Files
CypherCore/Source/Game/Movement/Generators/IdleMovement.cs
T
Fabian a3dc7b3f48 Ported .Net Core commits:
hondacrx:
- Initial commit: Switch to .Net Core 2.0
- Fix build and removed not needed files
Fabi:
- Updated solution platforms.
- Changed folder structure.
- Change library target framework to netstandard2.0.
- Updated solution platforms again...
- Removed windows specific kernel32 function usage (Ctrl-C handler).
2017-10-26 17:23:44 +02:00

160 lines
5.0 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
namespace Game.Movement
{
public class IdleMovementGenerator : IMovementGenerator
{
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Idle;
}
public bool isActive { get; set; }
public override void Reset(Unit owner)
{
if (!owner.isStopped())
owner.StopMoving();
}
public override void Initialize(Unit owner)
{
Reset(owner);
}
public override void Finalize(Unit owner)
{
}
public override bool Update(Unit owner, uint time_diff)
{
return true;
}
}
public class RotateMovementGenerator : IMovementGenerator
{
public RotateMovementGenerator(uint time, RotateDirection direction)
{
m_duration = time;
m_maxDuration = time;
m_direction = direction;
}
public override void Finalize(Unit owner)
{
owner.ClearUnitState(UnitState.Rotating);
if (owner.IsTypeId(TypeId.Unit))
owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, 0);
}
public override void Initialize(Unit owner)
{
if (!owner.IsStopped())
owner.StopMoving();
if (owner.GetVictim())
owner.SetInFront(owner.GetVictim());
owner.AddUnitState(UnitState.Rotating);
owner.AttackStop();
}
public override bool Update(Unit owner, uint time_diff)
{
float angle = owner.GetOrientation();
angle += time_diff * MathFunctions.TwoPi / m_maxDuration * (m_direction == RotateDirection.Left ? 1.0f : -1.0f);
angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
owner.SetOrientation(angle); // UpdateSplinePosition does not set orientation with UNIT_STATE_ROTATING
owner.SetFacingTo(angle); // Send spline movement to clients
if (m_duration > time_diff)
m_duration -= time_diff;
else
return false;
return true;
}
public override void Reset(Unit owner) { }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
uint m_duration, m_maxDuration;
RotateDirection m_direction;
}
public class DistractMovementGenerator : IMovementGenerator
{
public DistractMovementGenerator(uint timer)
{
m_timer = timer;
}
public override void Finalize(Unit owner)
{
owner.ClearUnitState(UnitState.Distracted);
// If this is a creature, then return orientation to original position (for idle movement creatures)
if (owner.IsTypeId(TypeId.Unit))
{
float angle = owner.ToCreature().GetHomePosition().GetOrientation();
owner.SetFacingTo(angle);
}
}
public override void Initialize(Unit owner)
{
// Distracted creatures stand up if not standing
if (!owner.IsStandState())
owner.SetStandState(UnitStandStateType.Stand);
owner.AddUnitState(UnitState.Distracted);
}
public override bool Update(Unit owner, uint time_diff)
{
if (time_diff > m_timer)
return false;
m_timer -= time_diff;
return true;
}
public override void Reset(Unit owner) { }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
uint m_timer;
}
public class AssistanceDistractMovementGenerator : DistractMovementGenerator
{
public AssistanceDistractMovementGenerator(uint timer) : base(timer) { }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
public override void Finalize(Unit owner)
{
owner.ClearUnitState(UnitState.Distracted);
owner.ToCreature().SetReactState(ReactStates.Aggressive);
}
}
}