovementSlot.Default);
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}
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public void MoveTargetedHome()
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{
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Creature owner = _owner.ToCreature();
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if (owner == null)
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{
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Log.outError(LogFilter.Movement, $"MotionMaster::MoveTargetedHome: '{_owner.GetGUID()}', attempted to move towards target home.");
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return;
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}
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Clear();
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Unit target = owner.GetCharmerOrOwner();
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if (target == null)
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Add(new HomeMovementGenerator<Creature>());
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else
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Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle)));
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}
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public void MoveRandom(float wanderDistance = 0.0f)
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{
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if (_owner.IsTypeId(TypeId.Unit))
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Add(new RandomMovementGenerator(wanderDistance), MovementSlot.Default);
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}
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public void MoveFollow(Unit target, float dist, float angle = 0.0f, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), slot); }
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public void MoveFollow(Unit target, float dist, ChaseAngle angle, MovementSlot slot = MovementSlot.Active)
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{
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// Ignore movement request if target not exist
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if (!target || target == _owner)
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return;
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Add(new FollowMovementGenerator(target, dist, angle), slot);
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}
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public void MoveChase(Unit target, float dist, float angle = 0.0f) { MoveChase(target, new ChaseRange(dist), new ChaseAngle(angle)); }
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public void MoveChase(Unit target, float dist) { MoveChase(target, new ChaseRange(dist)); }
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public void MoveChase(Unit target, ChaseRange? dist = null, ChaseAngle? angle = null)
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{
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// Ignore movement request if target not exist
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if (!target || target == _owner)
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return;
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Add(new ChaseMovementGenerator(target, dist, angle));
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}
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public void MoveConfused()
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{
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if (_owner.IsTypeId(TypeId.Player))
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Add(new ConfusedMovementGenerator<Player>());
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else
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Add(new ConfusedMovementGenerator<Creature>());
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}
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public void MoveFleeing(Unit enemy, uint time)
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{
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if (!enemy)
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return;
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if (_owner.IsCreature())
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{
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if (time != 0)
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Add(new TimedFleeingGenerator(enemy.GetGUID(), time));
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else
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Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
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}
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else
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Add(new FleeingMovementGenerator<Player>(enemy.GetGUID()));
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}
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public void MovePoint(uint id, Position pos, bool generatePath = true, float? finalOrient = null)
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{
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MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath, finalOrient);
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}
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public void MovePoint(uint id, float x, float y, float z, bool generatePath = true, float? finalOrient = null)
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{
|
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if (_owner.IsTypeId(TypeId.Player))
|
|
Add(new PointMovementGenerator<Player>(id, x, y, z, generatePath, 0.0f, finalOrient));
|
|
else
|
|
Add(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, 0.0f, finalOrient));
|
|
}
|
|
|
|
public void MoveCloserAndStop(uint id, Unit target, float distance)
|
|
{
|
|
float distanceToTravel = _owner.GetExactDist2d(target) - distance;
|
|
if (distanceToTravel > 0.0f)
|
|
{
|
|
float angle = _owner.GetAbsoluteAngle(target);
|
|
float destx = _owner.GetPositionX() + distanceToTravel * (float)Math.Cos(angle);
|
|
float desty = _owner.GetPositionY() + distanceToTravel * (float)Math.Sin(angle);
|
|
MovePoint(id, destx, desty, target.GetPositionZ());
|
|
}
|
|
else
|
|
{
|
|
// We are already close enough. We just need to turn toward the target without changing position.
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
|
|
init.SetFacing(target);
|
|
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
|
|
}
|
|
}
|
|
|
|
public void MoveLand(uint id, Position pos)
|
|
{
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(pos);
|
|
init.SetAnimation(AnimType.ToGround);
|
|
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
|
|
}
|
|
|
|
public void MoveTakeoff(uint id, Position pos)
|
|
{
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(pos);
|
|
init.SetAnimation(AnimType.ToFly);
|
|
|
|
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
|
|
}
|
|
|
|
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
/*
|
|
if (_slot[(int)MovementSlot.Controlled] != null && _slot[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
|
|
return;
|
|
*/
|
|
|
|
if (_owner.IsTypeId(TypeId.Player))
|
|
{
|
|
PointMovementGenerator<Player> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
movement.BaseUnitState = UnitState.Charging;
|
|
Add(movement);
|
|
}
|
|
else
|
|
{
|
|
PointMovementGenerator<Creature> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
movement.BaseUnitState = UnitState.Charging;
|
|
Add(movement);
|
|
}
|
|
}
|
|
|
|
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
Vector3 dest = path.GetActualEndPosition();
|
|
|
|
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
|
|
|
|
// Charge movement is not started when using EVENT_CHARGE_PREPATH
|
|
MoveSplineInit init = new(_owner);
|
|
init.MovebyPath(path.GetPath());
|
|
init.SetVelocity(speed);
|
|
if (target != null)
|
|
init.SetFacing(target);
|
|
if (spellEffectExtraData != null)
|
|
init.SetSpellEffectExtraData(spellEffectExtraData);
|
|
init.Launch();
|
|
}
|
|
|
|
public void MoveKnockbackFrom(Position origin, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
//This function may make players fall below map
|
|
if (_owner.IsTypeId(TypeId.Player))
|
|
return;
|
|
|
|
if (speedXY < 0.01f)
|
|
return;
|
|
|
|
float x, y, z;
|
|
float moveTimeHalf = (float)(speedZ / gravity);
|
|
float dist = 2 * moveTimeHalf * speedXY;
|
|
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
|
|
|
|
_owner.GetNearPoint(_owner, out x, out y, out z, dist, _owner.GetAbsoluteAngle(origin) + MathFunctions.PI);
|
|
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(x, y, z);
|
|
init.SetParabolic(max_height, 0);
|
|
init.SetOrientationFixed(true);
|
|
init.SetVelocity(speedXY);
|
|
if (spellEffectExtraData != null)
|
|
init.SetSpellEffectExtraData(spellEffectExtraData);
|
|
|
|
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, 0);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
Add(movement);
|
|
}
|
|
|
|
public void MoveJumpTo(float angle, float speedXY, float speedZ)
|
|
{
|
|
//This function may make players fall below map
|
|
if (_owner.IsTypeId(TypeId.Player))
|
|
return;
|
|
|
|
float moveTimeHalf = (float)(speedZ / gravity);
|
|
float dist = 2 * moveTimeHalf * speedXY;
|
|
_owner.GetNearPoint2D(null, out float x, out float y, dist, _owner.GetOrientation() + angle);
|
|
float z = _owner.GetPositionZ();
|
|
_owner.UpdateAllowedPositionZ(x, y, ref z);
|
|
MoveJump(x, y, z, 0.0f, speedXY, speedZ);
|
|
}
|
|
|
|
public void MoveJump(Position pos, float speedXY, float speedZ, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
MoveJump(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), speedXY, speedZ, id, hasOrientation, arrivalCast, spellEffectExtraData);
|
|
}
|
|
|
|
public void MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
Log.outDebug(LogFilter.Server, "Unit ({0}) jump to point (X: {1} Y: {2} Z: {3})", _owner.GetGUID().ToString(), x, y, z);
|
|
if (speedXY < 0.01f)
|
|
return;
|
|
|
|
float moveTimeHalf = (float)(speedZ / gravity);
|
|
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
|
|
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(x, y, z, false);
|
|
init.SetParabolic(max_height, 0);
|
|
init.SetVelocity(speedXY);
|
|
if (hasOrientation)
|
|
init.SetFacing(o);
|
|
if (spellEffectExtraData != null)
|
|
init.SetSpellEffectExtraData(spellEffectExtraData);
|
|
|
|
uint arrivalSpellId = 0;
|
|
ObjectGuid arrivalSpellTargetGuid = ObjectGuid.Empty;
|
|
if (arrivalCast != null)
|
|
{
|
|
arrivalSpellId = arrivalCast.SpellId;
|
|
arrivalSpellTargetGuid = arrivalCast.Target;
|
|
}
|
|
|
|
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
movement.BaseUnitState = UnitState.Jumping;
|
|
Add(movement);
|
|
}
|
|
|
|
public void MoveJumpWithGravity(Position pos, float speedXY, float gravity, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
|
|
{
|
|
Log.outDebug(LogFilter.Movement, $"MotionMaster.MoveJumpWithGravity: '{_owner.GetGUID()}', jumps to point Id: {id} ({pos})");
|
|
if (speedXY < 0.01f)
|
|
return;
|
|
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false);
|
|
init.SetParabolicVerticalAcceleration(gravity, 0);
|
|
init.SetUncompressed();
|
|
init.SetVelocity(speedXY);
|
|
|
|
if (hasOrientation)
|
|
init.SetFacing(pos.GetOrientation());
|
|
|
|
if (spellEffectExtraData != null)
|
|
init.SetSpellEffectExtraData(spellEffectExtraData);
|
|
|
|
uint arrivalSpellId = 0;
|
|
ObjectGuid arrivalSpellTargetGuid = default;
|
|
if (arrivalCast != null)
|
|
{
|
|
arrivalSpellId = arrivalCast.SpellId;
|
|
arrivalSpellTargetGuid = arrivalCast.Target;
|
|
}
|
|
|
|
GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
movement.BaseUnitState = UnitState.Jumping;
|
|
Add(movement);
|
|
}
|
|
|
|
public void MoveCirclePath(float x, float y, float z, float radius, bool clockwise, byte stepCount)
|
|
{
|
|
float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
|
|
Position pos = new(x, y, z, 0.0f);
|
|
float angle = pos.GetAbsoluteAngle(_owner.GetPositionX(), _owner.GetPositionY());
|
|
|
|
MoveSplineInit init = new(_owner);
|
|
|
|
// add the owner's current position as starting point as it gets removed after entering the cycle
|
|
init.Path().Add(new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()));
|
|
|
|
for (byte i = 0; i < stepCount; angle += step, ++i)
|
|
{
|
|
Vector3 point = new();
|
|
point.X = (float)(x + radius * Math.Cos(angle));
|
|
point.Y = (float)(y + radius * Math.Sin(angle));
|
|
|
|
if (_owner.IsFlying())
|
|
point.Z = z;
|
|
else
|
|
point.Z = _owner.GetMapHeight(point.X, point.Y, z) + _owner.GetHoverOffset();
|
|
|
|
init.Path().Add(point);
|
|
}
|
|
|
|
if (_owner.IsFlying())
|
|
{
|
|
init.SetFly();
|
|
init.SetCyclic();
|
|
init.SetAnimation(AnimType.ToFly);
|
|
}
|
|
else
|
|
{
|
|
init.SetWalk(true);
|
|
init.SetCyclic();
|
|
}
|
|
|
|
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, 0));
|
|
}
|
|
|
|
void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
|
|
{
|
|
MoveSplineInit init = new(_owner);
|
|
if (fly)
|
|
{
|
|
init.SetFly();
|
|
init.SetUncompressed();
|
|
init.SetSmooth();
|
|
}
|
|
|
|
init.MovebyPath(pathPoints);
|
|
init.SetWalk(walk);
|
|
|
|
// This code is not correct
|
|
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
|
|
// need to call PointMovementGenerator with various pointIds
|
|
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, pointId));
|
|
}
|
|
|
|
public void MoveAlongSplineChain(uint pointId, uint dbChainId, bool walk)
|
|
{
|
|
Creature owner = _owner.ToCreature();
|
|
if (!owner)
|
|
{
|
|
Log.outError(LogFilter.Misc, "MotionMaster.MoveAlongSplineChain: non-creature {0} tried to walk along DB spline chain. Ignoring.", _owner.GetGUID().ToString());
|
|
return;
|
|
}
|
|
List<SplineChainLink> chain = Global.ScriptMgr.GetSplineChain(owner, (byte)dbChainId);
|
|
if (chain.Empty())
|
|
{
|
|
Log.outError(LogFilter.Misc, "MotionMaster.MoveAlongSplineChain: creature with entry {0} tried to walk along non-existing spline chain with DB id {1}.", owner.GetEntry(), dbChainId);
|
|
return;
|
|
}
|
|
MoveAlongSplineChain(pointId, chain, walk);
|
|
}
|
|
|
|
void MoveAlongSplineChain(uint pointId, List<SplineChainLink> chain, bool walk)
|
|
{
|
|
Add(new SplineChainMovementGenerator(pointId, chain, walk));
|
|
}
|
|
|
|
void ResumeSplineChain(SplineChainResumeInfo info)
|
|
{
|
|
if (info.Empty())
|
|
{
|
|
Log.outError(LogFilter.Movement, "MotionMaster.ResumeSplineChain: unit with entry {0} tried to resume a spline chain from empty info.", _owner.GetEntry());
|
|
return;
|
|
}
|
|
|
|
Add(new SplineChainMovementGenerator(info));
|
|
}
|
|
|
|
public void MoveFall(uint id = 0)
|
|
{
|
|
// Use larger distance for vmap height search than in most other cases
|
|
float tz = _owner.GetMapHeight(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
|
|
if (tz <= MapConst.InvalidHeight)
|
|
return;
|
|
|
|
// Abort too if the ground is very near
|
|
if (Math.Abs(_owner.GetPositionZ() - tz) < 0.1f)
|
|
return;
|
|
|
|
// rooted units don't move (also setting falling+root flag causes client freezes)
|
|
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
|
|
return;
|
|
|
|
_owner.SetFall(true);
|
|
|
|
// Don't run spline movement for players
|
|
if (_owner.IsTypeId(TypeId.Player))
|
|
{
|
|
_owner.ToPlayer().SetFallInformation(0, _owner.GetPositionZ());
|
|
return;
|
|
}
|
|
|
|
MoveSplineInit init = new(_owner);
|
|
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
|
|
init.SetFall();
|
|
|
|
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id);
|
|
movement.Priority = MovementGeneratorPriority.Highest;
|
|
Add(movement);
|
|
}
|
|
|
|
public void MoveSeekAssistance(float x, float y, float z)
|
|
{
|
|
Creature creature = _owner.ToCreature();
|
|
if (creature != null)
|
|
{
|
|
Log.outDebug(LogFilter.Movement, $"MotionMaster::MoveSeekAssistance: '{creature.GetGUID()}', seeks assistance (X: {x}, Y: {y}, Z: {z})");
|
|
creature.AttackStop();
|
|
creature.CastStop();
|
|
creature.DoNotReacquireSpellFocusTarget();
|
|
creature.SetReactState(ReactStates.Passive);
|
|
Add(new AssistanceMovementGenerator(EventId.AssistMove, x, y, z));
|
|
}
|
|
else
|
|
Log.outError(LogFilter.Server, $"MotionMaster::MoveSeekAssistance: {_owner.GetGUID()}, attempted to seek assistance");
|
|
}
|
|
|
|
public void MoveSeekAssistanceDistract(uint time)
|
|
{
|
|
if (_owner.IsCreature())
|
|
Add(new AssistanceDistractMovementGenerator(time, _owner.GetOrientation()));
|
|
else
|
|
Log.outError(LogFilter.Server, $"MotionMaster::MoveSeekAssistanceDistract: {_owner.GetGUID()} attempted to call distract after assistance");
|
|
}
|
|
|
|
public void MoveTaxiFlight(uint path, uint pathnode)
|
|
{
|
|
if (_owner.IsTypeId(TypeId.Player))
|
|
{
|
|
if (path < CliDB.TaxiPathNodesByPath.Count)
|
|
{
|
|
Log.outDebug(LogFilter.Server, $"MotionMaster::MoveTaxiFlight: {_owner.GetGUID()} taxi to Path Id: {path} (node {pathnode})");
|
|
|
|
// Only one FLIGHT_MOTION_TYPE is allowed
|
|
bool hasExisting = HasMovementGenerator(gen => gen.GetMovementGeneratorType() == MovementGeneratorType.Flight);
|
|
Cypher.Assert(!hasExisting, "Duplicate flight path movement generator");
|
|
|
|
FlightPathMovementGenerator movement = new();
|
|
movement.LoadPath(_owner.ToPlayer());
|
|
Add(movement);
|
|
}
|
|
else
|
|
Log.outError(LogFilter.Movement, $"MotionMaster::MoveTaxiFlight: '{_owner.GetGUID()}', attempted taxi to non-existing path Id: {path} (node: {pathnode})");
|
|
|
|
}
|
|
else
|
|
Log.outError(LogFilter.Movement, $"MotionMaster::MoveTaxiFlight: '{_owner.GetGUID()}', attempted taxi to path Id: {path} (node: {pathnode})");
|
|
}
|
|
|
|
public void MoveDistract(uint timer, float orientation)
|
|
{
|
|
/*
|
|
if (_slot[(int)MovementSlot.Controlled] != null)
|
|
return;
|
|
*/
|
|
|
|
Add(new DistractMovementGenerator(timer, orientation));
|
|
}
|
|
|
|
public void MovePath(uint pathId, bool repeatable)
|
|
{
|
|
if (pathId == 0)
|
|
return;
|
|
|
|
Add(new WaypointMovementGenerator(pathId, repeatable), MovementSlot.Default);
|
|
}
|
|
|
|
public void MovePath(WaypointPath path, bool repeatable)
|
|
{
|
|
Add(new WaypointMovementGenerator(path, repeatable), MovementSlot.Default);
|
|
}
|
|
|
|
public void MoveRotate(uint id, uint time, RotateDirection direction)
|
|
{
|
|
if (time == 0)
|
|
return;
|
|
|
|
Add(new RotateMovementGenerator(id, time, direction));
|
|
}
|
|
|
|
public void MoveFormation(uint id, Position destination, WaypointMoveType moveType, bool forceRun = false, bool forceOrientation = false)
|
|
{
|
|
if (_owner.GetTypeId() == TypeId.Unit)
|
|
Add(new FormationMovementGenerator(id, destination, moveType, forceRun, forceOrientation));
|
|
}
|
|
|
|
public void LaunchMoveSpline(MoveSplineInit init, uint id = 0, MovementGeneratorPriority priority = MovementGeneratorPriority.Normal, MovementGeneratorType type = MovementGeneratorType.Effect)
|
|
{
|
|
if (IsInvalidMovementGeneratorType(type))
|
|
{
|
|
Log.outDebug(LogFilter.Movement, $"MotionMaster::LaunchMoveSpline: '{_owner.GetGUID()}', tried to launch a spline with an invalid MovementGeneratorType: {type} (Id: {id}, Priority: {priority})");
|
|
return;
|
|
}
|
|
|
|
GenericMovementGenerator movement = new(init, type, id);
|
|
movement.Priority = priority;
|
|
Add(movement);
|
|
}
|
|
|
|
void ResolveDelayedActions()
|
|
{
|
|
while (_delayedActions.Count != 0)
|
|
{
|
|
_delayedActions.Peek().Resolve();
|
|
_delayedActions.Dequeue();
|
|
}
|
|
}
|
|
|
|
void Remove(MovementGenerator movement, bool active, bool movementInform)
|
|
{
|
|
_generators.Remove(movement);
|
|
Delete(movement, active, movementInform);
|
|
}
|
|
|
|
void Pop(bool active, bool movementInform)
|
|
{
|
|
Remove(_generators.FirstOrDefault(), active, movementInform);
|
|
}
|
|
|
|
void DirectInitialize()
|
|
{
|
|
// Clear ALL movement generators (including default)
|
|
DirectClearDefault();
|
|
DirectClear();
|
|
InitializeDefault();
|
|
}
|
|
|
|
void DirectClear()
|
|
{
|
|
// First delete Top
|
|
if (!_generators.Empty())
|
|
Pop(true, false);
|
|
|
|
// Then the rest
|
|
while (!_generators.Empty())
|
|
Pop(false, false);
|
|
|
|
// Make sure the storage is empty
|
|
ClearBaseUnitStates();
|
|
}
|
|
|
|
void DirectClearDefault()
|
|
{
|
|
if (_defaultGenerator != null)
|
|
DeleteDefault(_generators.Empty(), false);
|
|
}
|
|
|
|
void DirectClear(Func<MovementGenerator, bool> filter)
|
|
{
|
|
if (_generators.Empty())
|
|
return;
|
|
|
|
MovementGenerator top = GetCurrentMovementGenerator();
|
|
foreach (var movement in _generators.ToList())
|
|
{
|
|
if (filter(movement))
|
|
{
|
|
_generators.Remove(movement);
|
|
Delete(movement, movement == top, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DirectAdd(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
|
|
{
|
|
/*
|
|
IMovementGenerator curr = _slot[(int)slot];
|
|
if (curr != null)
|
|
{
|
|
_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
|
|
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
|
|
DelayedDelete(curr);
|
|
else
|
|
DirectDelete(curr);
|
|
}
|
|
else if (_top < (int)slot)
|
|
{
|
|
_top = (int)slot;
|
|
}
|
|
|
|
_slot[(int)slot] = m;
|
|
if (_top > (int)slot)
|
|
_initialize[(int)slot] = true;
|
|
else
|
|
{
|
|
_initialize[(int)slot] = false;
|
|
m.Initialize(_owner);
|
|
}
|
|
*/
|
|
|
|
/*
|
|
* NOTE: This mimics old behaviour: only one MOTION_SLOT_IDLE, MOTION_SLOT_ACTIVE, MOTION_SLOT_CONTROLLED
|
|
* On future changes support for multiple will be added
|
|
*/
|
|
switch (slot)
|
|
{
|
|
case MovementSlot.Default:
|
|
if (_defaultGenerator != null)
|
|
{
|
|
_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
|
|
_defaultGenerator.NotifyAIOnFinalize(_owner);
|
|
}
|
|
|
|
_defaultGenerator = movement;
|
|
if (IsStatic(movement))
|
|
AddFlag(MotionMasterFlags.StaticInitializationPending);
|
|
break;
|
|
case MovementSlot.Active:
|
|
if (!_generators.Empty())
|
|
{
|
|
if (movement.Priority >= _generators.FirstOrDefault().Priority)
|
|
{
|
|
var itr = _generators.FirstOrDefault();
|
|
if (movement.Priority == itr.Priority)
|
|
Remove(itr, true, false);
|
|
else
|
|
itr.Deactivate(_owner);
|
|
}
|
|
else
|
|
{
|
|
var pointer = _generators.FirstOrDefault(a => a.Priority == movement.Priority);
|
|
if (pointer != null)
|
|
Remove(pointer, false, false);
|
|
}
|
|
}
|
|
else
|
|
_defaultGenerator.Deactivate(_owner);
|
|
|
|
_generators.Add(movement);
|
|
AddBaseUnitState(movement);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Delete(MovementGenerator movement, bool active, bool movementInform)
|
|
{
|
|
movement.Finalize(_owner, active, movementInform);
|
|
movement.NotifyAIOnFinalize(_owner);
|
|
ClearBaseUnitState(movement);
|
|
}
|
|
|
|
void DeleteDefault(bool active, bool movementInform)
|
|
{
|
|
_defaultGenerator.Finalize(_owner, active, movementInform);
|
|
_defaultGenerator.NotifyAIOnFinalize(_owner);
|
|
_defaultGenerator = GetIdleMovementGenerator();
|
|
AddFlag(MotionMasterFlags.StaticInitializationPending);
|
|
}
|
|
|
|
void AddBaseUnitState(MovementGenerator movement)
|
|
{
|
|
if (movement == null || movement.BaseUnitState == 0)
|
|
return;
|
|
|
|
_baseUnitStatesMap.Add((uint)movement.BaseUnitState, movement);
|
|
_owner.AddUnitState(movement.BaseUnitState);
|
|
}
|
|
|
|
void ClearBaseUnitState(MovementGenerator movement)
|
|
{
|
|
if (movement == null || movement.BaseUnitState == 0)
|
|
return;
|
|
|
|
_baseUnitStatesMap.Remove((uint)movement.BaseUnitState, movement);
|
|
if (!_baseUnitStatesMap.ContainsKey(movement.BaseUnitState))
|
|
_owner.ClearUnitState(movement.BaseUnitState);
|
|
}
|
|
|
|
void ClearBaseUnitStates()
|
|
{
|
|
uint unitState = 0;
|
|
foreach (var itr in _baseUnitStatesMap)
|
|
unitState |= itr.Key;
|
|
|
|
_owner.ClearUnitState((UnitState)unitState);
|
|
_baseUnitStatesMap.Clear();
|
|
}
|
|
|
|
void AddFlag(MotionMasterFlags flag) { _flags |= flag; }
|
|
bool HasFlag(MotionMasterFlags flag) { return (_flags & flag) != 0; }
|
|
void RemoveFlag(MotionMasterFlags flag) { _flags &= ~flag; }
|
|
|
|
public static MovementGenerator GetIdleMovementGenerator()
|
|
{
|
|
return staticIdleMovement;
|
|
}
|
|
|
|
public static bool IsStatic(MovementGenerator movement)
|
|
{
|
|
return (movement == GetIdleMovementGenerator());
|
|
}
|
|
|
|
public static bool IsInvalidMovementGeneratorType(MovementGeneratorType type) { return type == MovementGeneratorType.MaxDB || type >= MovementGeneratorType.Max; }
|
|
public static bool IsInvalidMovementSlot(MovementSlot slot) { return slot >= MovementSlot.Max; }
|
|
|
|
public static uint SplineId
|
|
{
|
|
get { return splineId++; }
|
|
}
|
|
}
|
|
|
|
public class JumpArrivalCastArgs
|
|
{
|
|
public uint SpellId;
|
|
public ObjectGuid Target;
|
|
}
|
|
|
|
public class JumpChargeParams
|
|
{
|
|
public float Speed;
|
|
|
|
public bool TreatSpeedAsMoveTimeSeconds;
|
|
|
|
public float JumpGravity;
|
|
|
|
public Optional<uint> SpellVisualId;
|
|
public Optional<uint> ProgressCurveId;
|
|
public Optional<uint> ParabolicCurveId;
|
|
}
|
|
|
|
public struct ChaseRange
|
|
{
|
|
// this contains info that informs how we should path!
|
|
public float MinRange; // we have to move if we are within this range... (min. attack range)
|
|
public float MinTolerance; // ...and if we are, we will move this far away
|
|
public float MaxRange; // we have to move if we are outside this range... (max. attack range)
|
|
public float MaxTolerance; // ...and if we are, we will move into this range
|
|
|
|
public ChaseRange(float range)
|
|
{
|
|
MinRange = range > SharedConst.ContactDistance ? 0 : range - SharedConst.ContactDistance;
|
|
MinTolerance = range;
|
|
MaxRange = range + SharedConst.ContactDistance;
|
|
MaxTolerance = range;
|
|
}
|
|
|
|
public ChaseRange(float min, float max)
|
|
{
|
|
MinRange = min;
|
|
MinTolerance = Math.Min(min + SharedConst.ContactDistance, (min + max) / 2);
|
|
MaxRange = max;
|
|
MaxTolerance = Math.Max(max - SharedConst.ContactDistance, MinTolerance);
|
|
}
|
|
|
|
public ChaseRange(float min, float tMin, float tMax, float max)
|
|
{
|
|
MinRange = min;
|
|
MinTolerance = tMin;
|
|
MaxRange = max;
|
|
MaxTolerance = tMax;
|
|
}
|
|
}
|
|
|
|
public struct ChaseAngle
|
|
{
|
|
public float RelativeAngle; // we want to be at this angle relative to the target (0 = front, M_PI = back)
|
|
public float Tolerance; // but we'll tolerate anything within +- this much
|
|
|
|
public ChaseAngle(float angle, float tol = MathFunctions.PiOver4)
|
|
{
|
|
RelativeAngle = Position.NormalizeOrientation(angle);
|
|
Tolerance = tol;
|
|
}
|
|
|
|
public float UpperBound() { return Position.NormalizeOrientation(RelativeAngle + Tolerance); }
|
|
|
|
public float LowerBound() { return Position.NormalizeOrientation(RelativeAngle - Tolerance); }
|
|
|
|
public bool IsAngleOkay(float relAngle)
|
|
{
|
|
float diff = Math.Abs(relAngle - RelativeAngle);
|
|
return (Math.Min(diff, (2 * MathF.PI) - diff) <= Tolerance);
|
|
}
|
|
}
|
|
}
|