21#include "G3DPosition.hpp"
67 _direction(direction), _diffSinceLastUpdate(0)
174 init.
MoveTo(PositionToVector3(*owner),
false);
@ MOTION_PRIORITY_HIGHEST
@ ASSISTANCE_DISTRACT_MOTION_TYPE
@ MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING
@ MOVEMENTGENERATOR_FLAG_DEACTIVATED
@ MOVEMENTGENERATOR_FLAG_FINALIZED
@ MOVEMENTGENERATOR_FLAG_INFORM_ENABLED
@ MOVEMENTGENERATOR_FLAG_INITIALIZED
std::optional< T > Optional
Optional helper class to wrap optional values within.
MovementGeneratorType GetMovementGeneratorType() const override
void Finalize(Unit *, bool, bool) override
AssistanceDistractMovementGenerator(uint32 timer, float orientation)
virtual void MovementInform(uint32, uint32)
void GetHomePosition(float &x, float &y, float &z, float &ori) const
void SetReactState(ReactStates st)
void Finalize(Unit *, bool, bool) override
void Deactivate(Unit *) override
void Reset(Unit *) override
void Initialize(Unit *) override
MovementGeneratorType GetMovementGeneratorType() const override
bool Update(Unit *, uint32) override
DistractMovementGenerator(uint32 timer, float orientation)
void Reset(Unit *) override
void Deactivate(Unit *) override
void Initialize(Unit *) override
MovementGeneratorType GetMovementGeneratorType() const override
void Finalize(Unit *, bool, bool) override
void AddFlag(uint16 const flag)
bool HasFlag(uint16 const flag) const
void RemoveFlag(uint16 const flag)
void MoveTo(Vector3 const &destination, bool generatePath=true, bool forceDestination=false)
void DisableTransportPathTransformations()
void SetFacing(float angle)
static Creature * ToCreature(Object *o)
Optional< float > _turnSpeed
radians per sec
bool Update(Unit *, uint32) override
static constexpr float MIN_ANGLE_DELTA_FOR_FACING_UPDATE
void Initialize(Unit *) override
Optional< TimeTracker > _duration
void Reset(Unit *) override
uint32 _diffSinceLastUpdate
MovementGeneratorType GetMovementGeneratorType() const override
RotateDirection _direction
void Finalize(Unit *, bool, bool) override
Optional< float > _totalTurnAngle
RotateMovementGenerator(uint32 id, RotateDirection direction, Optional< Milliseconds > duration, Optional< float > turnSpeed, Optional< float > totalTurnAngle)
void Deactivate(Unit *) override
float GetSpeed(UnitMoveType mtype) const
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
bool IsStandState() const
void SetFacingTo(float const ori, bool force=true)
ObjectGuid GetTransGUID() const override
static float NormalizeOrientation(float o)
constexpr void GetPosition(float &x, float &y) const
constexpr float GetOrientation() const