- Rewrite reset events - Use proper healing spell on phase transition - Now uses abilities during phase 1 - Phase transition scripted - mobs now run away
251 lines
8.1 KiB
C++
251 lines
8.1 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PointMovementGenerator.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Errors.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "ObjectAccessor.h"
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#include "Player.h"
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#include "World.h"
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//----- Point Movement Generator
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template<class T>
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void PointMovementGenerator<T>::DoInitialize(T* unit)
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{
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if (unit->HasUnitState(UNIT_STATE_NOT_MOVE) || unit->IsMovementPreventedByCasting())
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{
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// the next line is to ensure that a new spline is created in DoUpdate() once the unit is no longer rooted/stunned
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// todo: rename this flag to something more appropriate since it is set to true even without speed change now.
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i_recalculateSpeed = true;
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return;
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}
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if (!unit->IsStopped())
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unit->StopMoving();
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unit->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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if (id == EVENT_CHARGE)
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{
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unit->AddUnitState(UNIT_STATE_CHARGING);
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}
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i_recalculateSpeed = false;
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Movement::MoveSplineInit init(unit);
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if (m_precomputedPath.size() > 2) // pussywizard: for charge
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init.MovebyPath(m_precomputedPath);
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else if (_generatePath)
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{
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PathGenerator path(unit);
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bool result = path.CalculatePath(i_x, i_y, i_z, _forceDestination);
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if (result && !(path.GetPathType() & PATHFIND_NOPATH) && path.GetPath().size() > 2)
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{
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m_precomputedPath = path.GetPath();
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init.MovebyPath(m_precomputedPath);
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}
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else
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{
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// Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only)
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if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y))
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{
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i_x += 0.2f * cos(unit->GetOrientation());
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i_y += 0.2f * std::sin(unit->GetOrientation());
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}
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init.MoveTo(i_x, i_y, i_z, true);
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}
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}
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else
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{
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// Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only)
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if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y))
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{
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i_x += 0.2f * cos(unit->GetOrientation());
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i_y += 0.2f * std::sin(unit->GetOrientation());
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}
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init.MoveTo(i_x, i_y, i_z, true);
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}
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if (speed > 0.0f)
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init.SetVelocity(speed);
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if (i_orientation > 0.0f)
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{
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init.SetFacing(i_orientation);
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}
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init.Launch();
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}
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template<class T>
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bool PointMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
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{
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if (!unit)
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return false;
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if (unit->IsMovementPreventedByCasting())
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{
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unit->StopMoving();
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return true;
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}
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if (unit->HasUnitState(UNIT_STATE_NOT_MOVE))
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{
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if (!unit->HasUnitState(UNIT_STATE_CHARGING))
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{
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unit->StopMoving();
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}
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return true;
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}
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unit->AddUnitState(UNIT_STATE_ROAMING_MOVE);
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if (i_recalculateSpeed && !unit->movespline->Finalized())
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{
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i_recalculateSpeed = false;
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Movement::MoveSplineInit init(unit);
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// xinef: speed changed during path execution, calculate remaining path and launch it once more
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if (m_precomputedPath.size())
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{
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uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(m_precomputedPath.size()));
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Movement::PointsArray::iterator offsetItr = m_precomputedPath.begin();
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std::advance(offsetItr, offset);
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m_precomputedPath.erase(m_precomputedPath.begin(), offsetItr);
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// restore 0 element (current position)
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m_precomputedPath.insert(m_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ()));
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if (m_precomputedPath.size() > 2)
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init.MovebyPath(m_precomputedPath);
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else if (m_precomputedPath.size() == 2)
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init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true);
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}
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else
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init.MoveTo(i_x, i_y, i_z, true);
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if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
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init.SetVelocity(speed);
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if (i_orientation > 0.0f)
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{
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init.SetFacing(i_orientation);
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}
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init.Launch();
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}
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return !unit->movespline->Finalized();
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}
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template<class T>
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void PointMovementGenerator<T>::DoFinalize(T* unit)
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{
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unit->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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if (id == EVENT_CHARGE)
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{
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unit->ClearUnitState(UNIT_STATE_CHARGING);
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if (_chargeTargetGUID && _chargeTargetGUID == unit->GetTarget())
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{
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if (Unit* target = ObjectAccessor::GetUnit(*unit, _chargeTargetGUID))
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{
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unit->Attack(target, true);
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}
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}
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}
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if (unit->movespline->Finalized())
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MovementInform(unit);
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}
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template<class T>
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void PointMovementGenerator<T>::DoReset(T* unit)
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{
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if (!unit->IsStopped())
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unit->StopMoving();
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unit->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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if (id == EVENT_CHARGE)
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{
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unit->AddUnitState(UNIT_STATE_CHARGING);
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}
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}
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template<class T>
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void PointMovementGenerator<T>::MovementInform(T* /*unit*/)
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{
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}
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template <> void PointMovementGenerator<Creature>::MovementInform(Creature* unit)
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{
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if (unit->AI())
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unit->AI()->MovementInform(POINT_MOTION_TYPE, id);
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if (Unit* summoner = unit->GetCharmerOrOwner())
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{
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if (UnitAI* AI = summoner->GetAI())
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{
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AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
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}
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}
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}
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template void PointMovementGenerator<Player>::DoInitialize(Player*);
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template void PointMovementGenerator<Creature>::DoInitialize(Creature*);
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template void PointMovementGenerator<Player>::DoFinalize(Player*);
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template void PointMovementGenerator<Creature>::DoFinalize(Creature*);
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template void PointMovementGenerator<Player>::DoReset(Player*);
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template void PointMovementGenerator<Creature>::DoReset(Creature*);
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template bool PointMovementGenerator<Player>::DoUpdate(Player*, uint32);
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template bool PointMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
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void AssistanceMovementGenerator::Finalize(Unit* unit)
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{
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unit->ToCreature()->SetNoCallAssistance(false);
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unit->ToCreature()->CallAssistance();
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if (unit->IsAlive())
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unit->GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
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}
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bool EffectMovementGenerator::Update(Unit* unit, uint32)
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{
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return !unit->movespline->Finalized();
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}
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void EffectMovementGenerator::Finalize(Unit* unit)
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{
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if (unit->GetTypeId() != TYPEID_UNIT)
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return;
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if (unit->GetTypeId() == TYPEID_UNIT && unit->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) && unit->movespline->isFalling()) // pussywizard
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unit->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
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// Need restore previous movement since we have no proper states system
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//if (unit->IsAlive() && !unit->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING))
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//{
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// if (Unit* victim = unit->GetVictim())
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// unit->GetMotionMaster()->MoveChase(victim);
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// else
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// unit->GetMotionMaster()->Initialize();
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//}
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if (unit->ToCreature()->AI())
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unit->ToCreature()->AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
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}
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