void StartMove(Creature owner, bool relaunch = false) { // sanity checks if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || _path == null || _path.nodes.Empty() || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized)))) { return; } if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || (owner.IsFormationLeader() && !owner.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation { _nextMoveTime.Reset(1000); // delay 1s return; } bool transportPath = !owner.GetTransGUID().IsEmpty(); if (HasFlag(MovementGeneratorFlags.InformEnabled) && HasFlag(MovementGeneratorFlags.Initialized)) { if (ComputeNextNode()) { Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); // inform AI CreatureAI ai = owner.GetAI(); if (ai != null) { ai.WaypointStarted(_path.nodes[_currentNode].id, _path.id); } } else { WaypointNode currentWaypoint = _path.nodes[_currentNode]; float x = currentWaypoint.x; float y = currentWaypoint.y; float z = currentWaypoint.z; float o = owner.GetOrientation(); if (!transportPath) { owner.SetHomePosition(x, y, z, o); } else { Transport trans = owner.GetTransport(); if (trans) { o -= trans.GetOrientation(); owner.SetTransportHomePosition(x, y, z, o); trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o); owner.SetHomePosition(x, y, z, o); } // else if (vehicle) - this should never happen, vehicle offsets are const } AddFlag(MovementGeneratorFlags.Finalized); owner.UpdateCurrentWaypointInfo(0, 0); // inform AI CreatureAI ai = owner.GetAI(); if (ai != null) { ai.WaypointPathEnded(currentWaypoint.id, _path.id); } return; } } else if (!HasFlag(MovementGeneratorFlags.Initialized)) { AddFlag(MovementGeneratorFlags.Initialized); // inform AI CreatureAI ai = owner.GetAI(); if (ai != null) { ai.WaypointStarted(_path.nodes[_currentNode].id, _path.id); } } Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode waypoint = _path.nodes[_currentNode]; Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f); RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused); owner.AddUnitState(UnitState.RoamingMove); MoveSplineInit init = new(owner); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); ITransport trans = owner.GetDirectTransport(); if (trans != null) { float orientation = formationDest.GetOrientation(); trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation); formationDest.SetOrientation(orientation); } } //! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call //! but formationDest contains global coordinates init.MoveTo(waypoint.x, waypoint.y, waypoint.z); //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table if (waypoint.orientation != 0 && waypoint.delay != 0) { init.SetFacing(waypoint.orientation); } switch (waypoint.moveType) { case WaypointMoveType.Land: init.SetAnimation(AnimType.ToGround); break; case WaypointMoveType.Takeoff: init.SetAnimation(AnimType.ToFly); break; case WaypointMoveType.Run: init.SetWalk(false); break; case WaypointMoveType.Walk: init.SetWalk(true); break; } init.Launch(); // inform formation owner.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0)); }
bool StartMove(Creature creature) { if (!creature || !creature.IsAlive()) { return(false); } if (path == null || path.nodes.Empty()) { return(false); } if (Stopped()) { return(true); } bool transportPath = creature.GetTransport() != null; if (isArrivalDone) { if ((currentNode == path.nodes.Count - 1) && !repeating) // If that's our last waypoint { WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode); float x = waypoint.x; float y = waypoint.y; float z = waypoint.z; float o = creature.GetOrientation(); if (!transportPath) { creature.SetHomePosition(x, y, z, o); } else { Transport trans = creature.GetTransport(); if (trans) { o -= trans.GetOrientation(); creature.SetTransportHomePosition(x, y, z, o); trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o); creature.SetHomePosition(x, y, z, o); } else { transportPath = false; } // else if (vehicle) - this should never happen, vehicle offsets are const } return(false); } currentNode = (uint)((currentNode + 1) % path.nodes.Count); } float finalOrient = 0.0f; WaypointMoveType finalMove = WaypointMoveType.Walk; List <Vector3> pathing = new List <Vector3>(); pathing.Add(new Vector3(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ())); for (int i = (int)currentNode; i < path.nodes.Count; ++i) { WaypointNode waypoint = path.nodes.LookupByIndex(i); pathing.Add(new Vector3(waypoint.x, waypoint.y, waypoint.z)); finalOrient = waypoint.orientation; finalMove = waypoint.moveType; if (waypoint.delay != 0) { break; } } // if we have only 1 point, only current position, we shall return if (pathing.Count < 2) { return(false); } isArrivalDone = false; recalculateSpeed = false; creature.AddUnitState(UnitState.RoamingMove); MoveSplineInit init = new MoveSplineInit(creature); var node = path.nodes.LookupByIndex((int)currentNode); Position formationDest = new Position(node.x, node.y, node.z, 0.0f); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); ITransport trans = creature.GetDirectTransport(); if (trans != null) { trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation); } } init.MovebyPath(pathing.ToArray(), (int)currentNode); switch (finalMove) { case WaypointMoveType.Land: init.SetAnimation(AnimType.ToGround); break; case WaypointMoveType.Takeoff: init.SetAnimation(AnimType.ToFly); break; case WaypointMoveType.Run: init.SetWalk(false); break; case WaypointMoveType.Walk: init.SetWalk(true); break; } if (finalOrient != 0.0f) { init.SetFacing(finalOrient); } init.Launch(); //Call for creature group update if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature) { creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ); } return(true); }
bool StartMove(Creature creature) { if (path == null || path.Empty()) { return(false); } if (Stopped()) { return(true); } bool transportPath = creature.GetTransport() != null; if (isArrivalDone) { if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint { WaypointData waypoint = path.LookupByIndex((int)currentNode); float x = waypoint.x; float y = waypoint.y; float z = waypoint.z; float o = creature.GetOrientation(); if (!transportPath) { creature.SetHomePosition(x, y, z, o); } else { Transport trans = creature.GetTransport(); if (trans) { o -= trans.GetOrientation(); creature.SetTransportHomePosition(x, y, z, o); trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o); creature.SetHomePosition(x, y, z, o); } else { transportPath = false; } // else if (vehicle) - this should never happen, vehicle offsets are const } creature.GetMotionMaster().Initialize(); return(false); } currentNode = (uint)((currentNode + 1) % path.Count); } var node = path.LookupByIndex((int)currentNode); isArrivalDone = false; creature.AddUnitState(UnitState.RoamingMove); Position formationDest = new Position(node.x, node.y, node.z, (node.orientation != 0 && node.delay != 0) ? node.orientation : 0.0f); MoveSplineInit init = new MoveSplineInit(creature); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); ITransport trans = creature.GetDirectTransport(); if (trans != null) { float orientation = formationDest.GetOrientation(); trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation); formationDest.SetOrientation(orientation); } } //! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call //! but formationDest contains global coordinates init.MoveTo(node.x, node.y, node.z); //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table if (node.orientation != 0 && node.delay != 0) { init.SetFacing(node.orientation); } switch (node.moveType) { case WaypointMoveType.Land: init.SetAnimation(AnimType.ToGround); break; case WaypointMoveType.Takeoff: init.SetAnimation(AnimType.ToFly); break; case WaypointMoveType.Run: init.SetWalk(false); break; case WaypointMoveType.Walk: init.SetWalk(true); break; } init.Launch(); //Call for creature group update if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature) { creature.GetFormation().LeaderMoveTo(formationDest, node.id, (uint)node.moveType, (node.orientation != 0 && node.delay != 0) ? true : false); } return(true); }
bool StartMove(Creature creature) { if (!creature || !creature.IsAlive()) { return(true); } if (_done || _path == null || _path.nodes.Empty()) { return(true); } // if the owner is the leader of its formation, check members status if (creature.IsFormationLeader() && !creature.IsFormationLeaderMoveAllowed()) { _nextMoveTime.Reset(1000); return(true); } bool transportPath = creature.GetTransport() != null; if (_isArrivalDone) { Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode); if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint { float x = lastWaypoint.x; float y = lastWaypoint.y; float z = lastWaypoint.z; float o = creature.GetOrientation(); if (!transportPath) { creature.SetHomePosition(x, y, z, o); } else { Transport trans = creature.GetTransport(); if (trans) { o -= trans.GetOrientation(); creature.SetTransportHomePosition(x, y, z, o); trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o); creature.SetHomePosition(x, y, z, o); } else { transportPath = false; } // else if (vehicle) - this should never happen, vehicle offsets are const } _done = true; creature.UpdateCurrentWaypointInfo(0, 0); // inform AI if (creature.IsAIEnabled) { creature.GetAI().WaypointPathEnded(lastWaypoint.id, _path.id); } return(true); } _currentNode = (_currentNode + 1) % _path.nodes.Count; // inform AI if (creature.IsAIEnabled) { creature.GetAI().WaypointStarted(lastWaypoint.id, _path.id); } } Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode waypoint = _path.nodes.ElementAt(_currentNode); Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f); _isArrivalDone = false; _recalculateSpeed = false; creature.AddUnitState(UnitState.RoamingMove); MoveSplineInit init = new(creature); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); ITransport trans = creature.GetDirectTransport(); if (trans != null) { float orientation = formationDest.GetOrientation(); trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation); formationDest.SetOrientation(orientation); } } //! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call //! but formationDest contains global coordinates init.MoveTo(waypoint.x, waypoint.y, waypoint.z); //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table if (waypoint.orientation != 0 && waypoint.delay != 0) { init.SetFacing(waypoint.orientation); } switch (waypoint.moveType) { case WaypointMoveType.Land: init.SetAnimation(AnimType.ToGround); break; case WaypointMoveType.Takeoff: init.SetAnimation(AnimType.ToFly); break; case WaypointMoveType.Run: init.SetWalk(false); break; case WaypointMoveType.Walk: init.SetWalk(true); break; } init.Launch(); // inform formation creature.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0) ? true : false); return(true); }