a3dc7b3f48
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).
402 lines
14 KiB
C#
402 lines
14 KiB
C#
/*
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* Copyright (C) 2012-2017 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.GameMath;
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using Game.Entities;
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using System;
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namespace Game.Movement
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{
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public interface TargetedMovementGeneratorBase
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{
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FollowerReference reftarget { get; set; }
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void stopFollowing();
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}
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public abstract class TargetedMovementGeneratorMedium<T, D> : MovementGeneratorMedium<T>, TargetedMovementGeneratorBase where T : Unit
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{
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public FollowerReference reftarget { get; set; }
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public Unit target
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{
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get { return reftarget.getTarget(); }
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}
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public void stopFollowing() { }
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public TargetedMovementGeneratorMedium(Unit _target, float _offset = 0, float _angle = 0)
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{
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reftarget = new FollowerReference();
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reftarget.link(_target, this);
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recheckDistance = new TimeTrackerSmall();
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offset = _offset;
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angle = _angle;
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recalculateTravel = false;
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targetReached = false;
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}
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (!reftarget.isValid() || !target.IsInWorld)
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return false;
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if (owner == null || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.NotMove))
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{
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_clearUnitStateMove(owner);
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return true;
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}
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// prevent movement while casting spells with cast time or channel time
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if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
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{
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if (!owner.isStopped())
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owner.StopMoving();
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return true;
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}
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// prevent crash after creature killed pet
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if (_lostTarget(owner))
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{
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_clearUnitStateMove(owner);
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return true;
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}
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bool targetMoved = false;
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recheckDistance.Update((int)time_diff);
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if (recheckDistance.Passed())
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{
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recheckDistance.Reset(100);
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//More distance let have better performance, less distance let have more sensitive reaction at target move.
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float allowed_dist = 0.0f;// owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
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if (owner.IsPet() && (owner.GetCharmerOrOwnerGUID() == target.GetGUID()))
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allowed_dist = 1.0f; // pet following owner
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else
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allowed_dist = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
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Vector3 dest = owner.moveSpline.FinalDestination();
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if (owner.moveSpline.onTransport)
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{
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float o = 0;
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ITransport transport = owner.GetDirectTransport();
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if (transport != null)
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transport.CalculatePassengerPosition(ref dest.X, ref dest.Y, ref dest.Z, ref o);
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}
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// First check distance
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if (owner.IsTypeId(TypeId.Unit) && (owner.ToCreature().CanFly() || owner.ToCreature().CanSwim()))
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targetMoved = !target.IsWithinDist3d(dest.X, dest.Y, dest.Z, allowed_dist);
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else
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targetMoved = !target.IsWithinDist2d(dest.X, dest.Y, allowed_dist);
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// then, if the target is in range, check also Line of Sight.
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if (!targetMoved)
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targetMoved = !target.IsWithinLOSInMap(owner);
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}
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if (recalculateTravel || targetMoved)
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_setTargetLocation(owner, targetMoved);
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if (owner.moveSpline.Finalized())
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{
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MovementInform(owner);
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if (angle == 0.0f && !owner.HasInArc(0.01f, target))
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owner.SetInFront(target);
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if (!targetReached)
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{
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targetReached = true;
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_reachTarget(owner);
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}
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}
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return true;
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}
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public override void unitSpeedChanged()
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{
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recalculateTravel = true;
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}
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public void _setTargetLocation(T owner, bool updateDestination)
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{
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if (!reftarget.isValid() || !target.IsInWorld)
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return;
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if (owner.HasUnitState(UnitState.NotMove))
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return;
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if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
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return;
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if (owner.IsTypeId(TypeId.Unit) && !target.isInAccessiblePlaceFor(owner.ToCreature()))
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{
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owner.ToCreature().SetCannotReachTarget(true);
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return;
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}
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if (owner.IsTypeId(TypeId.Unit) && owner.ToCreature().IsFocusing(null, true))
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return;
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float x, y, z;
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if (updateDestination || i_path == null)
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{
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if (offset == 0)
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{
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if (target.IsWithinDistInMap(owner, SharedConst.ContactDistance))
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return;
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// to nearest contact position
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target.GetContactPoint(owner, out x, out y, out z);
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}
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else
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{
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float dist = 0;
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float size = 0;
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// Pets need special handling.
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// We need to subtract GetObjectSize() because it gets added back further down the chain
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// and that makes pets too far away. Subtracting it allows pets to properly
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// be (GetCombatReach() + i_offset) away.
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// Only applies when i_target is pet's owner otherwise pets and mobs end up
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// doing a "dance" while fighting
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if (owner.IsPet() && target.IsTypeId(TypeId.Player))
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{
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dist = 1.0f;// target.GetCombatReach();
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size = 1.0f;// target.GetCombatReach() - target.GetObjectSize();
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}
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else
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{
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dist = offset + 1.0f;
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size = owner.GetObjectSize();
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}
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if (target.IsWithinDistInMap(owner, dist))
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return;
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// to at i_offset distance from target and i_angle from target facing
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target.GetClosePoint(out x, out y, out z, size, offset, angle);
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}
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}
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else
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{
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// the destination has not changed, we just need to refresh the path (usually speed change)
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var end = i_path.GetEndPosition();
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x = end.X;
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y = end.Y;
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z = end.Z;
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}
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if (i_path == null)
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i_path = new PathGenerator(owner);
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// allow pets to use shortcut if no path found when following their master
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bool forceDest = (owner.IsTypeId(TypeId.Unit) && owner.IsPet()
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&& owner.HasUnitState(UnitState.Follow));
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bool result = i_path.CalculatePath(x, y, z, forceDest);
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if (!result && Convert.ToBoolean(i_path.GetPathType() & PathType.NoPath))
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{
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// Can't reach target
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recalculateTravel = true;
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if (owner.IsTypeId(TypeId.Unit))
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owner.ToCreature().SetCannotReachTarget(true);
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return;
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}
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_addUnitStateMove(owner);
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targetReached = false;
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recalculateTravel = false;
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owner.AddUnitState(UnitState.Chase);
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if (owner.IsTypeId(TypeId.Unit))
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owner.ToCreature().SetCannotReachTarget(false);
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(i_path.GetPath());
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init.SetWalk(EnableWalking());
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// Using the same condition for facing target as the one that is used for SetInFront on movement end
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// - applies to ChaseMovementGenerator mostly
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if (angle == 0.0f)
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init.SetFacing(target);
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init.Launch();
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}
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public void UpdateFinalDistance(float fDistance)
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{
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if (typeof(T) == typeof(Player))
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return;
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offset = fDistance;
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recalculateTravel = true;
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}
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bool IsReachable() { return (i_path != null) ? Convert.ToBoolean(i_path.GetPathType() & PathType.Normal) : true; }
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public abstract void MovementInform(T unit);
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public abstract bool _lostTarget(T u);
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public abstract void _clearUnitStateMove(T u);
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public abstract void _addUnitStateMove(T u);
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public abstract void _reachTarget(T owner);
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public abstract bool EnableWalking();
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public abstract void _updateSpeed(T u);
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#region Fields
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PathGenerator i_path;
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TimeTrackerSmall recheckDistance;
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float offset;
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float angle;
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public bool recalculateTravel;
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bool targetReached;
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#endregion
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}
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public class ChaseMovementGenerator<T> : TargetedMovementGeneratorMedium<T, ChaseMovementGenerator<T>> where T : Unit
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{
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public ChaseMovementGenerator(Unit target)
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: base(target)
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{
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}
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public ChaseMovementGenerator(Unit target, float offset, float angle)
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: base(target, offset, angle)
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{
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
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public override void DoInitialize(T owner)
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{
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if (owner.IsTypeId(TypeId.Unit))
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owner.SetWalk(false);
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owner.AddUnitState(UnitState.Chase | UnitState.ChaseMove);
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_setTargetLocation(owner, true);
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}
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public override void DoFinalize(T owner)
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{
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owner.ClearUnitState(UnitState.Chase | UnitState.ChaseMove);
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool _lostTarget(T u)
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{
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return u.GetVictim() != target;
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}
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public override void _clearUnitStateMove(T u)
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{
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u.ClearUnitState(UnitState.ChaseMove);
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}
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public override void _addUnitStateMove(T u)
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{
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u.AddUnitState(UnitState.ChaseMove);
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}
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public override bool EnableWalking() { return false; }
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public override void _updateSpeed(T u) { }
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public override void _reachTarget(T owner)
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{
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_clearUnitStateMove(owner);
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if (owner.IsWithinMeleeRange(target))
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owner.Attack(target, true);
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if (owner.IsTypeId(TypeId.Unit))
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owner.ToCreature().SetCannotReachTarget(false);
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}
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public override void MovementInform(T unit)
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{
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if (unit.IsTypeId(TypeId.Unit))
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{
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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if (unit.ToCreature().GetAI() != null)
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unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
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}
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}
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}
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public class FollowMovementGenerator<T> : TargetedMovementGeneratorMedium<T, FollowMovementGenerator<T>> where T : Unit
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{
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public FollowMovementGenerator(Unit target) : base(target) { }
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public FollowMovementGenerator(Unit target, float offset, float angle) : base(target, offset, angle) { }
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Follow;
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}
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public override void _clearUnitStateMove(T u)
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{
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u.ClearUnitState(UnitState.FollowMove);
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}
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public override void _addUnitStateMove(T u)
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{
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u.AddUnitState(UnitState.FollowMove);
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool _lostTarget(T u) { return false; }
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public override void _reachTarget(T u) { }
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public override void DoInitialize(T owner)
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{
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owner.AddUnitState(UnitState.Follow | UnitState.FollowMove);
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_updateSpeed(owner);
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_setTargetLocation(owner, true);
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}
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public override void DoFinalize(T owner)
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{
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owner.ClearUnitState(UnitState.Follow | UnitState.FollowMove);
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_updateSpeed(owner);
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}
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public override void MovementInform(T unit)
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{
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if (unit.IsTypeId(TypeId.Player))
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return;
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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if (unit.ToCreature().GetAI() != null)
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unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Follow, (uint)target.GetGUID().GetCounter());
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}
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public override bool EnableWalking()
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{
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if (typeof(T) == typeof(Player))
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return false;
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else
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return reftarget.isValid() && target.IsWalking();
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}
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public override void _updateSpeed(T owner)
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{
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if (owner.IsTypeId(TypeId.Player))
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return;
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if (!owner.IsPet() || !owner.IsInWorld || !reftarget.isValid() && target.GetGUID() != owner.GetOwnerGUID())
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return;
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owner.UpdateSpeed(UnitMoveType.Run);
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owner.UpdateSpeed(UnitMoveType.Walk);
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owner.UpdateSpeed(UnitMoveType.Swim);
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}
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}
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}
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