/* * 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 "MotionMaster.h" #include "ConfusedMovementGenerator.h" #include "Creature.h" #include "CreatureAISelector.h" #include "EscortMovementGenerator.h" #include "FleeingMovementGenerator.h" #include "GameTime.h" #include "HomeMovementGenerator.h" #include "IdleMovementGenerator.h" #include "Log.h" #include "MoveSpline.h" #include "MoveSplineInit.h" #include "PointMovementGenerator.h" #include "RandomMovementGenerator.h" #include "TargetedMovementGenerator.h" #include "WaypointMgr.h" #include "WaypointMovementGenerator.h" #include "SmartScriptMgr.h" inline MovementGenerator* GetIdleMovementGenerator() { return sMovementGeneratorRegistry->GetRegistryItem(IDLE_MOTION_TYPE)->Create(); } // ---- ChaseRange ---- // ChaseRange::ChaseRange(float range) : MinRange(range > CONTACT_DISTANCE ? 0 : range - CONTACT_DISTANCE), MinTolerance(range), MaxRange(range + CONTACT_DISTANCE), MaxTolerance(range) { } ChaseRange::ChaseRange(float _minRange, float _maxRange) : MinRange(_minRange), MinTolerance(std::min(_minRange + CONTACT_DISTANCE, (_minRange + _maxRange) / 2)), MaxRange(_maxRange), MaxTolerance(std::max(_maxRange - CONTACT_DISTANCE, MinTolerance)) { } ChaseRange::ChaseRange(float _minRange, float _minTolerance, float _maxTolerance, float _maxRange) : MinRange(_minRange), MinTolerance(_minTolerance), MaxRange(_maxRange), MaxTolerance(_maxTolerance) { } // ---- ChaseAngle ---- // ChaseAngle::ChaseAngle(float angle, float _tolerance/* = M_PI_4*/) : RelativeAngle(Position::NormalizeOrientation(angle)), Tolerance(_tolerance) { } float ChaseAngle::UpperBound() const { return Position::NormalizeOrientation(RelativeAngle + Tolerance); } float ChaseAngle::LowerBound() const { return Position::NormalizeOrientation(RelativeAngle - Tolerance); } bool ChaseAngle::IsAngleOkay(float relativeAngle) const { float const diff = std::abs(relativeAngle - RelativeAngle); return (std::min(diff, float(2 * M_PI) - diff) <= Tolerance); } inline bool isStatic(MovementGenerator* movement) { return (movement == GetIdleMovementGenerator()); } void MotionMaster::Initialize() { // clear ALL movement generators (including default) while (!empty()) { MovementGenerator* curr = top(); pop(); if (curr) DirectDelete(curr); } InitDefault(); } // set new default movement generator void MotionMaster::InitDefault() { Mutate(FactorySelector::SelectMovementGenerator(_owner), MOTION_SLOT_IDLE); } MotionMaster::~MotionMaster() { // clear ALL movement generators (including default) while (!empty()) { MovementGenerator* curr = top(); pop(); if (curr && !isStatic(curr)) delete curr; // Skip finalizing on delete, it might launch new movement } } void MotionMaster::UpdateMotion(uint32 diff) { if (!_owner) return; ASSERT(!empty()); _cleanFlag |= MMCF_INUSE; _cleanFlag |= MMCF_UPDATE; if (!top()->Update(_owner, diff)) { _cleanFlag &= ~MMCF_UPDATE; MovementExpired(); } else _cleanFlag &= ~MMCF_UPDATE; if (_expList) { for (std::size_t i = 0; i < _expList->size(); ++i) { MovementGenerator* mg = (*_expList)[i]; DirectDelete(mg); } delete _expList; _expList = nullptr; if (empty()) Initialize(); else if (needInitTop()) InitTop(); else if (_cleanFlag & MMCF_RESET) top()->Reset(_owner); _cleanFlag &= ~MMCF_RESET; } _cleanFlag &= ~MMCF_INUSE; } void MotionMaster::DirectClean(bool reset) { while (size() > 1) { MovementGenerator* curr = top(); pop(); if (curr) DirectDelete(curr); } if (empty()) return; if (needInitTop()) InitTop(); else if (reset) top()->Reset(_owner); } void MotionMaster::DelayedClean() { while (size() > 1) { MovementGenerator* curr = top(); pop(); if (curr) DelayedDelete(curr); } } void MotionMaster::DirectExpire(bool reset) { if (size() > 1) { MovementGenerator* curr = top(); pop(); if (curr) DirectDelete(curr); } while (!empty() && !top()) --_top; if (empty()) Initialize(); else if (needInitTop()) InitTop(); else if (reset) top()->Reset(_owner); } void MotionMaster::DelayedExpire() { if (size() > 1) { MovementGenerator* curr = top(); pop(); if (curr) DelayedDelete(curr); } while (!empty() && !top()) --_top; } void MotionMaster::DirectExpireSlot(MovementSlot slot, bool reset) { if (size() > 1) { MovementGenerator* curr = Impl[slot]; // pussywizard: clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete Impl[slot] = nullptr; while (!empty() && !top()) --_top; if (curr) DirectDelete(curr); } while (!empty() && !top()) --_top; if (empty()) Initialize(); else if (needInitTop()) InitTop(); else if (reset) top()->Reset(_owner); } void MotionMaster::MoveIdle() { //! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active if (empty() || !isStatic(top())) Mutate(GetIdleMovementGenerator(), MOTION_SLOT_IDLE); } /** * @brief Enable a random movement in desired range around the unit. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveRandom(float wanderDistance) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsCreature()) { LOG_DEBUG("movement.motionmaster", "Creature ({}) start moving random", _owner->GetGUID().ToString()); Mutate(new RandomMovementGenerator(wanderDistance), MOTION_SLOT_IDLE); } } /** * @brief The unit will return this initial position (owner for pets and summoned creatures). Doesn't work with UNIT_FLAG_DISABLE_MOVE * * @param walk The unit will run by default, but you can set it to walk */ void MotionMaster::MoveTargetedHome(bool walk /*= false*/) { Clear(false); if (_owner->IsCreature() && !_owner->ToCreature()->GetCharmerOrOwnerGUID()) { LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted home", _owner->GetGUID().ToString()); Mutate(new HomeMovementGenerator(walk), MOTION_SLOT_ACTIVE); } else if (_owner->IsCreature() && _owner->ToCreature()->GetCharmerOrOwnerGUID()) { _owner->ClearUnitState(UNIT_STATE_EVADE); if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; LOG_DEBUG("movement.motionmaster", "Pet or controlled creature ({}) targeting home", _owner->GetGUID().ToString()); Unit* target = _owner->ToCreature()->GetCharmerOrOwner(); if (target) { LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString()); Mutate(new FollowMovementGenerator(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(), true, true), MOTION_SLOT_ACTIVE); } } else { LOG_ERROR("movement.motionmaster", "Player ({}) attempt targeted home", _owner->GetGUID().ToString()); } } /** * @brief Enable the confusion movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveConfused() { // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) move confused", _owner->GetGUID().ToString()); Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) move confused", _owner->GetGUID().ToString()); Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED); } } /** * @brief Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveChase(Unit* target, std::optional dist, std::optional angle) { // ignore movement request if target not exist if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE) { if (_owner->IsPlayer()) { ChaseMovementGenerator* gen = (ChaseMovementGenerator*)top(); gen->SetOffsetAndAngle(dist, angle); gen->SetNewTarget(target); } else { ChaseMovementGenerator* gen = (ChaseMovementGenerator*)top(); gen->SetOffsetAndAngle(dist, angle); gen->SetNewTarget(target); } return; } //_owner->ClearUnitState(UNIT_STATE_FOLLOW); if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) chase to {} ({})", _owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString()); Mutate(new ChaseMovementGenerator(target, dist, angle), MOTION_SLOT_ACTIVE); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) chase to {} ({})", _owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString()); Mutate(new ChaseMovementGenerator(target, dist, angle), MOTION_SLOT_ACTIVE); } } void MotionMaster::DistanceYourself(float dist) { if (GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE) { if (_owner->IsPlayer()) { ChaseMovementGenerator* gen = (ChaseMovementGenerator*)top(); gen->DistanceYourself((Player*)_owner, dist); } else { ChaseMovementGenerator* gen = (ChaseMovementGenerator*)top(); gen->DistanceYourself((Creature*)_owner, dist); } return; } } void MotionMaster::MoveBackwards(Unit* target, float dist) { if (!target) { return; } Position const& pos = target->GetPosition(); float angle = target->GetAngle(_owner); G3D::Vector3 point; point.x = pos.m_positionX + dist * cosf(angle); point.y = pos.m_positionY + dist * sinf(angle); point.z = pos.m_positionZ; if (!_owner->GetMap()->CanReachPositionAndGetValidCoords(_owner, point.x, point.y, point.z, true, true)) { return; } Movement::MoveSplineInit init(_owner); init.MoveTo(point.x, point.y, point.z, false); init.SetWalk(true); init.SetFacing(target); init.SetOrientationInversed(); init.Launch(); } void MotionMaster::MoveForwards(Unit* target, float dist) { //like movebackwards, but without the inversion if (!target) { return; } Position const& pos = target->GetPosition(); float angle = target->GetAngle(_owner); G3D::Vector3 point; point.x = pos.m_positionX + dist * cosf(angle); point.y = pos.m_positionY + dist * sinf(angle); point.z = pos.m_positionZ; if (!_owner->GetMap()->CanReachPositionAndGetValidCoords(_owner, point.x, point.y, point.z, true, true)) { return; } Movement::MoveSplineInit init(_owner); init.MoveTo(point.x, point.y, point.z, false); init.SetFacing(target); init.Launch(); } void MotionMaster::MoveCircleTarget(Unit* target) { if (!target) { return; } Position pos; if (!target->GetMeleeAttackPoint(_owner, pos)) { return; } Movement::MoveSplineInit init(_owner); init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false); init.SetWalk(true); init.SetFacing(target); init.Launch(); } /** * @brief The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot, bool inheritWalkState, bool inheritSpeed) { // ignore movement request if target not exist if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) { return; } //_owner->AddUnitState(UNIT_STATE_FOLLOW); if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) follow to {} ({})", _owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString()); Mutate(new FollowMovementGenerator(target, dist, angle, inheritWalkState, inheritSpeed), slot); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) follow to {} ({})", _owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString()); Mutate(new FollowMovementGenerator(target, dist, angle, inheritWalkState, inheritSpeed), slot); } } /** * @brief The unit will move to a specific point. Doesn't work with UNIT_FLAG_DISABLE_MOVE * * For transition movement between the ground and the air, use MoveLand or MoveTakeoff instead. */ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, ForcedMovement forcedMovement, float speed, float orientation, bool generatePath, bool forceDestination, MovementSlot slot) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted point (ID: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot); } } void MotionMaster::MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement) { // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { Mutate(new EscortMovementGenerator(forcedMovement, path), MOTION_SLOT_ACTIVE); } else { Mutate(new EscortMovementGenerator(forcedMovement, path), MOTION_SLOT_ACTIVE); } } void MotionMaster::MovePath(uint32 path_id, ForcedMovement forcedMovement, PathSource pathSource) { WaypointPath const* path; switch (pathSource) { default: case PathSource::WAYPOINT_MGR: path = sWaypointMgr->GetPath(path_id); break; case PathSource::SMART_WAYPOINT_MGR: path = sSmartWaypointMgr->GetPath(path_id); break; } if (path == nullptr) { LOG_ERROR("sql.sql", "WaypointMovementGenerator::LoadPath: creature {} ({}) doesn't have waypoint path id: {} pathSource: {}", _owner->GetName(), _owner->GetGUID().ToString(), path_id, pathSource); return; } Movement::PointsArray points; for (auto& point : *path) { points.push_back(G3D::Vector3(point.second.x, point.second.y, point.second.z)); } // pass the new PointsArray* to the appropriate MoveSplinePath function MoveSplinePath(&points, forcedMovement); } /** * @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0f*/) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; float x, y, z; pos.GetPosition(x, y, z); LOG_DEBUG("movement.motionmaster", "Creature (Entry: {}) landing point (ID: {} X: {} Y: {} Z: {})", _owner->GetEntry(), id, x, y, z); Movement::MoveSplineInit init(_owner); init.MoveTo(x, y, z); if (speed > 0.0f) { init.SetVelocity(speed); } init.SetAnimation(Movement::ToGround); Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE); } /** * @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed /* = 0.0f*/) { Position pos = {x, y, z, 0.0f}; MoveLand(id, pos, speed); } /** * @brief Use to move the unit from the ground to the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* = 0.0f*/, bool skipAnimation) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; float x, y, z; pos.GetPosition(x, y, z); LOG_DEBUG("movement.motionmaster", "Creature (Entry: {}) landing point (ID: {} X: {} Y: {} Z: {})", _owner->GetEntry(), id, x, y, z); Movement::MoveSplineInit init(_owner); init.MoveTo(x, y, z); if (speed > 0.0f) init.SetVelocity(speed); if (!skipAnimation) init.SetAnimation(Movement::ToFly); Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE); } /** * @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed /* = 0.0f*/, bool skipAnimation) { Position pos = {x, y, z, 0.0f}; MoveTakeoff(id, pos, speed, skipAnimation); } void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ) { //this function may make players fall below map if (_owner->IsPlayer()) return; if (speedXY <= 0.1f) 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()); init.SetParabolic(max_height, 0); init.SetOrientationFixed(true); init.SetVelocity(speedXY); Mutate(new EffectMovementGenerator(init, 0), MOTION_SLOT_CONTROLLED); } /** * @brief The unit will jump in a specific direction */ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ) { //this function may make players fall below map if (_owner->IsPlayer()) return; float x, y, z; float moveTimeHalf = speedZ / Movement::gravity; float dist = 2 * moveTimeHalf * speedXY; _owner->GetClosePoint(x, y, z, _owner->GetObjectSize(), dist, angle); MoveJump(x, y, z, speedXY, speedZ); } /** * @brief The unit will jump to a specific point */ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id, Unit const* target) { LOG_DEBUG("movement.motionmaster", "Unit ({}) jump to point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z); if (speedXY <= 0.1f) return; float moveTimeHalf = speedZ / Movement::gravity; float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ); Movement::MoveSplineInit init(_owner); init.MoveTo(x, y, z); init.SetParabolic(max_height, 0); init.SetVelocity(speedXY); if (target) init.SetFacing(target); Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED); } /** * @brief The unit will fall. Used when in the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; // 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) { LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFall: unable retrive a proper height at map {} (x: {}, y: {}, z: {}).", _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionX(), _owner->GetPositionZ() + _owner->GetPositionZ()); return; } // Abort too if the ground is very near if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f) return; if (_owner->IsPlayer()) { _owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING); _owner->m_movementInfo.SetFallTime(0); _owner->ToPlayer()->SetFallInformation(GameTime::GetGameTime().count(), _owner->GetPositionZ()); } else if (_owner->IsCreature() && addFlagForNPC) // pussywizard { _owner->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING); _owner->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY); _owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING); _owner->m_movementInfo.SetFallTime(0); _owner->SendMovementFlagUpdate(); } Movement::MoveSplineInit init(_owner); init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverHeight()); init.SetFall(); Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED); } /** * @brief The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath, float orientation /* = 0.0f*/, ObjectGuid targetGUID /*= ObjectGuid::Empty*/) { if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE) return; if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED); } } /** * @brief The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/, ObjectGuid targetGUID /*= ObjectGuid::Empty*/) { G3D::Vector3 dest = path.GetActualEndPosition(); MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH, nullptr, false, 0.0f, targetGUID); // 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::MoveSeekAssistance(float x, float y, float z) { // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { LOG_ERROR("movement.motionmaster", "Player ({}) attempt to seek assistance", _owner->GetGUID().ToString()); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) seek assistance (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z); _owner->AttackStop(); _owner->CastStop(0, false); _owner->ToCreature()->SetReactState(REACT_PASSIVE); Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveSeekAssistanceDistract(uint32 time) { // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { LOG_ERROR("movement.motionmaster", "Player ({}) attempt to call distract after assistance", _owner->GetGUID().ToString()); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) is distracted after assistance call (Time: {})", _owner->GetGUID().ToString(), time); Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE); } } /** * @brief Enable the target's fleeing movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time) { if (!enemy) return; if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) flee from {} ({})", _owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString()); Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) flee from {} ({}) {}", _owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : ""); if (time) Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED); else Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode) { if (_owner->IsPlayer()) { if (path < sTaxiPathNodesByPath.size()) { LOG_DEBUG("movement.motionmaster", "{} taxi to (Path {} node {})", _owner->GetName(), path, pathnode); FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(pathnode); mgen->LoadPath(_owner->ToPlayer()); Mutate(mgen, MOTION_SLOT_CONTROLLED); } else { LOG_ERROR("movement.motionmaster", "{} attempt taxi to (not existed Path {} node {})", _owner->GetName(), path, pathnode); } } else { LOG_ERROR("movement.motionmaster", "Creature ({}) attempt taxi to (Path {} node {})", _owner->GetGUID().ToString(), path, pathnode); } } /** * @brief Enable the target's distract movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE and * if the unit has MOTION_SLOT_CONTROLLED (generaly apply when the unit is controlled). */ void MotionMaster::MoveDistract(uint32 timer) { if (Impl[MOTION_SLOT_CONTROLLED]) return; if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; /*if (_owner->IsPlayer()) { LOG_DEBUG("movement.motionmaster", "Player ({}) distracted (timer: {})", _owner->GetGUID().ToString(), timer); } else { LOG_DEBUG("movement.motionmaster", "Creature ({}) (timer: {})", _owner->GetGUID().ToString(), timer); }*/ DistractMovementGenerator* mgen = new DistractMovementGenerator(timer); Mutate(mgen, MOTION_SLOT_CONTROLLED); } void MotionMaster::Mutate(MovementGenerator* m, MovementSlot slot) { while (MovementGenerator* curr = Impl[slot]) { bool delayed = (_top == slot && (_cleanFlag & MMCF_UPDATE)); // clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete Impl[slot] = nullptr; while (!empty() && !top()) --_top; if (delayed) DelayedDelete(curr); else DirectDelete(curr); } if (_top < slot) _top = slot; Impl[slot] = m; if (_top > slot) _needInit[slot] = true; else { _needInit[slot] = false; m->Initialize(_owner); } } /** * @brief Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE */ void MotionMaster::MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource) { if (!path_id) return; if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE)) return; Mutate(new WaypointMovementGenerator(path_id, pathSource, repeatable), MOTION_SLOT_IDLE); LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})", _owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO"); } /** * @brief Rotate the unit. You can specify the time of the rotation. */ void MotionMaster::MoveRotate(uint32 time, RotateDirection direction) { if (!time) return; Mutate(new RotateMovementGenerator(time, direction), MOTION_SLOT_ACTIVE); } void MotionMaster::propagateSpeedChange() { /*Impl::container_type::iterator it = Impl::c.begin(); for (; it != end(); ++it) { (*it)->unitSpeedChanged(); }*/ for (int i = 0; i <= _top; ++i) { if (Impl[i]) Impl[i]->unitSpeedChanged(); } } void MotionMaster::ReinitializeMovement() { for (int i = 0; i <= _top; ++i) { if (Impl[i]) Impl[i]->Reset(_owner); } } MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const { if (empty()) return IDLE_MOTION_TYPE; return top()->GetMovementGeneratorType(); } MovementGeneratorType MotionMaster::GetMotionSlotType(int slot) const { if (!Impl[slot]) return NULL_MOTION_TYPE; else return Impl[slot]->GetMovementGeneratorType(); } bool MotionMaster::HasMovementGeneratorType(MovementGeneratorType type) const { if (empty() && type == IDLE_MOTION_TYPE) return true; for (int i = _top; i >= 0; --i) { if (Impl[i] && Impl[i]->GetMovementGeneratorType() == type) return true; } return false; } // Xinef: Escort system uint32 MotionMaster::GetCurrentSplineId() const { if (empty()) return 0; return top()->GetSplineId(); } void MotionMaster::InitTop() { top()->Initialize(_owner); _needInit[_top] = false; } void MotionMaster::DirectDelete(_Ty curr) { if (isStatic(curr)) return; curr->Finalize(_owner); delete curr; } void MotionMaster::DelayedDelete(_Ty curr) { LOG_DEBUG("movement.motionmaster", "Unit (Entry {}) is trying to delete its updating MG (Type {})!", _owner->GetEntry(), curr->GetMovementGeneratorType()); if (isStatic(curr)) return; if (!_expList) _expList = new ExpireList(); _expList->push_back(curr); } 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; }