/*
* 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 "PointMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Errors.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "World.h"
//----- Point Movement Generator
template
void PointMovementGenerator::DoInitialize(T* unit)
{
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
{
// the next line is to ensure that a new spline is created in DoUpdate() once the unit is no longer rooted/stunned
// todo: rename this flag to something more appropriate since it is set to true even without speed change now.
i_recalculateSpeed = true;
return;
}
if (!unit->IsStopped())
unit->StopMoving();
unit->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
if (id == EVENT_CHARGE)
{
unit->AddUnitState(UNIT_STATE_CHARGING);
}
i_recalculateSpeed = false;
Movement::MoveSplineInit init(unit);
if (m_precomputedPath.size() > 2) // pussywizard: for charge
init.MovebyPath(m_precomputedPath);
else if (_generatePath)
{
PathGenerator path(unit);
bool result = path.CalculatePath(i_x, i_y, i_z, _forceDestination);
if (result && !(path.GetPathType() & PATHFIND_NOPATH) && path.GetPath().size() > 2)
{
m_precomputedPath = path.GetPath();
init.MovebyPath(m_precomputedPath);
}
else
{
// Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only)
if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y))
{
i_x += 0.2f * cos(unit->GetOrientation());
i_y += 0.2f * std::sin(unit->GetOrientation());
}
init.MoveTo(i_x, i_y, i_z, true);
}
}
else
{
// Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only)
if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y))
{
i_x += 0.2f * cos(unit->GetOrientation());
i_y += 0.2f * std::sin(unit->GetOrientation());
}
init.MoveTo(i_x, i_y, i_z, true);
}
if (speed > 0.0f)
init.SetVelocity(speed);
if (i_orientation > 0.0f)
{
init.SetFacing(i_orientation);
}
init.Launch();
}
template
bool PointMovementGenerator::DoUpdate(T* unit, uint32 /*diff*/)
{
if (!unit)
return false;
if (unit->IsMovementPreventedByCasting())
{
unit->StopMoving();
return true;
}
if (unit->HasUnitState(UNIT_STATE_NOT_MOVE))
{
if (!unit->HasUnitState(UNIT_STATE_CHARGING))
{
unit->StopMoving();
}
return true;
}
unit->AddUnitState(UNIT_STATE_ROAMING_MOVE);
if (i_recalculateSpeed && !unit->movespline->Finalized())
{
i_recalculateSpeed = false;
Movement::MoveSplineInit init(unit);
// xinef: speed changed during path execution, calculate remaining path and launch it once more
if (m_precomputedPath.size())
{
uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(m_precomputedPath.size()));
Movement::PointsArray::iterator offsetItr = m_precomputedPath.begin();
std::advance(offsetItr, offset);
m_precomputedPath.erase(m_precomputedPath.begin(), offsetItr);
// restore 0 element (current position)
m_precomputedPath.insert(m_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ()));
if (m_precomputedPath.size() > 2)
init.MovebyPath(m_precomputedPath);
else if (m_precomputedPath.size() == 2)
init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true);
}
else
init.MoveTo(i_x, i_y, i_z, true);
if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
init.SetVelocity(speed);
if (i_orientation > 0.0f)
{
init.SetFacing(i_orientation);
}
init.Launch();
}
return !unit->movespline->Finalized();
}
template
void PointMovementGenerator::DoFinalize(T* unit)
{
unit->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
if (id == EVENT_CHARGE)
{
unit->ClearUnitState(UNIT_STATE_CHARGING);
if (_chargeTargetGUID && _chargeTargetGUID == unit->GetTarget())
{
if (Unit* target = ObjectAccessor::GetUnit(*unit, _chargeTargetGUID))
{
unit->Attack(target, true);
}
}
}
if (unit->movespline->Finalized())
MovementInform(unit);
}
template
void PointMovementGenerator::DoReset(T* unit)
{
if (!unit->IsStopped())
unit->StopMoving();
unit->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
if (id == EVENT_CHARGE)
{
unit->AddUnitState(UNIT_STATE_CHARGING);
}
}
template
void PointMovementGenerator::MovementInform(T* /*unit*/)
{
}
template <> void PointMovementGenerator::MovementInform(Creature* unit)
{
if (unit->AI())
unit->AI()->MovementInform(POINT_MOTION_TYPE, id);
if (Unit* summoner = unit->GetCharmerOrOwner())
{
if (UnitAI* AI = summoner->GetAI())
{
AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
}
}
}
template void PointMovementGenerator::DoInitialize(Player*);
template void PointMovementGenerator::DoInitialize(Creature*);
template void PointMovementGenerator::DoFinalize(Player*);
template void PointMovementGenerator::DoFinalize(Creature*);
template void PointMovementGenerator::DoReset(Player*);
template void PointMovementGenerator::DoReset(Creature*);
template bool PointMovementGenerator::DoUpdate(Player*, uint32);
template bool PointMovementGenerator::DoUpdate(Creature*, uint32);
void AssistanceMovementGenerator::Finalize(Unit* unit)
{
unit->ToCreature()->SetNoCallAssistance(false);
unit->ToCreature()->CallAssistance();
if (unit->IsAlive())
unit->GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
}
bool EffectMovementGenerator::Update(Unit* unit, uint32)
{
return !unit->movespline->Finalized();
}
void EffectMovementGenerator::Finalize(Unit* unit)
{
if (unit->GetTypeId() != TYPEID_UNIT)
return;
if (unit->GetTypeId() == TYPEID_UNIT && unit->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) && unit->movespline->isFalling()) // pussywizard
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
// Need restore previous movement since we have no proper states system
//if (unit->IsAlive() && !unit->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING))
//{
// if (Unit* victim = unit->GetVictim())
// unit->GetMotionMaster()->MoveChase(victim);
// else
// unit->GetMotionMaster()->Initialize();
//}
if (unit->ToCreature()->AI())
unit->ToCreature()->AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
}