86 lines
2.8 KiB
C#
86 lines
2.8 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 Game.Entities;
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using Game.Movement;
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namespace Game.AI
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{
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public class HomeMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
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{
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public override void DoInitialize(T owner)
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{
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SetTargetLocation(owner);
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}
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public override void DoFinalize(T owner)
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{
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if (arrived)
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{
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owner.ClearUnitState(UnitState.Evade);
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owner.SetWalk(true);
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owner.LoadCreaturesAddon();
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owner.SetSpawnHealth();
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owner.GetAI().JustReachedHome();
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}
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}
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public override void DoReset(T owner) { }
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public override bool DoUpdate(T owner, uint time_diff)
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{
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arrived = skipToHome || owner.moveSpline.Finalized();
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return !arrived;
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}
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void SetTargetLocation(T owner)
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{
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned | UnitState.Distracted))
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{ // if we are ROOT/STUNNED/DISTRACTED even after aura clear, finalize on next update - otherwise we would get stuck in evade
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skipToHome = true;
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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float x, y, z, o;
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// at apply we can select more nice return points base at current movegen
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if (owner.GetMotionMaster().empty() || !owner.GetMotionMaster().top().GetResetPosition(owner, out x, out y, out z))
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{
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owner.GetHomePosition(out x, out y, out z, out o);
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init.SetFacing(o);
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}
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init.MoveTo(x, y, z);
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init.SetWalk(false);
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init.Launch();
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skipToHome = false;
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arrived = false;
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owner.ClearUnitState(UnitState.AllState & ~(UnitState.Evade | UnitState.IgnorePathfinding));
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Home;
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}
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bool arrived;
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bool skipToHome;
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}
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}
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