/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero 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 Affero 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 . */ #include "IdleMovementGenerator.h" #include "Creature.h" #include "CreatureAI.h" // StopMoving is needed to make unit stop if its last movement generator expires // But it should not be sent otherwise there are many redundent packets void IdleMovementGenerator::Initialize(Unit* owner) { Reset(owner); } void IdleMovementGenerator::Reset(Unit* owner) { if (!owner->IsStopped()) owner->StopMoving(); } void RotateMovementGenerator::Initialize(Unit* owner) { if (!owner->IsStopped()) owner->StopMoving(); if (owner->GetVictim()) owner->SetInFront(owner->GetVictim()); owner->AddUnitState(UNIT_STATE_ROTATING); owner->AttackStop(); } bool RotateMovementGenerator::Update(Unit* owner, uint32 diff) { float angle = owner->GetOrientation(); if (m_direction == ROTATE_DIRECTION_LEFT) { angle += (float)diff * static_cast(M_PI * 2) / m_maxDuration; while (angle >= static_cast(M_PI * 2)) angle -= static_cast(M_PI * 2); } else { angle -= (float)diff * static_cast(M_PI * 2) / m_maxDuration; while (angle < 0) angle += static_cast(M_PI * 2); } owner->SetFacingTo(angle); if (m_duration > diff) m_duration -= diff; else return false; return true; } void RotateMovementGenerator::Finalize(Unit* unit) { unit->ClearUnitState(UNIT_STATE_ROTATING); if (unit->GetTypeId() == TYPEID_UNIT) unit->ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0); } void DistractMovementGenerator::Initialize(Unit* owner) { // Distracted creatures stand up if not standing if (!owner->IsStandState()) owner->SetStandState(UNIT_STAND_STATE_STAND); owner->AddUnitState(UNIT_STATE_DISTRACTED); } void DistractMovementGenerator::Finalize(Unit* owner) { owner->ClearUnitState(UNIT_STATE_DISTRACTED); // If this is a creature, then return orientation to original position (for idle movement creatures) if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()) { float angle = owner->ToCreature()->GetHomePosition().GetOrientation(); owner->SetFacingTo(angle); } } bool DistractMovementGenerator::Update(Unit* owner, uint32 time_diff) { if (owner->IsInCombat() || time_diff > m_timer) return false; m_timer -= time_diff; return true; } void AssistanceDistractMovementGenerator::Finalize(Unit* unit) { unit->ClearUnitState(UNIT_STATE_DISTRACTED); unit->ToCreature()->SetReactState(REACT_AGGRESSIVE); }