EverWrath/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
2021-03-17 09:46:01 -06:00

104 lines
2.9 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "Creature.h"
#include "CreatureAI.h"
#include "IdleMovementGenerator.h"
IdleMovementGenerator si_idleMovement;
// 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);
}