Files
CypherCore/Game/Movement/Generators/FleeingGenerator.cs
T
2017-06-19 17:30:18 -04:00

224 lines
7.5 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;
using System;
namespace Game.Movement
{
public class FleeingGenerator<T> : MovementGeneratorMedium<T> where T : Unit
{
public const float MIN_QUIET_DISTANCE = 28.0f;
public const float MAX_QUIET_DISTANCE = 43.0f;
public FleeingGenerator(ObjectGuid fright)
{
i_frightGUID = fright;
i_nextCheckTime = new TimeTracker();
}
void _setTargetLocation(T owner)
{
if (owner == null)
return;
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
{
owner.CastStop();
return;
}
owner.AddUnitState(UnitState.FleeingMove);
float x, y, z;
_getPoint(owner, out x, out y, out z);
Position mypos = owner.GetPosition();
bool isInLOS = Global.VMapMgr.isInLineOfSight(owner.GetMapId(), mypos.posX, mypos.posY, mypos.posZ + 2.0f, x, y, z + 2.0f);
if (!isInLOS)
{
i_nextCheckTime.Reset(200);
return;
}
PathGenerator path = new PathGenerator(owner);
path.SetPathLengthLimit(30.0f);
bool result = path.CalculatePath(x, y, z);
if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
{
i_nextCheckTime.Reset(100);
return;
}
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(path.GetPath());
init.SetWalk(false);
int traveltime = init.Launch();
i_nextCheckTime.Reset(traveltime + RandomHelper.URand(800, 1500));
}
void _getPoint(T owner, out float x, out float y, out float z)
{
float dist_from_caster, angle_to_caster;
Unit fright = Global.ObjAccessor.GetUnit(owner, i_frightGUID);
if (fright != null)
{
dist_from_caster = fright.GetDistance(owner);
if (dist_from_caster > 0.2f)
angle_to_caster = fright.GetAngle(owner);
else
angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
else
{
dist_from_caster = 0.0f;
angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
float dist, angle;
if (dist_from_caster < MIN_QUIET_DISTANCE)
{
dist = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster);
angle = angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 8, MathFunctions.PI / 8);
}
else if (dist_from_caster > MAX_QUIET_DISTANCE)
{
dist = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = -angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 4, MathFunctions.PI / 4);
}
else // we are inside quiet range
{
dist = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = RandomHelper.FRand(0, 2 * MathFunctions.PI);
}
Position pos = owner.GetFirstCollisionPosition(dist, angle);
x = pos.posX;
y = pos.posY;
z = pos.posZ;
}
public override void DoInitialize(T owner)
{
if (owner == null)
return;
owner.SetFlag(UnitFields.Flags, UnitFlags.Fleeing);
owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove);
_setTargetLocation(owner);
}
public override void DoFinalize(T owner)
{
if (owner.IsTypeId(TypeId.Player))
{
owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
owner.ClearUnitState(UnitState.Fleeing | UnitState.Fleeing);
owner.StopMoving();
}
else
{
owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
if (owner.GetVictim() != null)
owner.SetTarget(owner.GetVictim().GetGUID());
}
}
public override void DoReset(T owner)
{
DoInitialize(owner);
}
public override bool DoUpdate(T owner, uint time_diff)
{
if (owner == null || !owner.IsAlive())
return false;
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
{
owner.ClearUnitState(UnitState.FleeingMove);
return true;
}
i_nextCheckTime.Update(time_diff);
if (i_nextCheckTime.Passed() && owner.moveSpline.Finalized())
_setTargetLocation(owner);
return true;
}
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Fleeing;
}
ObjectGuid i_frightGUID;
TimeTracker i_nextCheckTime;
}
public class TimedFleeingGenerator : FleeingGenerator<Creature>
{
public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
{
i_totalFleeTime = new TimeTracker(time);
}
public override void Finalize(Unit owner)
{
owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
Unit victim = owner.GetVictim();
if (victim != null)
{
if (owner.IsAlive())
{
owner.AttackStop();
owner.ToCreature().GetAI().AttackStart(victim);
}
}
}
public override bool Update(Unit owner, uint time_diff)
{
if (!owner.IsAlive())
return false;
if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
{
owner.ClearUnitState(UnitState.FleeingMove);
return true;
}
i_totalFleeTime.Update(time_diff);
if (i_totalFleeTime.Passed())
return false;
// This calls grant-parent Update method hiden by FleeingMovementGenerator.Update(Creature &, uint32) version
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
return base.Update(owner, time_diff);
}
TimeTracker i_totalFleeTime;
}
}