/*
* 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 "HomeMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DisableMgr.h"
#include "MoveSplineInit.h"
#include "WorldPacket.h"
void HomeMovementGenerator::DoInitialize(Creature* owner)
{
_setTargetLocation(owner);
}
void HomeMovementGenerator::DoFinalize(Creature* owner)
{
owner->ClearUnitState(UNIT_STATE_EVADE);
if (arrived)
{
// Xinef: npc run by default
//owner->SetWalk(true);
owner->LoadCreaturesAddon(true);
owner->AI()->JustReachedHome();
}
if (!owner->HasSwimmingFlagOutOfCombat())
owner->RemoveUnitFlag(UNIT_FLAG_SWIMMING);
}
void HomeMovementGenerator::DoReset(Creature*)
{
}
void HomeMovementGenerator::_setTargetLocation(Creature* owner)
{
// Xinef: dont interrupt in any cast!
//if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
// return;
Movement::MoveSplineInit init(owner);
float x, y, z, o;
// Xinef: if there is motion generator on controlled slot, this one is not updated
// Xinef: always get reset pos from idle slot
MovementGenerator* gen = owner->GetMotionMaster()->GetMotionSlot(MOTION_SLOT_IDLE);
if (owner->GetMotionMaster()->empty() || !gen || !gen->GetResetPosition(x, y, z))
{
owner->GetHomePosition(x, y, z, o);
init.SetFacing(o);
}
owner->UpdateAllowedPositionZ(x, y, z);
init.MoveTo(x, y, z, DisableMgr::IsPathfindingEnabled(owner->FindMap()), true);
init.SetWalk(_walk);
init.Launch();
arrived = false;
owner->ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~(UNIT_STATE_POSSESSED | UNIT_STATE_EVADE | UNIT_STATE_IGNORE_PATHFINDING | UNIT_STATE_NO_ENVIRONMENT_UPD)));
}
bool HomeMovementGenerator::DoUpdate(Creature* owner, const uint32 /*time_diff*/)
{
arrived = owner->movespline->Finalized();
if (arrived)
return false;
if (i_recalculateTravel)
{
_setTargetLocation(owner);
i_recalculateTravel = false;
}
return true;
}