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

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