Files
CypherCore/Source/Game/Movement/MotionMaster.cs
T

1296 lines
47 KiB
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 Game.AI;
using Game.DataStorage;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Movement
{
class MovementGeneratorComparator : IComparer<MovementGenerator>
{
public int Compare(MovementGenerator a, MovementGenerator b)
{
if (a.Equals(b))
return 0;
if (a.Mode > b.Mode)
return 1;
else if (a.Mode == b.Mode)
return a.Priority.CompareTo(b.Priority);
return -1;
}
}
public struct MovementGeneratorInformation
{
public MovementGeneratorType Type;
public ObjectGuid TargetGUID;
public string TargetName;
public MovementGeneratorInformation(MovementGeneratorType type, ObjectGuid targetGUID, string targetName = "")
{
Type = type;
TargetGUID = targetGUID;
TargetName = targetName;
}
}
class DelayedAction
{
Action Action;
Func<bool> Validator;
MotionMasterDelayedActionType Type;
public DelayedAction(Action action, Func<bool> validator, MotionMasterDelayedActionType type)
{
Action = action;
Validator = validator;
Type = type;
}
public DelayedAction(Action action, MotionMasterDelayedActionType type)
{
Action = action;
Validator = () => true;
Type = type;
}
public void Resolve()
{
if (Validator())
Action();
}
}
public class MotionMaster
{
public const double gravity = 19.29110527038574;
public const float SPEED_CHARGE = 42.0f;
static IdleMovementGenerator staticIdleMovement = new();
static uint splineId;
Unit _owner { get; }
MovementGenerator _defaultGenerator { get; set; }
SortedSet<MovementGenerator> _generators { get; } = new(new MovementGeneratorComparator());
MultiMap<uint, MovementGenerator> _baseUnitStatesMap { get; } = new();
Queue<DelayedAction> _delayedActions { get; } = new();
MotionMasterFlags _flags { get; set; }
public MotionMaster(Unit unit)
{
_owner = unit;
_flags = MotionMasterFlags.InitializationPending;
}
public void Initialize()
{
if (HasFlag(MotionMasterFlags.InitializationPending))
return;
if (HasFlag(MotionMasterFlags.Update))
{
_delayedActions.Enqueue(new DelayedAction(() => Initialize(), MotionMasterDelayedActionType.Initialize));
return;
}
DirectInitialize();
}
public void InitializeDefault()
{
Add(AI.AISelector.SelectMovementGenerator(_owner), MovementSlot.Default);
}
public void AddToWorld()
{
if (!HasFlag(MotionMasterFlags.InitializationPending))
return;
AddFlag(MotionMasterFlags.Initializing);
RemoveFlag(MotionMasterFlags.InitializationPending);
DirectInitialize();
ResolveDelayedActions();
RemoveFlag(MotionMasterFlags.Initializing);
}
public bool Empty()
{
return _defaultGenerator == null && _generators.Empty();
}
public int Size()
{
return (_defaultGenerator != null ? 1 : 0) + _generators.Count;
}
public List<MovementGeneratorInformation> GetMovementGeneratorsInformation()
{
List<MovementGeneratorInformation> list = new();
if (_defaultGenerator != null)
list.Add(new MovementGeneratorInformation(_defaultGenerator.GetMovementGeneratorType(), ObjectGuid.Empty, ""));
foreach (var movement in _generators)
{
MovementGeneratorType type = movement.GetMovementGeneratorType();
switch (type)
{
case MovementGeneratorType.Chase:
case MovementGeneratorType.Follow:
var followInformation = movement as FollowMovementGenerator;
if (followInformation != null)
{
Unit target = followInformation.GetTarget();
if (target != null)
list.Add(new MovementGeneratorInformation(type, target.GetGUID(), target.GetName()));
else
list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
}
else
list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
break;
default:
list.Add(new MovementGeneratorInformation(type, ObjectGuid.Empty));
break;
}
}
return list;
}
public MovementSlot GetCurrentSlot()
{
if (!_generators.Empty())
return MovementSlot.Active;
if (_defaultGenerator != null)
return MovementSlot.Default;
return MovementSlot.Max;
}
public MovementGenerator GetCurrentMovementGenerator()
{
if (!_generators.Empty())
return _generators.FirstOrDefault();
if (_defaultGenerator != null)
return _defaultGenerator;
return null;
}
public MovementGeneratorType GetCurrentMovementGeneratorType()
{
if (Empty())
return MovementGeneratorType.Max;
MovementGenerator movement = GetCurrentMovementGenerator();
if (movement == null)
return MovementGeneratorType.Max;
return movement.GetMovementGeneratorType();
}
public MovementGeneratorType GetCurrentMovementGeneratorType(MovementSlot slot)
{
if (Empty() || IsInvalidMovementSlot(slot))
return MovementGeneratorType.Max;
if (slot == MovementSlot.Active && !_generators.Empty())
return _generators.FirstOrDefault().GetMovementGeneratorType();
if (slot == MovementSlot.Default && _defaultGenerator != null)
return _defaultGenerator.GetMovementGeneratorType();
return MovementGeneratorType.Max;
}
public MovementGenerator GetCurrentMovementGenerator(MovementSlot slot)
{
if (Empty() || IsInvalidMovementSlot(slot))
return null;
if (slot == MovementSlot.Active && !_generators.Empty())
return _generators.FirstOrDefault();
if (slot == MovementSlot.Default && _defaultGenerator != null)
return _defaultGenerator;
return null;
}
public MovementGenerator GetMovementGenerator(Func<MovementGenerator, bool> filter, MovementSlot slot = MovementSlot.Active)
{
if (Empty() || IsInvalidMovementSlot(slot))
return null;
MovementGenerator movement = null;
switch (slot)
{
case MovementSlot.Default:
if (_defaultGenerator != null && filter(_defaultGenerator))
movement = _defaultGenerator;
break;
case MovementSlot.Active:
if (!_generators.Empty())
{
var itr = _generators.FirstOrDefault(filter);
if (itr != null)
movement = itr;
}
break;
default:
break;
}
return movement;
}
public bool HasMovementGenerator(Func<MovementGenerator, bool> filter, MovementSlot slot = MovementSlot.Active)
{
if (Empty() || IsInvalidMovementSlot(slot))
return false;
bool value = false;
switch (slot)
{
case MovementSlot.Default:
if (_defaultGenerator != null && filter(_defaultGenerator))
value = true;
break;
case MovementSlot.Active:
if (!_generators.Empty())
{
var itr = _generators.FirstOrDefault(filter);
value = itr != null;
}
break;
default:
break;
}
return value;
}
public void Update(uint diff)
{
if (!_owner)
return;
if (HasFlag(MotionMasterFlags.InitializationPending | MotionMasterFlags.Initializing))
return;
Cypher.Assert(!Empty(), $"MotionMaster:Update: update called without Initializing! ({_owner.GetGUID()})");
AddFlag(MotionMasterFlags.Update);
MovementGenerator top = GetCurrentMovementGenerator();
if (HasFlag(MotionMasterFlags.StaticInitializationPending) && IsStatic(top))
{
RemoveFlag(MotionMasterFlags.StaticInitializationPending);
top.Initialize(_owner);
}
if (top.HasFlag(MovementGeneratorFlags.InitializationPending))
top.Initialize(_owner);
if (top.HasFlag(MovementGeneratorFlags.Deactivated))
top.Reset(_owner);
Cypher.Assert(!top.HasFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated), $"MotionMaster:Update: update called on an uninitialized top! ({_owner.GetGUID()}) (type: {top.GetMovementGeneratorType()}, flags: {top.Flags})");
if (!top.Update(_owner, diff))
{
Cypher.Assert(top == GetCurrentMovementGenerator(), $"MotionMaster::Update: top was modified while updating! ({_owner.GetGUID()})");
// Since all the actions that modify any slot are delayed, this movement is guaranteed to be top
Pop(true, true); // Natural, and only, call to MovementInform
}
RemoveFlag(MotionMasterFlags.Update);
ResolveDelayedActions();
}
void Add(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
{
if (movement == null)
return;
if (IsInvalidMovementSlot(slot))
return;
if (HasFlag(MotionMasterFlags.Delayed))
_delayedActions.Enqueue(new DelayedAction(() => Add(movement, slot), MotionMasterDelayedActionType.Add));
else
DirectAdd(movement, slot);
}
public void Remove(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
{
if (movement == null || IsInvalidMovementSlot(slot))
return;
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Remove(movement, slot), MotionMasterDelayedActionType.Remove));
return;
}
if (Empty())
return;
switch (slot)
{
case MovementSlot.Default:
if (_defaultGenerator != null && _defaultGenerator == movement)
DirectClearDefault();
break;
case MovementSlot.Active:
if (!_generators.Empty())
{
if (_generators.Contains(movement))
Remove(movement, GetCurrentMovementGenerator() == movement, false);
}
break;
default:
break;
}
}
public void Remove(MovementGeneratorType type, MovementSlot slot = MovementSlot.Active)
{
if (IsInvalidMovementGeneratorType(type) || IsInvalidMovementSlot(slot))
return;
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Remove(type, slot), MotionMasterDelayedActionType.RemoveType));
return;
}
if (Empty())
return;
switch (slot)
{
case MovementSlot.Default:
if (_defaultGenerator != null && _defaultGenerator.GetMovementGeneratorType() == type)
DirectClearDefault();
break;
case MovementSlot.Active:
if (!_generators.Empty())
{
var itr = _generators.FirstOrDefault(a => a.GetMovementGeneratorType() == type);
if (itr != null)
Remove(itr, GetCurrentMovementGenerator() == itr, false);
}
break;
default:
break;
}
}
public void Clear()
{
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Clear(), MotionMasterDelayedActionType.Clear));
return;
}
if (!Empty())
DirectClear();
}
public void Clear(MovementSlot slot)
{
if (IsInvalidMovementSlot(slot))
return;
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Clear(slot), MotionMasterDelayedActionType.ClearSlot));
return;
}
if (Empty())
return;
switch (slot)
{
case MovementSlot.Default:
DirectClearDefault();
break;
case MovementSlot.Active:
DirectClear();
break;
default:
break;
}
}
public void Clear(MovementGeneratorMode mode)
{
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Clear(mode), MotionMasterDelayedActionType.ClearMode));
return;
}
if (Empty())
return;
DirectClear(a => a.Mode == mode);
}
public void Clear(MovementGeneratorPriority priority)
{
if (HasFlag(MotionMasterFlags.Delayed))
{
_delayedActions.Enqueue(new DelayedAction(() => Clear(priority), MotionMasterDelayedActionType.ClearPriority));
return;
}
if (Empty())
return;
DirectClear(a => a.Priority == priority);
}
public void PropagateSpeedChange()
{
if (Empty())
return;
MovementGenerator movement = GetCurrentMovementGenerator();
if (movement == null)
return;
movement.UnitSpeedChanged();
}
public bool GetDestination(out float x, out float y, out float z)
{
x = 0f;
y = 0f;
z = 0f;
if (_owner.MoveSpline.Finalized())
return false;
Vector3 dest = _owner.MoveSpline.FinalDestination();
x = dest.X;
y = dest.Y;
z = dest.Z;
return true;
}
public void MoveIdle()
{
Add(GetIdleMovementGenerator(), MovementSlot.Default);
}
public void MoveTargetedHome()
{
Creature owner = _owner.ToCreature();
if (owner == null)
{
Log.outError(LogFilter.Movement, $"MotionMaster::MoveTargetedHome: '{_owner.GetGUID()}', attempted to move towards target home.");
return;
}
Clear();
Unit target = owner.GetCharmerOrOwner();
if (target == null)
Add(new HomeMovementGenerator<Creature>());
else
Add(new FollowMovementGenerator(target, SharedConst.PetFollowDist, new ChaseAngle(SharedConst.PetFollowAngle)));
}
public void MoveRandom(float wanderDistance = 0.0f)
{
if (_owner.IsTypeId(TypeId.Unit))
Add(new RandomMovementGenerator(wanderDistance), MovementSlot.Default);
}
public void MoveFollow(Unit target, float dist, float angle = 0.0f, MovementSlot slot = MovementSlot.Active) { MoveFollow(target, dist, new ChaseAngle(angle), slot); }
public void MoveFollow(Unit target, float dist, ChaseAngle angle, MovementSlot slot = MovementSlot.Active)
{
// Ignore movement request if target not exist
if (!target || target == _owner)
return;
Add(new FollowMovementGenerator(target, dist, angle), slot);
}
public void MoveChase(Unit target, float dist, float angle = 0.0f) { MoveChase(target, new ChaseRange(dist), new ChaseAngle(angle)); }
public void MoveChase(Unit target, float dist) { MoveChase(target, new ChaseRange(dist)); }
public void MoveChase(Unit target, ChaseRange? dist = null, ChaseAngle? angle = null)
{
// Ignore movement request if target not exist
if (!target || target == _owner)
return;
Add(new ChaseMovementGenerator(target, dist, angle));
}
public void MoveConfused()
{
if (_owner.IsTypeId(TypeId.Player))
Add(new ConfusedMovementGenerator<Player>());
else
Add(new ConfusedMovementGenerator<Creature>());
}
public void MoveFleeing(Unit enemy, uint time)
{
if (!enemy)
return;
if (_owner.IsCreature())
{
if (time != 0)
Add(new TimedFleeingGenerator(enemy.GetGUID(), time));
else
Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
}
else
Add(new FleeingMovementGenerator<Player>(enemy.GetGUID()));
}
public void MovePoint(uint id, Position pos, bool generatePath = true, float? finalOrient = null)
{
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath, finalOrient);
}
public void MovePoint(uint id, float x, float y, float z, bool generatePath = true, float? finalOrient = null)
{
if (_owner.IsTypeId(TypeId.Player))
Add(new PointMovementGenerator<Player>(id, x, y, z, generatePath, 0.0f, finalOrient));
else
Add(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, 0.0f, finalOrient));
}
public void MoveCloserAndStop(uint id, Unit target, float distance)
{
float distanceToTravel = _owner.GetExactDist2d(target) - distance;
if (distanceToTravel > 0.0f)
{
float angle = _owner.GetAbsoluteAngle(target);
float destx = _owner.GetPositionX() + distanceToTravel * (float)Math.Cos(angle);
float desty = _owner.GetPositionY() + distanceToTravel * (float)Math.Sin(angle);
MovePoint(id, destx, desty, target.GetPositionZ());
}
else
{
// We are already close enough. We just need to turn toward the target without changing position.
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
init.SetFacing(target);
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
}
}
public void MoveLand(uint id, Position pos)
{
MoveSplineInit init = new(_owner);
init.MoveTo(pos);
init.SetAnimation(AnimType.ToGround);
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
}
public void MoveTakeoff(uint id, Position pos)
{
MoveSplineInit init = new(_owner);
init.MoveTo(pos);
init.SetAnimation(AnimType.ToFly);
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, id));
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
/*
if (_slot[(int)MovementSlot.Controlled] != null && _slot[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
return;
*/
if (_owner.IsTypeId(TypeId.Player))
{
PointMovementGenerator<Player> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Charging;
Add(movement);
}
else
{
PointMovementGenerator<Creature> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Charging;
Add(movement);
}
}
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
init.SetFacing(target);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
init.Launch();
}
public void MoveKnockbackFrom(Position origin, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
{
//This function may make players fall below map
if (_owner.IsTypeId(TypeId.Player))
return;
if (speedXY < 0.01f)
return;
Position dest = _owner.GetPosition();
float moveTimeHalf = (float)(speedZ / gravity);
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
// Use a mmap raycast to get a valid destination.
_owner.MovePositionToFirstCollision(dest, dist, _owner.GetRelativeAngle(origin) + MathF.PI);
MoveSplineInit init = new(_owner);
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, 0);
movement.Priority = MovementGeneratorPriority.Highest;
Add(movement);
}
public void MoveJumpTo(float angle, float speedXY, float speedZ)
{
//This function may make players fall below map
if (_owner.IsTypeId(TypeId.Player))
return;
float moveTimeHalf = (float)(speedZ / gravity);
float dist = 2 * moveTimeHalf * speedXY;
_owner.GetNearPoint2D(null, out float x, out float y, dist, _owner.GetOrientation() + angle);
float z = _owner.GetPositionZ();
_owner.UpdateAllowedPositionZ(x, y, ref z);
MoveJump(x, y, z, 0.0f, speedXY, speedZ);
}
public void MoveJump(Position pos, float speedXY, float speedZ, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
{
MoveJump(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), speedXY, speedZ, id, hasOrientation, arrivalCast, spellEffectExtraData);
}
public void MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
{
Log.outDebug(LogFilter.Server, "Unit ({0}) jump to point (X: {1} Y: {2} Z: {3})", _owner.GetGUID().ToString(), x, y, z);
if (speedXY < 0.01f)
return;
float moveTimeHalf = (float)(speedZ / gravity);
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
MoveSplineInit init = new(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(o);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
uint arrivalSpellId = 0;
ObjectGuid arrivalSpellTargetGuid = ObjectGuid.Empty;
if (arrivalCast != null)
{
arrivalSpellId = arrivalCast.SpellId;
arrivalSpellTargetGuid = arrivalCast.Target;
}
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Jumping;
Add(movement);
}
public void MoveJumpWithGravity(Position pos, float speedXY, float gravity, uint id = EventId.Jump, bool hasOrientation = false, JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
{
Log.outDebug(LogFilter.Movement, $"MotionMaster.MoveJumpWithGravity: '{_owner.GetGUID()}', jumps to point Id: {id} ({pos})");
if (speedXY < 0.01f)
return;
MoveSplineInit init = new(_owner);
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false);
init.SetParabolicVerticalAcceleration(gravity, 0);
init.SetUncompressed();
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(pos.GetOrientation());
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
uint arrivalSpellId = 0;
ObjectGuid arrivalSpellTargetGuid = default;
if (arrivalCast != null)
{
arrivalSpellId = arrivalCast.SpellId;
arrivalSpellTargetGuid = arrivalCast.Target;
}
GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
movement.Priority = MovementGeneratorPriority.Highest;
movement.BaseUnitState = UnitState.Jumping;
Add(movement);
}
public void MoveCirclePath(float x, float y, float z, float radius, bool clockwise, byte stepCount)
{
float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
Position pos = new(x, y, z, 0.0f);
float angle = pos.GetAbsoluteAngle(_owner.GetPositionX(), _owner.GetPositionY());
MoveSplineInit init = new(_owner);
// add the owner's current position as starting point as it gets removed after entering the cycle
init.Path().Add(new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()));
for (byte i = 0; i < stepCount; angle += step, ++i)
{
Vector3 point = new();
point.X = (float)(x + radius * Math.Cos(angle));
point.Y = (float)(y + radius * Math.Sin(angle));
if (_owner.IsFlying())
point.Z = z;
else
point.Z = _owner.GetMapHeight(point.X, point.Y, z) + _owner.GetHoverOffset();
init.Path().Add(point);
}
if (_owner.IsFlying())
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(AnimType.ToFly);
}
else
{
init.SetWalk(true);
init.SetCyclic();
}
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, 0));
}
void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
{
MoveSplineInit init = new(_owner);
if (fly)
{
init.SetFly();
init.SetUncompressed();
init.SetSmooth();
}
init.MovebyPath(pathPoints);
init.SetWalk(walk);
// This code is not correct
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
// need to call PointMovementGenerator with various pointIds
Add(new GenericMovementGenerator(init, MovementGeneratorType.Effect, pointId));
}
public void MoveAlongSplineChain(uint pointId, uint dbChainId, bool walk)
{
Creature owner = _owner.ToCreature();
if (!owner)
{
Log.outError(LogFilter.Misc, "MotionMaster.MoveAlongSplineChain: non-creature {0} tried to walk along DB spline chain. Ignoring.", _owner.GetGUID().ToString());
return;
}
List<SplineChainLink> chain = Global.ScriptMgr.GetSplineChain(owner, (byte)dbChainId);
if (chain.Empty())
{
Log.outError(LogFilter.Misc, "MotionMaster.MoveAlongSplineChain: creature with entry {0} tried to walk along non-existing spline chain with DB id {1}.", owner.GetEntry(), dbChainId);
return;
}
MoveAlongSplineChain(pointId, chain, walk);
}
void MoveAlongSplineChain(uint pointId, List<SplineChainLink> chain, bool walk)
{
Add(new SplineChainMovementGenerator(pointId, chain, walk));
}
void ResumeSplineChain(SplineChainResumeInfo info)
{
if (info.Empty())
{
Log.outError(LogFilter.Movement, "MotionMaster.ResumeSplineChain: unit with entry {0} tried to resume a spline chain from empty info.", _owner.GetEntry());
return;
}
Add(new SplineChainMovementGenerator(info));
}
public void MoveFall(uint id = 0)
{
// Use larger distance for vmap height search than in most other cases
float tz = _owner.GetMapHeight(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
if (tz <= MapConst.InvalidHeight)
return;
// Abort too if the ground is very near
if (Math.Abs(_owner.GetPositionZ() - tz) < 0.1f)
return;
// rooted units don't move (also setting falling+root flag causes client freezes)
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
_owner.SetFall(true);
// Don't run spline movement for players
if (_owner.IsTypeId(TypeId.Player))
{
_owner.ToPlayer().SetFallInformation(0, _owner.GetPositionZ());
return;
}
MoveSplineInit init = new(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
init.SetFall();
GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id);
movement.Priority = MovementGeneratorPriority.Highest;
Add(movement);
}
public void MoveSeekAssistance(float x, float y, float z)
{
Creature creature = _owner.ToCreature();
if (creature != null)
{
Log.outDebug(LogFilter.Movement, $"MotionMaster::MoveSeekAssistance: '{creature.GetGUID()}', seeks assistance (X: {x}, Y: {y}, Z: {z})");
creature.AttackStop();
creature.CastStop();
creature.DoNotReacquireSpellFocusTarget();
creature.SetReactState(ReactStates.Passive);
Add(new AssistanceMovementGenerator(EventId.AssistMove, x, y, z));
}
else
Log.outError(LogFilter.Server, $"MotionMaster::MoveSeekAssistance: {_owner.GetGUID()}, attempted to seek assistance");
}
public void MoveSeekAssistanceDistract(uint time)
{
if (_owner.IsCreature())
Add(new AssistanceDistractMovementGenerator(time, _owner.GetOrientation()));
else
Log.outError(LogFilter.Server, $"MotionMaster::MoveSeekAssistanceDistract: {_owner.GetGUID()} attempted to call distract after assistance");
}
public void MoveTaxiFlight(uint path, uint pathnode)
{
if (_owner.IsTypeId(TypeId.Player))
{
if (path < CliDB.TaxiPathNodesByPath.Count)
{
Log.outDebug(LogFilter.Server, $"MotionMaster::MoveTaxiFlight: {_owner.GetGUID()} taxi to Path Id: {path} (node {pathnode})");
// Only one FLIGHT_MOTION_TYPE is allowed
bool hasExisting = HasMovementGenerator(gen => gen.GetMovementGeneratorType() == MovementGeneratorType.Flight);
Cypher.Assert(!hasExisting, "Duplicate flight path movement generator");
FlightPathMovementGenerator movement = new();
movement.LoadPath(_owner.ToPlayer());
Add(movement);
}
else
Log.outError(LogFilter.Movement, $"MotionMaster::MoveTaxiFlight: '{_owner.GetGUID()}', attempted taxi to non-existing path Id: {path} (node: {pathnode})");
}
else
Log.outError(LogFilter.Movement, $"MotionMaster::MoveTaxiFlight: '{_owner.GetGUID()}', attempted taxi to path Id: {path} (node: {pathnode})");
}
public void MoveDistract(uint timer, float orientation)
{
/*
if (_slot[(int)MovementSlot.Controlled] != null)
return;
*/
Add(new DistractMovementGenerator(timer, orientation));
}
public void MovePath(uint pathId, bool repeatable)
{
if (pathId == 0)
return;
Add(new WaypointMovementGenerator(pathId, repeatable), MovementSlot.Default);
}
public void MovePath(WaypointPath path, bool repeatable)
{
Add(new WaypointMovementGenerator(path, repeatable), MovementSlot.Default);
}
public void MoveRotate(uint id, uint time, RotateDirection direction)
{
if (time == 0)
return;
Add(new RotateMovementGenerator(id, time, direction));
}
public void MoveFormation(Unit leader, float range, float angle, uint point1, uint point2)
{
if (_owner.GetTypeId() == TypeId.Unit && leader != null)
Add(new FormationMovementGenerator(leader, range, angle, point1, point2), MovementSlot.Default);
}
public void LaunchMoveSpline(MoveSplineInit init, uint id = 0, MovementGeneratorPriority priority = MovementGeneratorPriority.Normal, MovementGeneratorType type = MovementGeneratorType.Effect)
{
if (IsInvalidMovementGeneratorType(type))
{
Log.outDebug(LogFilter.Movement, $"MotionMaster::LaunchMoveSpline: '{_owner.GetGUID()}', tried to launch a spline with an invalid MovementGeneratorType: {type} (Id: {id}, Priority: {priority})");
return;
}
GenericMovementGenerator movement = new(init, type, id);
movement.Priority = priority;
Add(movement);
}
void ResolveDelayedActions()
{
while (_delayedActions.Count != 0)
{
_delayedActions.Peek().Resolve();
_delayedActions.Dequeue();
}
}
void Remove(MovementGenerator movement, bool active, bool movementInform)
{
_generators.Remove(movement);
Delete(movement, active, movementInform);
}
void Pop(bool active, bool movementInform)
{
if (!_generators.Empty())
Remove(_generators.FirstOrDefault(), active, movementInform);
}
void DirectInitialize()
{
// Clear ALL movement generators (including default)
DirectClearDefault();
DirectClear();
InitializeDefault();
}
void DirectClear()
{
// First delete Top
if (!_generators.Empty())
Pop(true, false);
// Then the rest
while (!_generators.Empty())
Pop(false, false);
// Make sure the storage is empty
ClearBaseUnitStates();
}
void DirectClearDefault()
{
if (_defaultGenerator != null)
DeleteDefault(_generators.Empty(), false);
}
void DirectClear(Func<MovementGenerator, bool> filter)
{
if (_generators.Empty())
return;
MovementGenerator top = GetCurrentMovementGenerator();
foreach (var movement in _generators.ToList())
{
if (filter(movement))
{
_generators.Remove(movement);
Delete(movement, movement == top, false);
}
}
}
void DirectAdd(MovementGenerator movement, MovementSlot slot = MovementSlot.Active)
{
/*
IMovementGenerator curr = _slot[(int)slot];
if (curr != null)
{
_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < (int)slot)
{
_top = (int)slot;
}
_slot[(int)slot] = m;
if (_top > (int)slot)
_initialize[(int)slot] = true;
else
{
_initialize[(int)slot] = false;
m.Initialize(_owner);
}
*/
/*
* NOTE: This mimics old behaviour: only one MOTION_SLOT_IDLE, MOTION_SLOT_ACTIVE, MOTION_SLOT_CONTROLLED
* On future changes support for multiple will be added
*/
switch (slot)
{
case MovementSlot.Default:
if (_defaultGenerator != null)
{
_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
_defaultGenerator.NotifyAIOnFinalize(_owner);
}
_defaultGenerator = movement;
if (IsStatic(movement))
AddFlag(MotionMasterFlags.StaticInitializationPending);
break;
case MovementSlot.Active:
if (!_generators.Empty())
{
if (movement.Priority >= _generators.FirstOrDefault().Priority)
{
var itr = _generators.FirstOrDefault();
if (movement.Priority == itr.Priority)
Remove(itr, true, false);
else
itr.Deactivate(_owner);
}
else
{
var pointer = _generators.FirstOrDefault(a => a.Priority == movement.Priority);
if (pointer != null)
Remove(pointer, false, false);
}
}
else
_defaultGenerator.Deactivate(_owner);
_generators.Add(movement);
AddBaseUnitState(movement);
break;
default:
break;
}
}
void Delete(MovementGenerator movement, bool active, bool movementInform)
{
movement.Finalize(_owner, active, movementInform);
movement.NotifyAIOnFinalize(_owner);
ClearBaseUnitState(movement);
}
void DeleteDefault(bool active, bool movementInform)
{
_defaultGenerator.Finalize(_owner, active, movementInform);
_defaultGenerator.NotifyAIOnFinalize(_owner);
_defaultGenerator = GetIdleMovementGenerator();
AddFlag(MotionMasterFlags.StaticInitializationPending);
}
void AddBaseUnitState(MovementGenerator movement)
{
if (movement == null || movement.BaseUnitState == 0)
return;
_baseUnitStatesMap.Add((uint)movement.BaseUnitState, movement);
_owner.AddUnitState(movement.BaseUnitState);
}
void ClearBaseUnitState(MovementGenerator movement)
{
if (movement == null || movement.BaseUnitState == 0)
return;
_baseUnitStatesMap.Remove((uint)movement.BaseUnitState, movement);
if (!_baseUnitStatesMap.ContainsKey(movement.BaseUnitState))
_owner.ClearUnitState(movement.BaseUnitState);
}
void ClearBaseUnitStates()
{
uint unitState = 0;
foreach (var itr in _baseUnitStatesMap)
unitState |= itr.Key;
_owner.ClearUnitState((UnitState)unitState);
_baseUnitStatesMap.Clear();
}
void AddFlag(MotionMasterFlags flag) { _flags |= flag; }
bool HasFlag(MotionMasterFlags flag) { return (_flags & flag) != 0; }
void RemoveFlag(MotionMasterFlags flag) { _flags &= ~flag; }
public static MovementGenerator GetIdleMovementGenerator()
{
return staticIdleMovement;
}
public static bool IsStatic(MovementGenerator movement)
{
return (movement == GetIdleMovementGenerator());
}
public static bool IsInvalidMovementGeneratorType(MovementGeneratorType type) { return type == MovementGeneratorType.MaxDB || type >= MovementGeneratorType.Max; }
public static bool IsInvalidMovementSlot(MovementSlot slot) { return slot >= MovementSlot.Max; }
public static uint SplineId
{
get { return splineId++; }
}
}
public class JumpArrivalCastArgs
{
public uint SpellId;
public ObjectGuid Target;
}
public class JumpChargeParams
{
public float Speed;
public bool TreatSpeedAsMoveTimeSeconds;
public float JumpGravity;
public uint? SpellVisualId;
public uint? ProgressCurveId;
public uint? ParabolicCurveId;
}
public struct ChaseRange
{
// this contains info that informs how we should path!
public float MinRange; // we have to move if we are within this range... (min. attack range)
public float MinTolerance; // ...and if we are, we will move this far away
public float MaxRange; // we have to move if we are outside this range... (max. attack range)
public float MaxTolerance; // ...and if we are, we will move into this range
public ChaseRange(float range)
{
MinRange = range > SharedConst.ContactDistance ? 0 : range - SharedConst.ContactDistance;
MinTolerance = range;
MaxRange = range + SharedConst.ContactDistance;
MaxTolerance = range;
}
public ChaseRange(float min, float max)
{
MinRange = min;
MinTolerance = Math.Min(min + SharedConst.ContactDistance, (min + max) / 2);
MaxRange = max;
MaxTolerance = Math.Max(max - SharedConst.ContactDistance, MinTolerance);
}
public ChaseRange(float min, float tMin, float tMax, float max)
{
MinRange = min;
MinTolerance = tMin;
MaxRange = max;
MaxTolerance = tMax;
}
}
public struct ChaseAngle
{
public float RelativeAngle; // we want to be at this angle relative to the target (0 = front, M_PI = back)
public float Tolerance; // but we'll tolerate anything within +- this much
public ChaseAngle(float angle, float tol = MathFunctions.PiOver4)
{
RelativeAngle = Position.NormalizeOrientation(angle);
Tolerance = tol;
}
public float UpperBound() { return Position.NormalizeOrientation(RelativeAngle + Tolerance); }
public float LowerBound() { return Position.NormalizeOrientation(RelativeAngle - Tolerance); }
public bool IsAngleOkay(float relAngle)
{
float diff = Math.Abs(relAngle - RelativeAngle);
return (Math.Min(diff, (2 * MathF.PI) - diff) <= Tolerance);
}
}
}