/* * 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 . */ #ifndef _PATH_GENERATOR_H #define _PATH_GENERATOR_H #include "DetourNavMesh.h" #include "DetourNavMeshQuery.h" #include "MMapFactory.h" #include "MMapMgr.h" #include "MapDefines.h" #include "MoveSplineInitArgs.h" #include "SharedDefines.h" #include class Unit; class WorldObject; // 74*4.0f=296y number_of_points*interval = max_path_len // this is way more than actual evade range // I think we can safely cut those down even more #define MAX_PATH_LENGTH 74 #define MAX_POINT_PATH_LENGTH 74 #define SMOOTH_PATH_STEP_SIZE 4.0f #define SMOOTH_PATH_SLOP 0.3f #define DISALLOW_TIME_AFTER_FAIL 3 // secs #define VERTEX_SIZE 3 #define INVALID_POLYREF 0 enum PathType { PATHFIND_BLANK = 0x00, // path not built yet PATHFIND_NORMAL = 0x01, // normal path PATHFIND_SHORTCUT = 0x02, // travel through obstacles, terrain, air, etc (old behavior) PATHFIND_INCOMPLETE = 0x04, // we have partial path to follow - getting closer to target PATHFIND_NOPATH = 0x08, // no valid path at all or error in generating one PATHFIND_NOT_USING_PATH = 0x10, // used when we are either flying/swiming or on map w/o mmaps PATHFIND_SHORT = 0x20, // path is longer or equal to its limited path length PATHFIND_FARFROMPOLY_START = 0x40, // start position is far from the mmap poligon PATHFIND_FARFROMPOLY_END = 0x80, // end positions is far from the mmap poligon PATHFIND_FARFROMPOLY = PATHFIND_FARFROMPOLY_START | PATHFIND_FARFROMPOLY_END, // start or end positions are far from the mmap poligon }; class PathGenerator { public: explicit PathGenerator(WorldObject const* owner); ~PathGenerator(); // Calculate the path from owner to given destination // return: true if new path was calculated, false otherwise (no change needed) bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false); bool CalculatePath(float x, float y, float z, float destX, float destY, float destZ, bool forceDest); [[nodiscard]] bool IsInvalidDestinationZ(Unit const* target) const; [[nodiscard]] bool IsWalkableClimb(float const* v1, float const* v2) const; [[nodiscard]] bool IsWalkableClimb(float x, float y, float z, float destX, float destY, float destZ) const; [[nodiscard]] static bool IsWalkableClimb(float x, float y, float z, float destX, float destY, float destZ, float sourceHeight); [[nodiscard]] bool IsWaterPath(Movement::PointsArray pathPoints) const; [[nodiscard]] bool IsSwimmableSegment(float const* v1, float const* v2, bool checkSwim = true) const; [[nodiscard]] bool IsSwimmableSegment(float x, float y, float z, float destX, float destY, float destZ, bool checkSwim = true) const; [[nodiscard]] static float GetRequiredHeightToClimb(float x, float y, float z, float destX, float destY, float destZ, float sourceHeight); // option setters - use optional // when set, it skips paths with too high slopes (doesn't work with StraightPath enabled) void SetSlopeCheck(bool checkSlope) { _slopeCheck = checkSlope; } void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; } void SetPathLengthLimit(float distance) { _pointPathLimit = std::min(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); } void SetUseRaycast(bool useRaycast) { _useRaycast = useRaycast; } // result getters [[nodiscard]] G3D::Vector3 const& GetStartPosition() const { return _startPosition; } [[nodiscard]] G3D::Vector3 const& GetEndPosition() const { return _endPosition; } [[nodiscard]] G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; } [[nodiscard]] Movement::PointsArray const& GetPath() const { return _pathPoints; } [[nodiscard]] PathType GetPathType() const { return _type; } // shortens the path until the destination is the specified distance from the target point void ShortenPathUntilDist(G3D::Vector3 const& point, float dist); [[nodiscard]] float getPathLength() const { float len = 0.0f; float dx, dy, dz; uint32 size = _pathPoints.size(); if (size) { dx = _pathPoints[0].x - _startPosition.x; dy = _pathPoints[0].y - _startPosition.y; dz = _pathPoints[0].z - _startPosition.z; len += std::sqrt( dx * dx + dy * dy + dz * dz ); } else { return len; } for (uint32 i = 1; i < size; ++i) { dx = _pathPoints[i].x - _pathPoints[i - 1].x; dy = _pathPoints[i].y - _pathPoints[i - 1].y; dz = _pathPoints[i].z - _pathPoints[i - 1].z; len += std::sqrt( dx * dx + dy * dy + dz * dz ); } return len; } void Clear() { _polyLength = 0; _pathPoints.clear(); } private: dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references uint32 _polyLength; // number of polygons in the path Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target PathType _type; // tells what kind of path this is bool _useStraightPath; // type of path will be generated (do not use it for movement paths) bool _forceDestination; // when set, we will always arrive at given point bool _slopeCheck; // when set, it skips paths with too high slopes (doesn't work with _useStraightPath) uint32 _pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH) bool _useRaycast; // use raycast if true for a straight line path G3D::Vector3 _startPosition; // {x, y, z} of current location G3D::Vector3 _endPosition; // {x, y, z} of the destination G3D::Vector3 _actualEndPosition; // {x, y, z} of the closest possible point to given destination WorldObject const* const _source; // the object that is moving dtNavMesh const* _navMesh; // the nav mesh dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path dtQueryFilterExt _filter; // use single filter for all movements, update it when needed void SetStartPosition(G3D::Vector3 const& point) { _startPosition = point; } void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; } void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; } void NormalizePath(); [[nodiscard]] bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const; [[nodiscard]] float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const; bool InRangeYZX(float const* v1, float const* v2, float r, float h) const; dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = nullptr) const; dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const; [[nodiscard]] bool HaveTile(G3D::Vector3 const& p) const; void BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos); void BuildPointPath(float const* startPoint, float const* endPoint); void BuildShortcut(); [[nodiscard]] NavTerrain GetNavTerrain(float x, float y, float z) const; void CreateFilter(); void UpdateFilter(); // smooth path aux functions uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited); bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos, unsigned char& steerPosFlag, dtPolyRef& steerPosRef); dtStatus FindSmoothPath(float const* startPos, float const* endPos, dtPolyRef const* polyPath, uint32 polyPathSize, float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize); void AddFarFromPolyFlags(bool startFarFromPoly, bool endFarFromPoly); }; #endif