EverWrath/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
Skjalf 19fa22ba92
Revert "refactor(Core/Movement): Naming convention" (#14100)
Revert "refactor(Core/Movement): Naming convention (#13989)"

This reverts commit d2f440c3e8.
2022-12-11 03:53:09 +01:00

113 lines
3.2 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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<float>(M_PI * 2) / m_maxDuration;
while (angle >= static_cast<float>(M_PI * 2)) angle -= static_cast<float>(M_PI * 2);
}
else
{
angle -= (float)diff * static_cast<float>(M_PI * 2) / m_maxDuration;
while (angle < 0) angle += static_cast<float>(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);
}