Files
CypherCore/Source/Game/Entities/Unit/Unit.Movement.cs
T

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C#

/*
* Copyright (C) 2012-2020 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 Framework.Dynamic;
using Framework.GameMath;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Maps;
using Game.Movement;
using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
namespace Game.Entities
{
public partial class Unit
{
public bool IsLevitating()
{
return m_movementInfo.HasMovementFlag(MovementFlag.DisableGravity);
}
public bool IsWalking()
{
return m_movementInfo.HasMovementFlag(MovementFlag.Walking);
}
public bool IsHovering() { return m_movementInfo.HasMovementFlag(MovementFlag.Hover); }
public bool IsStopped() { return !HasUnitState(UnitState.Moving); }
public bool IsMoving() { return m_movementInfo.HasMovementFlag(MovementFlag.MaskMoving); }
public bool IsTurning() { return m_movementInfo.HasMovementFlag(MovementFlag.MaskTurning); }
public virtual bool CanFly() { return false; }
public bool IsFlying() { return m_movementInfo.HasMovementFlag(MovementFlag.Flying | MovementFlag.DisableGravity); }
public bool IsFalling()
{
return m_movementInfo.HasMovementFlag(MovementFlag.Falling | MovementFlag.FallingFar) || MoveSpline.IsFalling();
}
public virtual bool CanSwim()
{
// Mirror client behavior, if this method returns false then client will not use swimming animation and for players will apply gravity as if there was no water
if (HasUnitFlag(UnitFlags.CannotSwim))
return false;
if (HasUnitFlag(UnitFlags.PvpAttackable)) // is player
return true;
if (HasUnitFlag2((UnitFlags2)0x1000000))
return false;
if (IsPet() && HasUnitFlag(UnitFlags.PetInCombat))
return true;
return HasUnitFlag(UnitFlags.Rename | UnitFlags.Unk15);
}
public virtual bool IsInWater()
{
return GetMap().IsInWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
}
public virtual bool IsUnderWater()
{
return GetMap().IsUnderWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
}
void PropagateSpeedChange() { GetMotionMaster().PropagateSpeedChange(); }
public float GetSpeed(UnitMoveType mtype)
{
return m_speed_rate[(int)mtype] * (IsControlledByPlayer() ? SharedConst.playerBaseMoveSpeed[(int)mtype] : SharedConst.baseMoveSpeed[(int)mtype]);
}
public void SetSpeed(UnitMoveType mtype, float newValue)
{
SetSpeedRate(mtype, newValue / (IsControlledByPlayer() ? SharedConst.playerBaseMoveSpeed[(int)mtype] : SharedConst.baseMoveSpeed[(int)mtype]));
}
public void SetSpeedRate(UnitMoveType mtype, float rate)
{
rate = Math.Max(rate, 0.01f);
if (m_speed_rate[(int)mtype] == rate)
return;
m_speed_rate[(int)mtype] = rate;
PropagateSpeedChange();
// Spline packets are for creatures and move_update are for players
ServerOpcodes[,] moveTypeToOpcode = new ServerOpcodes[(int)UnitMoveType.Max, 3]
{
{ ServerOpcodes.MoveSplineSetWalkSpeed, ServerOpcodes.MoveSetWalkSpeed, ServerOpcodes.MoveUpdateWalkSpeed },
{ ServerOpcodes.MoveSplineSetRunSpeed, ServerOpcodes.MoveSetRunSpeed, ServerOpcodes.MoveUpdateRunSpeed },
{ ServerOpcodes.MoveSplineSetRunBackSpeed, ServerOpcodes.MoveSetRunBackSpeed, ServerOpcodes.MoveUpdateRunBackSpeed },
{ ServerOpcodes.MoveSplineSetSwimSpeed, ServerOpcodes.MoveSetSwimSpeed, ServerOpcodes.MoveUpdateSwimSpeed },
{ ServerOpcodes.MoveSplineSetSwimBackSpeed, ServerOpcodes.MoveSetSwimBackSpeed, ServerOpcodes.MoveUpdateSwimBackSpeed },
{ ServerOpcodes.MoveSplineSetTurnRate, ServerOpcodes.MoveSetTurnRate, ServerOpcodes.MoveUpdateTurnRate },
{ ServerOpcodes.MoveSplineSetFlightSpeed, ServerOpcodes.MoveSetFlightSpeed, ServerOpcodes.MoveUpdateFlightSpeed },
{ ServerOpcodes.MoveSplineSetFlightBackSpeed, ServerOpcodes.MoveSetFlightBackSpeed, ServerOpcodes.MoveUpdateFlightBackSpeed },
{ ServerOpcodes.MoveSplineSetPitchRate, ServerOpcodes.MoveSetPitchRate, ServerOpcodes.MoveUpdatePitchRate },
};
if (IsTypeId(TypeId.Player))
{
// register forced speed changes for WorldSession.HandleForceSpeedChangeAck
// and do it only for real sent packets and use run for run/mounted as client expected
++ToPlayer().m_forced_speed_changes[(int)mtype];
if (!IsInCombat())
{
Pet pet = ToPlayer().GetPet();
if (pet)
pet.SetSpeedRate(mtype, m_speed_rate[(int)mtype]);
}
}
Player playerMover = GetPlayerBeingMoved(); // unit controlled by a player.
if (playerMover)
{
// Send notification to self
MoveSetSpeed selfpacket = new(moveTypeToOpcode[(int)mtype, 1]);
selfpacket.MoverGUID = GetGUID();
selfpacket.SequenceIndex = m_movementCounter++;
selfpacket.Speed = GetSpeed(mtype);
playerMover.SendPacket(selfpacket);
// Send notification to other players
MoveUpdateSpeed packet = new(moveTypeToOpcode[(int)mtype, 2]);
packet.Status = m_movementInfo;
packet.Speed = GetSpeed(mtype);
playerMover.SendMessageToSet(packet, false);
}
else
{
MoveSplineSetSpeed packet = new(moveTypeToOpcode[(int)mtype, 0]);
packet.MoverGUID = GetGUID();
packet.Speed = GetSpeed(mtype);
SendMessageToSet(packet, true);
}
}
public float GetSpeedRate(UnitMoveType mtype) { return m_speed_rate[(int)mtype]; }
public void StopMoving()
{
ClearUnitState(UnitState.Moving);
// not need send any packets if not in world or not moving
if (!IsInWorld || MoveSpline.Finalized())
return;
MoveSplineInit init = new(this);
init.Stop();
}
public void PauseMovement(uint timer = 0, MovementSlot slot = 0, bool forced = true)
{
if (slot >= MovementSlot.Max)
return;
IMovementGenerator movementGenerator = GetMotionMaster().GetMotionSlot(slot);
if (movementGenerator != null)
movementGenerator.Pause(timer);
if (forced)
StopMoving();
}
public void ResumeMovement(uint timer = 0, MovementSlot slot = 0)
{
if (slot >= MovementSlot.Max)
return;
IMovementGenerator movementGenerator = GetMotionMaster().GetMotionSlot(slot);
if (movementGenerator != null)
movementGenerator.Resume(timer);
}
public void SetInFront(WorldObject target)
{
if (!HasUnitState(UnitState.CannotTurn))
Orientation = GetAngle(target.GetPosition());
}
public void SetFacingTo(float ori, bool force = true)
{
// do not face when already moving
if (!force && (!IsStopped() || !MoveSpline.Finalized()))
return;
MoveSplineInit init = new(this);
init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset(), false);
init.SetFacing(ori);
init.Launch();
}
public void SetFacingToObject(WorldObject obj, bool force = true)
{
// do not face when already moving
if (!force && (!IsStopped() || !MoveSpline.Finalized()))
return;
// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetFacingTo(GetAngle(obj));
}
public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
{
MoveSplineInit init = new(this);
init.MoveTo(x, y, z, generatePath, forceDestination);
init.SetVelocity(speed);
init.Launch();
}
public void KnockbackFrom(float x, float y, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
{
Player player = ToPlayer();
if (!player)
{
Unit charmer = GetCharmer();
if (charmer)
{
player = charmer.ToPlayer();
if (player && player.m_unitMovedByMe != this)
player = null;
}
}
if (!player)
GetMotionMaster().MoveKnockbackFrom(x, y, speedXY, speedZ, spellEffectExtraData);
else
{
float vcos, vsin;
GetSinCos(x, y, out vsin, out vcos);
SendMoveKnockBack(player, speedXY, -speedZ, vcos, vsin);
}
}
void SendMoveKnockBack(Player player, float speedXY, float speedZ, float vcos, float vsin)
{
MoveKnockBack moveKnockBack = new();
moveKnockBack.MoverGUID = GetGUID();
moveKnockBack.SequenceIndex = m_movementCounter++;
moveKnockBack.Speeds.HorzSpeed = speedXY;
moveKnockBack.Speeds.VertSpeed = speedZ;
moveKnockBack.Direction = new Vector2(vcos, vsin);
player.SendPacket(moveKnockBack);
}
bool SetCollision(bool disable)
{
if (disable == HasUnitMovementFlag(MovementFlag.DisableCollision))
return false;
if (disable)
AddUnitMovementFlag(MovementFlag.DisableCollision);
else
RemoveUnitMovementFlag(MovementFlag.DisableCollision);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(disable ? ServerOpcodes.MoveSplineEnableCollision : ServerOpcodes.MoveEnableCollision);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(disable ? ServerOpcodes.MoveSplineDisableCollision : ServerOpcodes.MoveDisableCollision);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public bool SetCanTransitionBetweenSwimAndFly(bool enable)
{
if (!IsTypeId(TypeId.Player))
return false;
if (enable == HasUnitMovementFlag2(MovementFlag2.CanSwimToFlyTrans))
return false;
if (enable)
AddUnitMovementFlag2(MovementFlag2.CanSwimToFlyTrans);
else
RemoveUnitMovementFlag2(MovementFlag2.CanSwimToFlyTrans);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveEnableTransitionBetweenSwimAndFly : ServerOpcodes.MoveDisableTransitionBetweenSwimAndFly);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
return true;
}
public bool SetCanTurnWhileFalling(bool enable)
{
if (enable == HasUnitMovementFlag2(MovementFlag2.CanTurnWhileFalling))
return false;
if (enable)
AddUnitMovementFlag2(MovementFlag2.CanTurnWhileFalling);
else
RemoveUnitMovementFlag2(MovementFlag2.CanTurnWhileFalling);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveSetCanTurnWhileFalling : ServerOpcodes.MoveUnsetCanTurnWhileFalling);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
return true;
}
public bool SetCanDoubleJump(bool enable)
{
if (enable == HasUnitMovementFlag2(MovementFlag2.CanDoubleJump))
return false;
if (enable)
AddUnitMovementFlag2(MovementFlag2.CanDoubleJump);
else
RemoveUnitMovementFlag2(MovementFlag2.CanDoubleJump);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveEnableDoubleJump : ServerOpcodes.MoveDisableDoubleJump);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
return true;
}
public void JumpTo(float speedXY, float speedZ, bool forward)
{
float angle = forward ? 0 : MathFunctions.PI;
if (IsTypeId(TypeId.Unit))
GetMotionMaster().MoveJumpTo(angle, speedXY, speedZ);
else
{
float vcos = (float)Math.Cos(angle + GetOrientation());
float vsin = (float)Math.Sin(angle + GetOrientation());
SendMoveKnockBack(ToPlayer(), speedXY, -speedZ, vcos, vsin);
}
}
public void JumpTo(WorldObject obj, float speedZ, bool withOrientation = false)
{
float x, y, z;
obj.GetContactPoint(this, out x, out y, out z);
float speedXY = GetExactDist2d(x, y) * 10.0f / speedZ;
GetMotionMaster().MoveJump(x, y, z, GetAngle(obj), speedXY, speedZ, EventId.Jump, withOrientation);
}
public void UpdateSpeed(UnitMoveType mtype)
{
int main_speed_mod = 0;
float stack_bonus = 1.0f;
float non_stack_bonus = 1.0f;
switch (mtype)
{
// Only apply debuffs
case UnitMoveType.FlightBack:
case UnitMoveType.RunBack:
case UnitMoveType.SwimBack:
break;
case UnitMoveType.Walk:
return;
case UnitMoveType.Run:
{
if (IsMounted()) // Use on mount auras
{
main_speed_mod = GetMaxPositiveAuraModifier(AuraType.ModIncreaseMountedSpeed);
stack_bonus = GetTotalAuraMultiplier(AuraType.ModMountedSpeedAlways);
non_stack_bonus += GetMaxPositiveAuraModifier(AuraType.ModMountedSpeedNotStack) / 100.0f;
}
else
{
main_speed_mod = GetMaxPositiveAuraModifier(AuraType.ModIncreaseSpeed);
stack_bonus = GetTotalAuraMultiplier(AuraType.ModSpeedAlways);
non_stack_bonus += GetMaxPositiveAuraModifier(AuraType.ModSpeedNotStack) / 100.0f;
}
break;
}
case UnitMoveType.Swim:
{
main_speed_mod = GetMaxPositiveAuraModifier(AuraType.ModIncreaseSwimSpeed);
break;
}
case UnitMoveType.Flight:
{
if (IsTypeId(TypeId.Unit) && IsControlledByPlayer()) // not sure if good for pet
{
main_speed_mod = GetMaxPositiveAuraModifier(AuraType.ModIncreaseVehicleFlightSpeed);
stack_bonus = GetTotalAuraMultiplier(AuraType.ModVehicleSpeedAlways);
// for some spells this mod is applied on vehicle owner
int owner_speed_mod = 0;
Unit owner = GetCharmer();
if (owner != null)
owner_speed_mod = owner.GetMaxPositiveAuraModifier(AuraType.ModIncreaseVehicleFlightSpeed);
main_speed_mod = Math.Max(main_speed_mod, owner_speed_mod);
}
else if (IsMounted())
{
main_speed_mod = GetMaxPositiveAuraModifier(AuraType.ModIncreaseMountedFlightSpeed);
stack_bonus = GetTotalAuraMultiplier(AuraType.ModMountedFlightSpeedAlways);
}
else // Use not mount (shapeshift for example) auras (should stack)
main_speed_mod = GetTotalAuraModifier(AuraType.ModIncreaseFlightSpeed) + GetTotalAuraModifier(AuraType.ModIncreaseVehicleFlightSpeed);
non_stack_bonus += GetMaxPositiveAuraModifier(AuraType.ModFlightSpeedNotStack) / 100.0f;
// Update speed for vehicle if available
if (IsTypeId(TypeId.Player) && GetVehicle() != null)
GetVehicleBase().UpdateSpeed(UnitMoveType.Flight);
break;
}
default:
Log.outError(LogFilter.Unit, "Unit.UpdateSpeed: Unsupported move type ({0})", mtype);
return;
}
// now we ready for speed calculation
float speed = Math.Max(non_stack_bonus, stack_bonus);
if (main_speed_mod != 0)
MathFunctions.AddPct(ref speed, main_speed_mod);
switch (mtype)
{
case UnitMoveType.Run:
case UnitMoveType.Swim:
case UnitMoveType.Flight:
{
// Set creature speed rate
if (IsTypeId(TypeId.Unit))
{
Unit pOwner = GetCharmerOrOwner();
if ((IsPet() || IsGuardian()) && !IsInCombat() && pOwner != null) // Must check for owner or crash on "Tame Beast"
{
// For every yard over 5, increase speed by 0.01
// to help prevent pet from lagging behind and despawning
float dist = GetDistance(pOwner);
float base_rate = 1.00f; // base speed is 100% of owner speed
if (dist < 5)
dist = 5;
float mult = base_rate + ((dist - 5) * 0.01f);
speed *= pOwner.GetSpeedRate(mtype) * mult; // pets derive speed from owner when not in combat
}
else
speed *= ToCreature().GetCreatureTemplate().SpeedRun; // at this point, MOVE_WALK is never reached
}
// Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
// @todo possible affect only on MOVE_RUN
int normalization = GetMaxPositiveAuraModifier(AuraType.UseNormalMovementSpeed);
if (normalization != 0)
{
Creature creature = ToCreature();
if (creature)
{
uint immuneMask = creature.GetCreatureTemplate().MechanicImmuneMask;
if (Convert.ToBoolean(immuneMask & (1 << ((int)Mechanics.Snare - 1))) || Convert.ToBoolean(immuneMask & (1 << ((int)Mechanics.Daze - 1))))
break;
}
// Use speed from aura
float max_speed = normalization / (IsControlledByPlayer() ? SharedConst.playerBaseMoveSpeed[(int)mtype] : SharedConst.baseMoveSpeed[(int)mtype]);
if (speed > max_speed)
speed = max_speed;
}
if (mtype == UnitMoveType.Run)
{
// force minimum speed rate @ aura 437 SPELL_AURA_MOD_MINIMUM_SPEED_RATE
int minSpeedMod1 = GetMaxPositiveAuraModifier(AuraType.ModMinimumSpeedRate);
if (minSpeedMod1 != 0)
{
float minSpeed = minSpeedMod1 / (IsControlledByPlayer() ? SharedConst.playerBaseMoveSpeed[(int)mtype] : SharedConst.baseMoveSpeed[(int)mtype]);
if (speed < minSpeed)
speed = minSpeed;
}
}
break;
}
default:
break;
}
// for creature case, we check explicit if mob searched for assistance
if (IsTypeId(TypeId.Unit))
{
if (ToCreature().HasSearchedAssistance())
speed *= 0.66f; // best guessed value, so this will be 33% reduction. Based off initial speed, mob can then "run", "walk fast" or "walk".
}
// Apply strongest slow aura mod to speed
int slow = GetMaxNegativeAuraModifier(AuraType.ModDecreaseSpeed);
if (slow != 0)
MathFunctions.AddPct(ref speed, slow);
float minSpeedMod = GetMaxPositiveAuraModifier(AuraType.ModMinimumSpeed);
if (minSpeedMod != 0)
{
float baseMinSpeed = 1.0f;
if (!GetOwnerGUID().IsPlayer() && !IsHunterPet() && GetTypeId() == TypeId.Unit)
baseMinSpeed = ToCreature().GetCreatureTemplate().SpeedRun;
float min_speed = MathFunctions.CalculatePct(baseMinSpeed, minSpeedMod);
if (speed < min_speed)
speed = min_speed;
}
SetSpeedRate(mtype, speed);
}
public virtual bool UpdatePosition(Position obj, bool teleport = false)
{
return UpdatePosition(obj.posX, obj.posY, obj.posZ, obj.Orientation, teleport);
}
public virtual bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false)
{
if (!GridDefines.IsValidMapCoord(x, y, z, orientation))
{
Log.outError(LogFilter.Unit, "Unit.UpdatePosition({0}, {1}, {2}) .. bad coordinates!", x, y, z);
return false;
}
// Check if angular distance changed
bool turn = MathFunctions.fuzzyGt((float)Math.PI - Math.Abs(Math.Abs(GetOrientation() - orientation) - (float)Math.PI), 0.0f);
// G3D::fuzzyEq won't help here, in some cases magnitudes differ by a little more than G3D::eps, but should be considered equal
bool relocated = (teleport ||
Math.Abs(GetPositionX() - x) > 0.001f ||
Math.Abs(GetPositionY() - y) > 0.001f ||
Math.Abs(GetPositionZ() - z) > 0.001f);
if (turn)
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Turning);
if (relocated)
{
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Moving);
// move and update visible state if need
if (IsTypeId(TypeId.Player))
GetMap().PlayerRelocation(ToPlayer(), x, y, z, orientation);
else
GetMap().CreatureRelocation(ToCreature(), x, y, z, orientation);
}
else if (turn)
UpdateOrientation(orientation);
UpdatePositionData();
return (relocated || turn);
}
void UpdateOrientation(float orientation)
{
Orientation = orientation;
if (IsVehicle())
GetVehicleKit().RelocatePassengers();
}
//! Only server-side height update, does not broadcast to client
void UpdateHeight(float newZ)
{
Relocate(GetPositionX(), GetPositionY(), newZ);
if (IsVehicle())
GetVehicleKit().RelocatePassengers();
}
public bool IsWithinBoundaryRadius(Unit obj)
{
if (!obj || !IsInMap(obj) || !IsInPhase(obj))
return false;
float objBoundaryRadius = Math.Max(obj.GetBoundingRadius(), SharedConst.MinMeleeReach);
return IsInDist(obj, objBoundaryRadius);
}
public void GetRandomContactPoint(Unit obj, out float x, out float y, out float z, float distance2dMin, float distance2dMax)
{
float combat_reach = GetCombatReach();
if (combat_reach < 0.1f)
combat_reach = SharedConst.DefaultPlayerCombatReach;
int attacker_number = GetAttackers().Count;
if (attacker_number > 0)
--attacker_number;
GetNearPoint(obj, out x, out y, out z, obj.GetCombatReach(), distance2dMin + (distance2dMax - distance2dMin) * (float)RandomHelper.NextDouble()
, GetAngle(obj.GetPosition()) + (attacker_number != 0 ? MathFunctions.PiOver2 - MathFunctions.PI * (float)RandomHelper.NextDouble() * (float)attacker_number / combat_reach * 0.3f : 0.0f));
}
public bool SetDisableGravity(bool disable)
{
if (disable == IsLevitating())
return false;
if (disable)
{
AddUnitMovementFlag(MovementFlag.DisableGravity);
RemoveUnitMovementFlag(MovementFlag.Swimming | MovementFlag.SplineElevation);
}
else
RemoveUnitMovementFlag(MovementFlag.DisableGravity);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(disable ? ServerOpcodes.MoveDisableGravity : ServerOpcodes.MoveEnableGravity);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(disable ? ServerOpcodes.MoveSplineDisableGravity : ServerOpcodes.MoveSplineEnableGravity);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public MountCapabilityRecord GetMountCapability(uint mountType)
{
if (mountType == 0)
return null;
var capabilities = Global.DB2Mgr.GetMountCapabilities(mountType);
if (capabilities == null)
return null;
uint areaId = GetAreaId();
uint ridingSkill = 5000;
AreaMountFlags mountFlags = 0;
bool isSubmerged = false;
bool isInWater = false;
if (IsTypeId(TypeId.Player))
ridingSkill = ToPlayer().GetSkillValue(SkillType.Riding);
if (HasAuraType(AuraType.MountRestrictions))
{
foreach (AuraEffect auraEffect in GetAuraEffectsByType(AuraType.MountRestrictions))
mountFlags |= (AreaMountFlags)auraEffect.GetMiscValue();
}
else
{
AreaTableRecord areaTable = CliDB.AreaTableStorage.LookupByKey(areaId);
if (areaTable != null)
mountFlags = (AreaMountFlags)areaTable.MountFlags;
}
LiquidData liquid;
ZLiquidStatus liquidStatus = GetMap().GetLiquidStatus(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), MapConst.MapAllLiquidTypes, out liquid);
isSubmerged = liquidStatus.HasAnyFlag(ZLiquidStatus.UnderWater) || HasUnitMovementFlag(MovementFlag.Swimming);
isInWater = liquidStatus.HasAnyFlag(ZLiquidStatus.InWater | ZLiquidStatus.UnderWater);
foreach (var mountTypeXCapability in capabilities)
{
MountCapabilityRecord mountCapability = CliDB.MountCapabilityStorage.LookupByKey(mountTypeXCapability.MountCapabilityID);
if (mountCapability == null)
continue;
if (ridingSkill < mountCapability.ReqRidingSkill)
continue;
if (!mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.IgnoreRestrictions))
{
if (mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Ground) && !mountFlags.HasAnyFlag(AreaMountFlags.GroundAllowed))
continue;
if (mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Flying) && !mountFlags.HasAnyFlag(AreaMountFlags.FlyingAllowed))
continue;
if (mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Float) && !mountFlags.HasAnyFlag(AreaMountFlags.FloatAllowed))
continue;
if (mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Underwater) && !mountFlags.HasAnyFlag(AreaMountFlags.UnderwaterAllowed))
continue;
}
if (!isSubmerged)
{
if (!isInWater)
{
// player is completely out of water
if (!mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Ground))
continue;
}
else if (!mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Underwater))
continue;
}
else if (isInWater)
{
if (!mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Underwater))
continue;
}
else if (!mountCapability.Flags.HasAnyFlag(MountCapabilityFlags.Float))
continue;
if (mountCapability.ReqMapID != -1 &&
GetMapId() != mountCapability.ReqMapID &&
GetMap().GetEntry().CosmeticParentMapID != mountCapability.ReqMapID &&
GetMap().GetEntry().ParentMapID != mountCapability.ReqMapID)
continue;
if (mountCapability.ReqAreaID != 0 && !Global.DB2Mgr.IsInArea(areaId, mountCapability.ReqAreaID))
continue;
if (mountCapability.ReqSpellAuraID != 0 && !HasAura(mountCapability.ReqSpellAuraID))
continue;
if (mountCapability.ReqSpellKnownID != 0 && !HasSpell(mountCapability.ReqSpellKnownID))
continue;
Player thisPlayer = ToPlayer();
if (thisPlayer != null)
{
PlayerConditionRecord playerCondition = CliDB.PlayerConditionStorage.LookupByKey(mountCapability.PlayerConditionID);
if (playerCondition != null)
if (!ConditionManager.IsPlayerMeetingCondition(thisPlayer, playerCondition))
continue;
}
return mountCapability;
}
return null;
}
public override void ProcessPositionDataChanged(PositionFullTerrainStatus data)
{
base.ProcessPositionDataChanged(data);
ProcessTerrainStatusUpdate(data.LiquidStatus, data.LiquidInfo);
}
public virtual void SetInWater(bool inWater)
{
// remove appropriate auras if we are swimming/not swimming respectively
if (inWater)
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.UnderWater);
else
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.AboveWater);
}
public virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> liquidData)
{
if (IsFlying() || !IsControlledByPlayer())
return;
SetInWater(status.HasAnyFlag(ZLiquidStatus.Swimming));
// liquid aura handling
LiquidTypeRecord curLiquid = null;
if (status.HasAnyFlag(ZLiquidStatus.Swimming) && liquidData.HasValue)
curLiquid = CliDB.LiquidTypeStorage.LookupByKey(liquidData.Value.entry);
if (curLiquid != _lastLiquid)
{
if (_lastLiquid != null && _lastLiquid.SpellID != 0)
RemoveAurasDueToSpell(_lastLiquid.SpellID);
Player player = GetCharmerOrOwnerPlayerOrPlayerItself();
if (curLiquid != null && curLiquid.SpellID != 0 && (!player || !player.IsGameMaster()))
CastSpell(this, curLiquid.SpellID, true);
_lastLiquid = curLiquid;
}
}
public bool SetWalk(bool enable)
{
if (enable == IsWalking())
return false;
if (enable)
AddUnitMovementFlag(MovementFlag.Walking);
else
RemoveUnitMovementFlag(MovementFlag.Walking);
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineSetWalkMode : ServerOpcodes.MoveSplineSetRunMode);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
return true;
}
public bool SetFall(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.Falling))
return false;
if (enable)
{
AddUnitMovementFlag(MovementFlag.Falling);
m_movementInfo.SetFallTime(0);
}
else
RemoveUnitMovementFlag(MovementFlag.Falling | MovementFlag.FallingFar);
return true;
}
public bool SetSwim(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.Swimming))
return false;
if (enable)
AddUnitMovementFlag(MovementFlag.Swimming);
else
RemoveUnitMovementFlag(MovementFlag.Swimming);
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineStartSwim : ServerOpcodes.MoveSplineStopSwim);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
return true;
}
public bool SetCanFly(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.CanFly))
return false;
if (enable)
{
AddUnitMovementFlag(MovementFlag.CanFly);
RemoveUnitMovementFlag(MovementFlag.Swimming | MovementFlag.SplineElevation);
}
else
RemoveUnitMovementFlag(MovementFlag.CanFly | MovementFlag.MaskMovingFly);
if (!enable && IsTypeId(TypeId.Player))
ToPlayer().SetFallInformation(0, GetPositionZ());
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveSetCanFly : ServerOpcodes.MoveUnsetCanFly);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineSetFlying : ServerOpcodes.MoveSplineUnsetFlying);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public bool SetWaterWalking(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.WaterWalk))
return false;
if (enable)
AddUnitMovementFlag(MovementFlag.WaterWalk);
else
RemoveUnitMovementFlag(MovementFlag.WaterWalk);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveSetWaterWalk : ServerOpcodes.MoveSetLandWalk);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineSetWaterWalk : ServerOpcodes.MoveSplineSetLandWalk);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public bool SetFeatherFall(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.FallingSlow))
return false;
if (enable)
AddUnitMovementFlag(MovementFlag.FallingSlow);
else
RemoveUnitMovementFlag(MovementFlag.FallingSlow);
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveSetFeatherFall : ServerOpcodes.MoveSetNormalFall);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineSetFeatherFall : ServerOpcodes.MoveSplineSetNormalFall);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public bool SetHover(bool enable)
{
if (enable == HasUnitMovementFlag(MovementFlag.Hover))
return false;
float hoverHeight = m_unitData.HoverHeight;
if (enable)
{
//! No need to check height on ascent
AddUnitMovementFlag(MovementFlag.Hover);
if (hoverHeight != 0)
UpdateHeight(GetPositionZ() + hoverHeight);
}
else
{
RemoveUnitMovementFlag(MovementFlag.Hover);
if (hoverHeight != 0)
{
float newZ = GetPositionZ() - hoverHeight;
UpdateAllowedPositionZ(GetPositionX(), GetPositionY(), ref newZ);
UpdateHeight(newZ);
}
}
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
MoveSetFlag packet = new(enable ? ServerOpcodes.MoveSetHovering : ServerOpcodes.MoveUnsetHovering);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(enable ? ServerOpcodes.MoveSplineSetHover : ServerOpcodes.MoveSplineUnsetHover);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
return true;
}
public bool IsWithinCombatRange(Unit obj, float dist2compare)
{
if (!obj || !IsInMap(obj) || !IsInPhase(obj))
return false;
float dx = GetPositionX() - obj.GetPositionX();
float dy = GetPositionY() - obj.GetPositionY();
float dz = GetPositionZ() - obj.GetPositionZ();
float distsq = dx * dx + dy * dy + dz * dz;
float sizefactor = GetCombatReach() + obj.GetCombatReach();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
public bool IsInFrontInMap(Unit target, float distance, float arc = MathFunctions.PI)
{
return IsWithinDistInMap(target, distance) && HasInArc(arc, target);
}
public bool IsInBackInMap(Unit target, float distance, float arc = MathFunctions.PI)
{
return IsWithinDistInMap(target, distance) && !HasInArc(MathFunctions.TwoPi - arc, target);
}
public bool IsInAccessiblePlaceFor(Creature c)
{
if (IsInWater())
return c.CanSwim();
else
return c.CanWalk() || c.CanFly();
}
public void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false) { NearTeleportTo(new Position(x, y, z, orientation), casting); }
public void NearTeleportTo(Position pos, bool casting = false)
{
DisableSpline();
if (IsTypeId(TypeId.Player))
{
WorldLocation target = new(GetMapId(), pos);
ToPlayer().TeleportTo(target, (TeleportToOptions.NotLeaveTransport | TeleportToOptions.NotLeaveCombat | TeleportToOptions.NotUnSummonPet | (casting ? TeleportToOptions.Spell : 0)));
}
else
{
SendTeleportPacket(pos);
UpdatePosition(pos, true);
UpdateObjectVisibility();
}
}
public void SetControlled(bool apply, UnitState state)
{
if (apply)
{
if (HasUnitState(state))
return;
AddUnitState(state);
switch (state)
{
case UnitState.Stunned:
SetStunned(true);
CastStop();
break;
case UnitState.Root:
if (!HasUnitState(UnitState.Stunned))
SetRooted(true);
break;
case UnitState.Confused:
if (!HasUnitState(UnitState.Stunned))
{
ClearUnitState(UnitState.MeleeAttacking);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetConfused(true);
CastStop();
}
break;
case UnitState.Fleeing:
if (!HasUnitState(UnitState.Stunned | UnitState.Confused))
{
ClearUnitState(UnitState.MeleeAttacking);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetFeared(true);
CastStop();
}
break;
default:
break;
}
}
else
{
switch (state)
{
case UnitState.Stunned:
if (HasAuraType(AuraType.ModStun))
return;
SetStunned(false);
break;
case UnitState.Root:
if (HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2) || GetVehicle() != null)
return;
if (!HasUnitState(UnitState.Stunned))
SetRooted(false);
break;
case UnitState.Confused:
if (HasAuraType(AuraType.ModConfuse))
return;
SetConfused(false);
break;
case UnitState.Fleeing:
if (HasAuraType(AuraType.ModFear))
return;
SetFeared(false);
break;
default:
return;
}
ClearUnitState(state);
// Unit States might have been already cleared but auras still present. I need to check with HasAuraType
if (HasAuraType(AuraType.ModStun))
SetStunned(true);
else
{
if (HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2))
SetRooted(true);
if (HasAuraType(AuraType.ModConfuse))
SetConfused(true);
else if (HasAuraType(AuraType.ModFear))
SetFeared(true);
}
}
}
void SetStunned(bool apply)
{
if (apply)
{
SetTarget(ObjectGuid.Empty);
AddUnitFlag(UnitFlags.Stunned);
StopMoving();
if (IsTypeId(TypeId.Player))
SetStandState(UnitStandStateType.Stand);
SetRooted(true);
CastStop();
}
else
{
if (IsAlive() && GetVictim() != null)
SetTarget(GetVictim().GetGUID());
// don't remove UNIT_FLAG_STUNNED for pet when owner is mounted (disabled pet's interface)
Unit owner = GetCharmerOrOwner();
if (owner == null || !owner.IsTypeId(TypeId.Player) || !owner.ToPlayer().IsMounted())
RemoveUnitFlag(UnitFlags.Stunned);
if (!HasUnitState(UnitState.Root)) // prevent moving if it also has root effect
SetRooted(false);
}
}
public void SetRooted(bool apply, bool packetOnly = false)
{
if (!packetOnly)
{
if (apply)
{
// MOVEMENTFLAG_ROOT cannot be used in conjunction with MOVEMENTFLAG_MASK_MOVING (tested 3.3.5a)
// this will freeze clients. That's why we remove MOVEMENTFLAG_MASK_MOVING before
// setting MOVEMENTFLAG_ROOT
RemoveUnitMovementFlag(MovementFlag.MaskMoving);
AddUnitMovementFlag(MovementFlag.Root);
StopMoving();
}
else
RemoveUnitMovementFlag(MovementFlag.Root);
}
Player playerMover = GetPlayerBeingMoved();// unit controlled by a player.
if (playerMover)
{
MoveSetFlag packet = new(apply ? ServerOpcodes.MoveRoot : ServerOpcodes.MoveUnroot);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, playerMover);
}
else
{
MoveSplineSetFlag packet = new(apply ? ServerOpcodes.MoveSplineRoot : ServerOpcodes.MoveSplineUnroot);
packet.MoverGUID = GetGUID();
SendMessageToSet(packet, true);
}
}
void SetFeared(bool apply)
{
if (apply)
{
SetTarget(ObjectGuid.Empty);
Unit caster = null;
var fearAuras = GetAuraEffectsByType(AuraType.ModFear);
if (!fearAuras.Empty())
caster = Global.ObjAccessor.GetUnit(this, fearAuras[0].GetCasterGUID());
if (caster == null)
caster = GetAttackerForHelper();
GetMotionMaster().MoveFleeing(caster, (uint)(fearAuras.Empty() ? WorldConfig.GetIntValue(WorldCfg.CreatureFamilyFleeDelay) : 0)); // caster == NULL processed in MoveFleeing
}
else
{
if (IsAlive())
{
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Fleeing)
GetMotionMaster().MovementExpired();
if (GetVictim() != null)
SetTarget(GetVictim().GetGUID());
}
}
Player player = ToPlayer();
if (player)
if (player.HasUnitState(UnitState.Possessed))
player.SetClientControl(this, !apply);
}
void SetConfused(bool apply)
{
if (apply)
{
SetTarget(ObjectGuid.Empty);
GetMotionMaster().MoveConfused();
}
else
{
if (IsAlive())
{
if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Confused)
GetMotionMaster().MovementExpired();
if (GetVictim() != null)
SetTarget(GetVictim().GetGUID());
}
}
Player player = ToPlayer();
if (player)
if (player.HasUnitState(UnitState.Possessed))
player.SetClientControl(this, !apply);
}
public bool CanFreeMove()
{
return !HasUnitState(UnitState.Confused | UnitState.Fleeing | UnitState.InFlight |
UnitState.Root | UnitState.Stunned | UnitState.Distracted) && GetOwnerGUID().IsEmpty();
}
public void Mount(uint mount, uint VehicleId = 0, uint creatureEntry = 0)
{
if (mount != 0)
SetMountDisplayId(mount);
AddUnitFlag(UnitFlags.Mount);
Player player = ToPlayer();
if (player != null)
{
// mount as a vehicle
if (VehicleId != 0)
{
if (CreateVehicleKit(VehicleId, creatureEntry))
{
player.SendOnCancelExpectedVehicleRideAura();
// mounts can also have accessories
GetVehicleKit().InstallAllAccessories(false);
}
}
// unsummon pet
Pet pet = player.GetPet();
if (pet != null)
{
Battleground bg = ToPlayer().GetBattleground();
// don't unsummon pet in arena but SetFlag UNIT_FLAG_STUNNED to disable pet's interface
if (bg && bg.IsArena())
pet.AddUnitFlag(UnitFlags.Stunned);
else
player.UnsummonPetTemporaryIfAny();
}
// if we have charmed npc, stun him also (everywhere)
Unit charm = player.GetCharm();
if (charm)
if (charm.GetTypeId() == TypeId.Unit)
charm.AddUnitFlag(UnitFlags.Stunned);
player.SendMovementSetCollisionHeight(player.GetCollisionHeight(), UpdateCollisionHeightReason.Mount);
}
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Mount);
}
public void Dismount()
{
if (!IsMounted())
return;
SetMountDisplayId(0);
RemoveUnitFlag(UnitFlags.Mount);
Player thisPlayer = ToPlayer();
if (thisPlayer != null)
thisPlayer.SendMovementSetCollisionHeight(thisPlayer.GetCollisionHeight(), UpdateCollisionHeightReason.Mount);
// dismount as a vehicle
if (IsTypeId(TypeId.Player) && GetVehicleKit() != null)
{
// Remove vehicle from player
RemoveVehicleKit();
}
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Dismount);
// only resummon old pet if the player is already added to a map
// this prevents adding a pet to a not created map which would otherwise cause a crash
// (it could probably happen when logging in after a previous crash)
Player player = ToPlayer();
if (player != null)
{
Pet pPet = player.GetPet();
if (pPet != null)
{
if (pPet.HasUnitFlag(UnitFlags.Stunned) && !pPet.HasUnitState(UnitState.Stunned))
pPet.RemoveUnitFlag(UnitFlags.Stunned);
}
else
player.ResummonPetTemporaryUnSummonedIfAny();
// if we have charmed npc, remove stun also
Unit charm = player.GetCharm();
if (charm)
if (charm.GetTypeId() == TypeId.Unit && charm.HasUnitFlag(UnitFlags.Stunned) && !charm.HasUnitState(UnitState.Stunned))
charm.RemoveUnitFlag(UnitFlags.Stunned);
}
}
public bool CreateVehicleKit(uint id, uint creatureEntry, bool loading = false)
{
VehicleRecord vehInfo = CliDB.VehicleStorage.LookupByKey(id);
if (vehInfo == null)
return false;
VehicleKit = new Vehicle(this, vehInfo, creatureEntry);
m_updateFlag.Vehicle = true;
UnitTypeMask |= UnitTypeMask.Vehicle;
if (!loading)
SendSetVehicleRecId(id);
return true;
}
public void RemoveVehicleKit(bool onRemoveFromWorld = false)
{
if (VehicleKit == null)
return;
if (!onRemoveFromWorld)
SendSetVehicleRecId(0);
VehicleKit.Uninstall();
VehicleKit = null;
m_updateFlag.Vehicle = false;
UnitTypeMask &= ~UnitTypeMask.Vehicle;
RemoveNpcFlag(NPCFlags.SpellClick | NPCFlags.PlayerVehicle);
}
void SendSetVehicleRecId(uint vehicleId)
{
Player player = ToPlayer();
if (player)
{
MoveSetVehicleRecID moveSetVehicleRec = new();
moveSetVehicleRec.MoverGUID = GetGUID();
moveSetVehicleRec.SequenceIndex = m_movementCounter++;
moveSetVehicleRec.VehicleRecID = vehicleId;
player.SendPacket(moveSetVehicleRec);
}
SetVehicleRecID setVehicleRec = new();
setVehicleRec.VehicleGUID = GetGUID();
setVehicleRec.VehicleRecID = vehicleId;
SendMessageToSet(setVehicleRec, true);
}
public MovementForces GetMovementForces() { return _movementForces; }
void ApplyMovementForce(ObjectGuid id, Vector3 origin, float magnitude, byte type, Vector3 direction, ObjectGuid transportGuid = default)
{
if (_movementForces == null)
_movementForces = new MovementForces();
MovementForce force = new();
force.ID = id;
force.Origin = origin;
force.Direction = direction;
if (transportGuid.IsMOTransport())
force.TransportID = (uint)transportGuid.GetCounter();
force.Magnitude = magnitude;
force.Type = type;
if (_movementForces.Add(force))
{
Player movingPlayer = GetPlayerMovingMe();
if (movingPlayer != null)
{
MoveApplyMovementForce applyMovementForce = new();
applyMovementForce.MoverGUID = GetGUID();
applyMovementForce.SequenceIndex = (int)m_movementCounter++;
applyMovementForce.Force = force;
movingPlayer.SendPacket(applyMovementForce);
}
else
{
MoveUpdateApplyMovementForce updateApplyMovementForce = new();
updateApplyMovementForce.Status = m_movementInfo;
updateApplyMovementForce.Force = force;
SendMessageToSet(updateApplyMovementForce, true);
}
}
}
void RemoveMovementForce(ObjectGuid id)
{
if (_movementForces == null)
return;
if (_movementForces.Remove(id))
{
Player movingPlayer = GetPlayerMovingMe();
if (movingPlayer != null)
{
MoveRemoveMovementForce moveRemoveMovementForce = new();
moveRemoveMovementForce.MoverGUID = GetGUID();
moveRemoveMovementForce.SequenceIndex = (int)m_movementCounter++;
moveRemoveMovementForce.ID = id;
movingPlayer.SendPacket(moveRemoveMovementForce);
}
else
{
MoveUpdateRemoveMovementForce updateRemoveMovementForce = new();
updateRemoveMovementForce.Status = m_movementInfo;
updateRemoveMovementForce.TriggerGUID = id;
SendMessageToSet(updateRemoveMovementForce, true);
}
}
if (_movementForces.IsEmpty())
_movementForces = new MovementForces();
}
public bool SetIgnoreMovementForces(bool ignore)
{
if (ignore == HasUnitMovementFlag2(MovementFlag2.IgnoreMovementForces))
return false;
if (ignore)
AddUnitMovementFlag2(MovementFlag2.IgnoreMovementForces);
else
RemoveUnitMovementFlag2(MovementFlag2.IgnoreMovementForces);
ServerOpcodes[] ignoreMovementForcesOpcodeTable =
{
ServerOpcodes.MoveUnsetIgnoreMovementForces,
ServerOpcodes.MoveSetIgnoreMovementForces
};
Player movingPlayer = GetPlayerMovingMe();
if (movingPlayer != null)
{
MoveSetFlag packet = new(ignoreMovementForcesOpcodeTable[ignore ? 1 : 0]);
packet.MoverGUID = GetGUID();
packet.SequenceIndex = m_movementCounter++;
movingPlayer.SendPacket(packet);
MoveUpdate moveUpdate = new();
moveUpdate.Status = m_movementInfo;
SendMessageToSet(moveUpdate, movingPlayer);
}
return true;
}
public void UpdateMovementForcesModMagnitude()
{
float modMagnitude = GetTotalAuraMultiplier(AuraType.ModMovementForceMagnitude);
Player movingPlayer = GetPlayerMovingMe();
if (movingPlayer != null)
{
MoveSetSpeed setModMovementForceMagnitude = new(ServerOpcodes.MoveSetModMovementForceMagnitude);
setModMovementForceMagnitude.MoverGUID = GetGUID();
setModMovementForceMagnitude.SequenceIndex = m_movementCounter++;
setModMovementForceMagnitude.Speed = modMagnitude;
movingPlayer.SendPacket(setModMovementForceMagnitude);
++movingPlayer.m_movementForceModMagnitudeChanges;
}
else
{
MoveUpdateSpeed updateModMovementForceMagnitude = new(ServerOpcodes.MoveUpdateModMovementForceMagnitude);
updateModMovementForceMagnitude.Status = m_movementInfo;
updateModMovementForceMagnitude.Speed = modMagnitude;
SendMessageToSet(updateModMovementForceMagnitude, true);
}
if (modMagnitude != 1.0f && _movementForces == null)
_movementForces = new MovementForces();
if (_movementForces != null)
{
_movementForces.SetModMagnitude(modMagnitude);
if (_movementForces.IsEmpty())
_movementForces = new MovementForces();
}
}
void SendSetPlayHoverAnim(bool enable)
{
SetPlayHoverAnim data = new();
data.UnitGUID = GetGUID();
data.PlayHoverAnim = enable;
SendMessageToSet(data, true);
}
public float GetPositionZMinusOffset()
{
float offset = 0.0f;
if (HasUnitMovementFlag(MovementFlag.Hover))
offset = m_unitData.HoverHeight;
return GetPositionZ() - offset;
}
public Unit GetUnitBeingMoved()
{
Player player = ToPlayer();
if (player)
return player.m_unitMovedByMe;
return null;
}
Player GetPlayerBeingMoved()
{
Unit mover = GetUnitBeingMoved();
if (mover)
return mover.ToPlayer();
return null;
}
Player GetPlayerMovingMe() { return m_playerMovingMe; }
public void AddUnitMovementFlag(MovementFlag f)
{
m_movementInfo.AddMovementFlag(f);
}
public void RemoveUnitMovementFlag(MovementFlag f)
{
m_movementInfo.RemoveMovementFlag(f);
}
public bool HasUnitMovementFlag(MovementFlag f)
{
return m_movementInfo.HasMovementFlag(f);
}
public MovementFlag GetUnitMovementFlags()
{
return m_movementInfo.GetMovementFlags();
}
public void SetUnitMovementFlags(MovementFlag f)
{
m_movementInfo.SetMovementFlags(f);
}
public void AddUnitMovementFlag2(MovementFlag2 f)
{
m_movementInfo.AddMovementFlag2(f);
}
void RemoveUnitMovementFlag2(MovementFlag2 f)
{
m_movementInfo.RemoveMovementFlag2(f);
}
public bool HasUnitMovementFlag2(MovementFlag2 f)
{
return m_movementInfo.HasMovementFlag2(f);
}
public MovementFlag2 GetUnitMovementFlags2()
{
return m_movementInfo.GetMovementFlags2();
}
public void SetUnitMovementFlags2(MovementFlag2 f)
{
m_movementInfo.SetMovementFlags2(f);
}
//Spline
public bool IsSplineEnabled()
{
return MoveSpline.Initialized() && !MoveSpline.Finalized();
}
void UpdateSplineMovement(uint diff)
{
int positionUpdateDelay = 400;
if (MoveSpline.Finalized())
return;
MoveSpline.UpdateState((int)diff);
bool arrived = MoveSpline.Finalized();
if (arrived)
DisableSpline();
movesplineTimer.Update((int)diff);
if (movesplineTimer.Passed() || arrived)
{
movesplineTimer.Reset(positionUpdateDelay);
Vector4 loc = MoveSpline.ComputePosition();
float x = loc.X;
float y = loc.Y;
float z = loc.Z;
float o = loc.W;
if (MoveSpline.onTransport)
{
m_movementInfo.transport.pos.Relocate(x, y, z, o);
ITransport transport = GetDirectTransport();
if (transport != null)
transport.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
}
if (HasUnitState(UnitState.CannotTurn))
o = GetOrientation();
UpdatePosition(x, y, z, o);
}
}
public void DisableSpline()
{
m_movementInfo.RemoveMovementFlag(MovementFlag.Forward);
MoveSpline.Interrupt();
}
//Transport
public override ObjectGuid GetTransGUID()
{
if (GetVehicle() != null)
return GetVehicleBase().GetGUID();
if (GetTransport() != null)
return GetTransport().GetGUID();
return ObjectGuid.Empty;
}
//Teleport
public void SendTeleportPacket(Position pos)
{
// SMSG_MOVE_UPDATE_TELEPORT is sent to nearby players to signal the teleport
// SMSG_MOVE_TELEPORT is sent to self in order to trigger CMSG_MOVE_TELEPORT_ACK and update the position server side
MoveUpdateTeleport moveUpdateTeleport = new();
moveUpdateTeleport.Status = m_movementInfo;
if (_movementForces != null)
moveUpdateTeleport.MovementForces = _movementForces.GetForces();
Unit broadcastSource = this;
Player playerMover = GetPlayerBeingMoved();
if (playerMover)
{
float x, y, z, o;
pos.GetPosition(out x, out y, out z, out o);
ITransport transportBase = GetDirectTransport();
if (transportBase != null)
transportBase.CalculatePassengerOffset(ref x, ref y, ref z, ref o);
MoveTeleport moveTeleport = new();
moveTeleport.MoverGUID = GetGUID();
moveTeleport.Pos = new Position(x, y, z, o);
if (GetTransGUID() != ObjectGuid.Empty)
moveTeleport.TransportGUID.Set(GetTransGUID());
moveTeleport.Facing = o;
moveTeleport.SequenceIndex = m_movementCounter++;
playerMover.SendPacket(moveTeleport);
broadcastSource = playerMover;
}
else
{
// This is the only packet sent for creatures which contains MovementInfo structure
// we do not update m_movementInfo for creatures so it needs to be done manually here
moveUpdateTeleport.Status.Guid = GetGUID();
moveUpdateTeleport.Status.Pos.Relocate(pos);
moveUpdateTeleport.Status.Time = Time.GetMSTime();
}
// Broadcast the packet to everyone except self.
broadcastSource.SendMessageToSet(moveUpdateTeleport, false);
}
}
}