/*
* 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;
}