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MotionMaster.cpp
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MotionMaster.cpp
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/*
* This file is part of the TrinityCore 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 General Public License as published by the
* Free Software Foundation; either version 2 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 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 "MotionMaster.h"
#include "AbstractFollower.h"
#include "Creature.h"
#include "CreatureAISelector.h"
#include "Containers.h"
#include "DBCStores.h"
#include "Errors.h"
#include "G3DPosition.hpp"
#include "Log.h"
#include "Map.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "PathGenerator.h"
#include "Player.h"
#include "ScriptSystem.h"
#include "Unit.h"
#include "WaypointDefines.h"
#include <algorithm>
#include <iterator>
#include "ChaseMovementGenerator.h"
#include "ConfusedMovementGenerator.h"
#include "FleeingMovementGenerator.h"
#include "FlightPathMovementGenerator.h"
#include "FollowMovementGenerator.h"
#include "FormationMovementGenerator.h"
#include "GenericMovementGenerator.h"
#include "HomeMovementGenerator.h"
#include "IdleMovementGenerator.h"
#include "PointMovementGenerator.h"
#include "RandomMovementGenerator.h"
#include "SplineChainMovementGenerator.h"
#include "WaypointMovementGenerator.h"
inline MovementGenerator* GetIdleMovementGenerator()
{
return sMovementGeneratorRegistry->GetRegistryItem(IDLE_MOTION_TYPE)->Create();
}
inline bool IsStatic(MovementGenerator* movement)
{
return (movement == GetIdleMovementGenerator());
}
inline void MovementGeneratorPointerDeleter(MovementGenerator* a)
{
if (a != nullptr && !IsStatic(a))
delete a;
}
void MovementGeneratorDeleter::operator()(MovementGenerator* a)
{
MovementGeneratorPointerDeleter(a);
}
bool MovementGeneratorComparator::operator()(MovementGenerator const* a, MovementGenerator const* b) const
{
if (a->Mode > b->Mode)
return true;
else if (a->Mode == b->Mode)
return a->Priority > b->Priority;
return false;
}
MovementGeneratorInformation::MovementGeneratorInformation(MovementGeneratorType type, ObjectGuid targetGUID, std::string const& targetName) : Type(type), TargetGUID(targetGUID), TargetName(targetName) { }
MotionMaster::MotionMaster(Unit* unit) : _owner(unit), _defaultGenerator(nullptr), _flags(MOTIONMASTER_FLAG_INITIALIZATION_PENDING) { }
MotionMaster::~MotionMaster()
{
_delayedActions.clear();
for (auto itr = _generators.begin(); itr != _generators.end(); itr = _generators.erase(itr))
MovementGeneratorPointerDeleter(*itr);
}
void MotionMaster::Initialize()
{
if (HasFlag(MOTIONMASTER_FLAG_INITIALIZATION_PENDING))
return;
if (HasFlag(MOTIONMASTER_FLAG_UPDATE))
{
DelayedActionDefine action = [this]()
{
Initialize();
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_INITIALIZE);
return;
}
DirectInitialize();
}
void MotionMaster::InitializeDefault()
{
Add(FactorySelector::SelectMovementGenerator(_owner), MOTION_SLOT_DEFAULT);
}
void MotionMaster::AddToWorld()
{
if (!HasFlag(MOTIONMASTER_FLAG_INITIALIZATION_PENDING))
return;
AddFlag(MOTIONMASTER_FLAG_INITIALIZING);
RemoveFlag(MOTIONMASTER_FLAG_INITIALIZATION_PENDING);
DirectInitialize();
ResolveDelayedActions();
RemoveFlag(MOTIONMASTER_FLAG_INITIALIZING);
}
bool MotionMaster::Empty() const
{
return !_defaultGenerator && _generators.empty();
}
uint32 MotionMaster::Size() const
{
return (_defaultGenerator ? 1 : 0) + uint32(_generators.size());
}
std::vector<MovementGeneratorInformation> MotionMaster::GetMovementGeneratorsInformation() const
{
std::vector<MovementGeneratorInformation> list;
if (_defaultGenerator)
list.emplace_back(_defaultGenerator->GetMovementGeneratorType(), ObjectGuid::Empty, std::string());
for (auto itr = _generators.begin(); itr != _generators.end(); ++itr)
{
MovementGenerator* movement = *itr;
MovementGeneratorType const type = movement->GetMovementGeneratorType();
switch (type)
{
case CHASE_MOTION_TYPE:
case FOLLOW_MOTION_TYPE:
if (AbstractFollower* followInformation = dynamic_cast<AbstractFollower*>(movement))
{
if (Unit* target = followInformation->GetTarget())
list.emplace_back(type, target->GetGUID(), target->GetName());
else
list.emplace_back(type, ObjectGuid::Empty, std::string());
}
else
list.emplace_back(type, ObjectGuid::Empty, std::string());
break;
default:
list.emplace_back(type, ObjectGuid::Empty, std::string());
break;
}
}
return list;
}
MovementSlot MotionMaster::GetCurrentSlot() const
{
if (!_generators.empty())
return MOTION_SLOT_ACTIVE;
if (_defaultGenerator)
return MOTION_SLOT_DEFAULT;
return MAX_MOTION_SLOT;
}
MovementGenerator* MotionMaster::GetCurrentMovementGenerator() const
{
if (!_generators.empty())
return *_generators.begin();
if (_defaultGenerator)
return _defaultGenerator.get();
return nullptr;
}
MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const
{
if (Empty())
return MAX_MOTION_TYPE;
MovementGenerator const* movement = GetCurrentMovementGenerator();
if (!movement)
return MAX_MOTION_TYPE;
return movement->GetMovementGeneratorType();
}
MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType(MovementSlot slot) const
{
if (Empty() || IsInvalidMovementSlot(slot))
return MAX_MOTION_TYPE;
if (slot == MOTION_SLOT_ACTIVE && !_generators.empty())
return (*_generators.begin())->GetMovementGeneratorType();
if (slot == MOTION_SLOT_DEFAULT && _defaultGenerator)
return _defaultGenerator->GetMovementGeneratorType();
return MAX_MOTION_TYPE;
}
MovementGenerator* MotionMaster::GetCurrentMovementGenerator(MovementSlot slot) const
{
if (Empty() || IsInvalidMovementSlot(slot))
return nullptr;
if (slot == MOTION_SLOT_ACTIVE && !_generators.empty())
return *_generators.begin();
if (slot == MOTION_SLOT_DEFAULT && _defaultGenerator)
return _defaultGenerator.get();
return nullptr;
}
MovementGenerator* MotionMaster::GetMovementGenerator(std::function<bool(MovementGenerator const*)> const& filter, MovementSlot slot) const
{
if (Empty() || IsInvalidMovementSlot(slot))
return nullptr;
MovementGenerator* movement = nullptr;
switch (slot)
{
case MOTION_SLOT_DEFAULT:
if (_defaultGenerator && filter(_defaultGenerator.get()))
movement = _defaultGenerator.get();
break;
case MOTION_SLOT_ACTIVE:
if (!_generators.empty())
{
auto itr = std::find_if(_generators.begin(), _generators.end(), std::ref(filter));
if (itr != _generators.end())
movement = *itr;
}
break;
default:
break;
}
return movement;
}
bool MotionMaster::HasMovementGenerator(std::function<bool(MovementGenerator const*)> const& filter, MovementSlot slot) const
{
if (Empty() || IsInvalidMovementSlot(slot))
return false;
bool value = false;
switch (slot)
{
case MOTION_SLOT_DEFAULT:
if (_defaultGenerator && filter(_defaultGenerator.get()))
value = true;
break;
case MOTION_SLOT_ACTIVE:
if (!_generators.empty())
{
auto itr = std::find_if(_generators.begin(), _generators.end(), std::ref(filter));
value = itr != _generators.end();
}
break;
default:
break;
}
return value;
}
void MotionMaster::Update(uint32 diff)
{
if (!_owner)
return;
if (HasFlag(MOTIONMASTER_FLAG_INITIALIZATION_PENDING | MOTIONMASTER_FLAG_INITIALIZING))
return;
ASSERT(!Empty(), "MotionMaster:Update: update called without Initializing! (%s)", _owner->GetGUID().ToString().c_str());
AddFlag(MOTIONMASTER_FLAG_UPDATE);
MovementGenerator* top = GetCurrentMovementGenerator();
if (HasFlag(MOTIONMASTER_FLAG_STATIC_INITIALIZATION_PENDING) && IsStatic(top))
{
RemoveFlag(MOTIONMASTER_FLAG_STATIC_INITIALIZATION_PENDING);
top->Initialize(_owner);
}
if (top->HasFlag(MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING))
top->Initialize(_owner);
if (top->HasFlag(MOVEMENTGENERATOR_FLAG_DEACTIVATED))
top->Reset(_owner);
ASSERT(!top->HasFlag(MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING | MOVEMENTGENERATOR_FLAG_DEACTIVATED), "MotionMaster:Update: update called on an uninitialized top! (%s) (type: %u, flags: %u)", _owner->GetGUID().ToString().c_str(), top->GetMovementGeneratorType(), top->Flags);
if (!top->Update(_owner, diff))
{
ASSERT(top == GetCurrentMovementGenerator(), "MotionMaster::Update: top was modified while updating! (%s)", _owner->GetGUID().ToString().c_str());
// Since all the actions that modify any slot are delayed, this movement is guaranteed to be top
Pop(true, true); // Natural, and only, call to MovementInform
}
RemoveFlag(MOTIONMASTER_FLAG_UPDATE);
ResolveDelayedActions();
}
void MotionMaster::Add(MovementGenerator* movement, MovementSlot slot/* = MOTION_SLOT_ACTIVE*/)
{
if (!movement)
return;
if (IsInvalidMovementSlot(slot))
{
delete movement;
return;
}
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, movement, slot]()
{
Add(movement, slot);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_ADD);
}
else
DirectAdd(movement, slot);
}
void MotionMaster::Remove(MovementGenerator* movement, MovementSlot slot/* = MOTION_SLOT_ACTIVE*/)
{
if (!movement || IsInvalidMovementSlot(slot))
return;
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, movement, slot]()
{
Remove(movement, slot);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_REMOVE);
return;
}
if (Empty())
return;
switch (slot)
{
case MOTION_SLOT_DEFAULT:
if (_defaultGenerator && _defaultGenerator.get() == movement)
DirectClearDefault();
break;
case MOTION_SLOT_ACTIVE:
if (!_generators.empty())
{
auto bounds = _generators.equal_range(movement);
auto itr = std::find(bounds.first, bounds.second, movement);
if (itr != _generators.end())
Remove(itr, GetCurrentMovementGenerator() == *itr, false);
}
break;
default:
break;
}
}
void MotionMaster::Remove(MovementGeneratorType type, MovementSlot slot/* = MOTION_SLOT_ACTIVE*/)
{
if (IsInvalidMovementGeneratorType(type) || IsInvalidMovementSlot(slot))
return;
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, type, slot]()
{
Remove(type, slot);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_REMOVE_TYPE);
return;
}
if (Empty())
return;
switch (slot)
{
case MOTION_SLOT_DEFAULT:
if (_defaultGenerator && _defaultGenerator->GetMovementGeneratorType() == type)
DirectClearDefault();
break;
case MOTION_SLOT_ACTIVE:
if (!_generators.empty())
{
auto itr = std::find_if(_generators.begin(), _generators.end(), [type](MovementGenerator const* a) -> bool
{
return a->GetMovementGeneratorType() == type;
});
if (itr != _generators.end())
Remove(itr, GetCurrentMovementGenerator() == *itr, false);
}
break;
default:
break;
}
}
void MotionMaster::Clear()
{
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this]()
{
Clear();
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_CLEAR);
return;
}
if (!Empty())
DirectClear();
}
void MotionMaster::Clear(MovementSlot slot)
{
if (IsInvalidMovementSlot(slot))
return;
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, slot]()
{
Clear(slot);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_CLEAR_SLOT);
return;
}
if (Empty())
return;
switch (slot)
{
case MOTION_SLOT_DEFAULT:
DirectClearDefault();
break;
case MOTION_SLOT_ACTIVE:
DirectClear();
break;
default:
break;
}
}
void MotionMaster::Clear(MovementGeneratorMode mode)
{
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, mode]()
{
Clear(mode);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_CLEAR_MODE);
return;
}
if (Empty())
return;
std::function<bool(MovementGenerator*)> criteria = [mode](MovementGenerator* a) -> bool
{
return a->Mode == mode;
};
DirectClear(criteria);
}
void MotionMaster::Clear(MovementGeneratorPriority priority)
{
if (HasFlag(MOTIONMASTER_FLAG_DELAYED))
{
DelayedActionDefine action = [this, priority]()
{
Clear(priority);
};
_delayedActions.emplace_back(std::move(action), MOTIONMASTER_DELAYED_CLEAR_PRIORITY);
return;
}
if (Empty())
return;
std::function<bool(MovementGenerator*)> criteria = [priority](MovementGenerator* a) -> bool
{
return a->Priority == priority;
};
DirectClear(criteria);
}
void MotionMaster::PropagateSpeedChange()
{
if (Empty())
return;
MovementGenerator* movement = GetCurrentMovementGenerator();
if (!movement)
return;
movement->UnitSpeedChanged();
}
bool MotionMaster::GetDestination(float &x, float &y, float &z)
{
if (_owner->movespline->Finalized())
return false;
G3D::Vector3 const& dest = _owner->movespline->FinalDestination();
x = dest.x;
y = dest.y;
z = dest.z;
return true;
}
bool MotionMaster::StopOnDeath()
{
if (MovementGenerator* movementGenerator = GetCurrentMovementGenerator())
if (movementGenerator->HasFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH))
return false;
if (_owner->IsInWorld())
{
// Only clear MotionMaster for entities that exists in world
// Avoids crashes in the following conditions :
// * Using 'call pet' on dead pets
// * Using 'call stabled pet'
// * Logging in with dead pets
Clear();
MoveIdle();
}
_owner->StopMoving();
return true;
}
void MotionMaster::MoveIdle()
{
Add(GetIdleMovementGenerator(), MOTION_SLOT_DEFAULT);
}
void MotionMaster::MoveTargetedHome()
{
Creature* owner = _owner->ToCreature();
if (!owner)
{
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', attempted to move towards target home.", _owner->GetGUID().ToString().c_str());
return;
}
Clear();
Unit* target = owner->GetCharmerOrOwner();
if (!target)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', targeted home.", _owner->GetGUID().ToString().c_str());
Add(new HomeMovementGenerator<Creature>());
}
else
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', starts following '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
Add(new FollowMovementGenerator(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE));
}
}
void MotionMaster::MoveRandom(float wanderDistance)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRandom: '%s', started random movement (spawnDist: %f)", _owner->GetGUID().ToString().c_str(), wanderDistance);
Add(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_DEFAULT);
}
}
void MotionMaster::MoveFollow(Unit* target, float dist, ChaseAngle angle, MovementSlot slot/* = MOTION_SLOT_ACTIVE*/)
{
// Ignore movement request if target not exist
if (!target || target == _owner)
return;
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFollow: '%s', starts following '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
Add(new FollowMovementGenerator(target, dist, angle), slot);
}
void MotionMaster::MoveChase(Unit* target, Optional<ChaseRange> dist, Optional<ChaseAngle> angle)
{
// Ignore movement request if target not exist
if (!target || target == _owner)
return;
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveChase: '%s', starts chasing '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
Add(new ChaseMovementGenerator(target, dist, angle));
}
void MotionMaster::MoveConfused()
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveConfused: '%s', started confused movement.", _owner->GetGUID().ToString().c_str());
Add(new ConfusedMovementGenerator<Player>());
}
else
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveConfused: '%s', started confused movement.", _owner->GetGUID().ToString().c_str());
Add(new ConfusedMovementGenerator<Creature>());
}
}
void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
{
if (!enemy)
return;
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFleeing: '%s', flees from '%s' (time: %u)", _owner->GetGUID().ToString().c_str(), enemy->GetGUID().ToString().c_str(), time);
if (_owner->GetTypeId() == TYPEID_UNIT)
{
if (time)
Add(new TimedFleeingMovementGenerator(enemy->GetGUID(), time));
else
Add(new FleeingMovementGenerator<Creature>(enemy->GetGUID()));
}
else
Add(new FleeingMovementGenerator<Player>(enemy->GetGUID()));
}
void MotionMaster::MovePoint(uint32 id, Position const& pos, bool generatePath/* = true*/, Optional<float> finalOrient/* = {}*/)
{
MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, finalOrient);
}
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, Optional<float> finalOrient)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePoint: '%s', targeted point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
Add(new PointMovementGenerator<Player>(id, x, y, z, generatePath, 0.0f, finalOrient));
}
else
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePoint: '%s', targeted point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
Add(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, 0.0f, finalOrient));
}
}
void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance)
{
float distanceToTravel = _owner->GetExactDist2d(target) - distance;
if (distanceToTravel > 0.0f)
{
float angle = _owner->GetAbsoluteAngle(target);
float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle);
float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle);
MovePoint(id, destx, desty, target->GetPositionZ());
}
else
{
// We are already close enough. We just need to turn toward the target without changing position.
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
init.SetFacing(target);
Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id));
}
}
void MotionMaster::MoveLand(uint32 id, Position const& pos, Optional<float> velocity /*= {}*/)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveLand: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
Movement::MoveSplineInit init(_owner);
init.MoveTo(PositionToVector3(pos), false);
init.SetAnimation(AnimTier::Ground);
if (velocity)
init.SetVelocity(*velocity);
Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id));
}
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, Optional<float> velocity /*= {}*/)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTakeoff: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
Movement::MoveSplineInit init(_owner);
init.MoveTo(PositionToVector3(pos), false);
init.SetAnimation(AnimTier::Hover);
if (velocity)
init.SetVelocity(*velocity);
Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id));
}
void MotionMaster::MoveCharge(float x, float y, float z, float speed /*= SPEED_CHARGE*/, uint32 id /*= EVENT_CHARGE*/, bool generatePath /*= false*/)
{
/*
if (_slot[MOTION_SLOT_CONTROLLED] && _slot[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
*/
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveCharge: '%s', charging point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
PointMovementGenerator<Player>* movement = new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed);
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_CHARGING;
Add(movement);
}
else
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveCharge: '%s', charging point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
PointMovementGenerator<Creature>* movement = new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed);
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_CHARGING;
Add(movement);
}
}
void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/)
{
G3D::Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
Movement::MoveSplineInit init(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
init.Launch();
}
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
{
// This function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
if (speedXY < 0.01f)
return;
Position dest = _owner->GetPosition();
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
// Use a mmap raycast to get a valid destination.
_owner->MovePositionToFirstCollision(dest, dist, _owner->GetRelativeAngle(srcX, srcY) + float(M_PI));
Movement::MoveSplineInit init(_owner);
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0);
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->AddFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH);
Add(movement);
}
void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
{
// This function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
float x, y, z = _owner->GetPositionZ();
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
_owner->GetNearPoint2D(nullptr, x, y, dist, _owner->GetOrientation() + angle);
_owner->UpdateAllowedPositionZ(x, y, z);
MoveJump(x, y, z, 0.0f, speedXY, speedZ);
}
void MotionMaster::MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id/* = EVENT_JUMP*/, bool hasOrientation/* = false*/)
{
MoveJump(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), speedXY, speedZ, id, hasOrientation);
}
void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint32 id, bool hasOrientation /* = false*/)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveJump: '%s', jumps to point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
if (speedXY < 0.01f)
return;
//npcbot: blademaser only (disabled)
/*
if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->IsNPCBot())
{
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(speedZ, 0);
init.SetFacing(o);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, EVENT_JUMP);
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_JUMPING;
Add(movement);
return;
}
*/
//end npcbot
float moveTimeHalf = speedZ / Movement::gravity;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(o);
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id);
movement->Priority = MOTION_PRIORITY_HIGHEST;
movement->BaseUnitState = UNIT_STATE_JUMPING;
movement->AddFlag(MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH);
Add(movement);
}
void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount)
{
float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f);
Position const& pos = { x, y, z, 0.0f };
float angle = pos.GetAbsoluteAngle(_owner->GetPositionX(), _owner->GetPositionY());
Movement::MoveSplineInit init(_owner);
// add the owner's current position as starting point as it gets removed after entering the cycle
init.Path().push_back(G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()));
for (uint8 i = 0; i < stepCount; angle += step, ++i)
{
G3D::Vector3 point;
point.x = x + radius * cosf(angle);
point.y = y + radius * sinf(angle);
if (_owner->IsFlying())
point.z = z;
else
point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset();
init.Path().push_back(point);
}
if (_owner->IsFlying())
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(AnimTier::Hover);
}
else
{
init.SetWalk(true);
init.SetCyclic();
}
Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0));
}
void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk)
{
Movement::MoveSplineInit init(_owner);
Movement::PointsArray path;
path.reserve(pathSize);
std::transform(pathPoints, pathPoints + pathSize, std::back_inserter(path), [](Position const& point)
{
return G3D::Vector3(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
});
init.MovebyPath(path);
init.SetSmooth();
init.SetWalk(walk);
// This code is not correct
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
// need to call PointMovementGenerator with various pointIds
Add(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, pointId));
}
void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
{
Creature* owner = _owner->ToCreature();
if (!owner)
{
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveAlongSplineChain: '%s', tried to walk along DB spline chain. Ignoring.", _owner->GetGUID().ToString().c_str());
return;
}
std::vector<SplineChainLink> const* chain = sScriptSystemMgr->GetSplineChain(owner, dbChainId);
if (!chain)
{
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveAlongSplineChain: '%s', tried to walk along non-existing spline chain with DB Id: %u.", _owner->GetGUID().ToString().c_str(), dbChainId);
return;
}
MoveAlongSplineChain(pointId, *chain, walk);
}
void MotionMaster::MoveAlongSplineChain(uint32 pointId, std::vector<SplineChainLink> const& chain, bool walk)
{
Add(new SplineChainMovementGenerator(pointId, chain, walk));
}
void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
{
if (info.Empty())
{
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::ResumeSplineChain: '%s', tried to resume a spline chain from empty info.", _owner->GetGUID().ToString().c_str());
return;
}
Add(new SplineChainMovementGenerator(info));
}
void MotionMaster::MoveFall(uint32 id/* = 0*/)
{
// Use larger distance for vmap height search than in most other cases
float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFall: '%s', unable to retrieve a proper height at map Id: %u (X: %f, Y: %f, Z: %f)",
_owner->GetGUID().ToString().c_str(), _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
return;
}
// Abort too if the ground is very near
if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
// rooted units don't move (also setting falling+root flag causes client freezes)
if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
return;
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
_owner->m_movementInfo.SetFallTime(0);
// Don't run spline movement for players
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
_owner->ToPlayer()->SetFallInformation(0, _owner->GetPositionZ());
return;
}
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverOffset(), false);
init.SetFall();
GenericMovementGenerator* movement = new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id);
movement->Priority = MOTION_PRIORITY_HIGHEST;
Add(movement);
}
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
if (Creature* creature = _owner->ToCreature())
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveSeekAssistance: '%s', seeks assistance (X: %f, Y: %f, Z: %f)", creature->GetGUID().ToString().c_str(), x, y, z);
creature->AttackStop();
creature->CastStop();
creature->DoNotReacquireSpellFocusTarget();
creature->SetReactState(REACT_PASSIVE);
Add(new AssistanceMovementGenerator(EVENT_ASSIST_MOVE, x, y, z));
}
else
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveSeekAssistance: '%s', attempted to seek assistance.", _owner->GetGUID().ToString().c_str());
}
void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveSeekAssistanceDistract: '%s', is distracted after assistance call (Time: %u)", _owner->GetGUID().ToString().c_str(), time);