/*
* 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 General Public License as published by
* the Free Software Foundation; either version 2 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 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 "WaypointMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureGroups.h"
#include "GameTime.h"
#include "MapMgr.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Spell.h"
#include "Transport.h"
#include "World.h"
#include "SmartScriptMgr.h"
void WaypointMovementGenerator::LoadPath(Creature* creature)
{
switch (i_pathSource)
{
case PathSource::WAYPOINT_MGR:
{
if (!path_id)
path_id = creature->GetWaypointPath();
i_path = sWaypointMgr->GetPath(path_id);
break;
}
case PathSource::SMART_WAYPOINT_MGR:
{
i_path = sSmartWaypointMgr->GetPath(path_id);
break;
}
}
if (!i_path)
{
// No movement found for entry
LOG_ERROR("sql.sql", "WaypointMovementGenerator::LoadPath: creature {} ({}) doesn't have waypoint path id: {}",
creature->GetName(), creature->GetGUID().ToString(), path_id);
return;
}
i_currentNode = i_path->begin()->first;
StartMoveNow(creature);
}
void WaypointMovementGenerator::DoInitialize(Creature* creature)
{
LoadPath(creature);
creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
}
void WaypointMovementGenerator::DoFinalize(Creature* creature)
{
creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
}
void WaypointMovementGenerator::DoReset(Creature* creature)
{
if (stalled)
{
return;
}
creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
StartMoveNow(creature);
}
void WaypointMovementGenerator::OnArrived(Creature* creature)
{
if (!i_path || i_path->empty())
return;
if (m_isArrivalDone)
return;
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
m_isArrivalDone = true;
auto currentNodeItr = i_path->find(i_currentNode);
if (currentNodeItr->second.event_id && urand(0, 99) < currentNodeItr->second.event_chance)
{
LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.",
currentNodeItr->second.event_id, i_currentNode, creature->GetGUID().ToString());
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
creature->GetMap()->ScriptsStart(sWaypointScripts, currentNodeItr->second.event_id, creature, nullptr);
}
// Inform script
MovementInform(creature);
creature->UpdateWaypointID(i_currentNode);
if (currentNodeItr->second.delay)
{
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
Stop(currentNodeItr->second.delay);
}
}
bool WaypointMovementGenerator::StartMove(Creature* creature)
{
if (!i_path || i_path->empty())
return false;
// Xinef: Dont allow dead creatures to move
if (!creature->IsAlive())
return false;
if (Stopped())
return true;
bool transportPath = creature->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && creature->GetTransGUID();
if (m_isArrivalDone)
{
{
auto currentNodeItr = i_path->find(i_currentNode);
float x = currentNodeItr->second.x;
float y = currentNodeItr->second.y;
float z = currentNodeItr->second.z;
float o = creature->GetOrientation();
if (!transportPath)
creature->SetHomePosition(x, y, z, o);
else
{
if (Transport* trans = (creature->GetTransport() ? creature->GetTransport()->ToMotionTransport() : nullptr))
{
o -= trans->GetOrientation();
creature->SetTransportHomePosition(x, y, z, o);
trans->CalculatePassengerPosition(x, y, z, &o);
creature->SetHomePosition(x, y, z, o);
}
else
transportPath = false;
// else if (vehicle) - this should never happen, vehicle offsets are const
}
}
// Xinef: moved the upper IF here
uint32 lastPoint = i_path->rbegin()->first;
if ((i_currentNode == lastPoint) && !repeating) // If that's our last waypoint
{
creature->AI()->PathEndReached(path_id);
creature->GetMotionMaster()->Initialize();
return false;
}
++i_currentNode;
if (lastPoint < i_currentNode)
i_currentNode = i_path->begin()->first;
}
// xinef: do not initialize motion if we got stunned in movementinform
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
return true;
}
auto currentNodeItr = i_path->find(i_currentNode);
WaypointData const& node = currentNodeItr->second;
m_isArrivalDone = false;
creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::Location formationDest(node.x, node.y, node.z, 0.0f);
Movement::MoveSplineInit init(creature);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
{
init.DisableTransportPathTransformations();
if (TransportBase* trans = creature->GetDirectTransport())
trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation);
}
float z = node.z;
creature->UpdateAllowedPositionZ(node.x, node.y, z);
//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
//! but formationDest contains global coordinates
init.MoveTo(node.x, node.y, z, true, true);
if (node.orientation.has_value() && node.delay > 0)
init.SetFacing(*node.orientation);
switch (node.move_type)
{
case WAYPOINT_MOVE_TYPE_LAND:
init.SetAnimation(AnimTier::Ground);
break;
case WAYPOINT_MOVE_TYPE_TAKEOFF:
init.SetAnimation(AnimTier::Hover);
break;
case WAYPOINT_MOVE_TYPE_RUN:
init.SetWalk(false);
break;
case WAYPOINT_MOVE_TYPE_WALK:
init.SetWalk(true);
break;
default:
break;
}
init.Launch();
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node.move_type);
return true;
}
bool WaypointMovementGenerator::DoUpdate(Creature* creature, uint32 diff)
{
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (stalled)
{
Stop(1000);
return true;
}
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
creature->StopMoving();
Stop(1000);
return true;
}
// prevent a crash at empty waypoint path.
if (!i_path || i_path->empty())
return false;
// Xinef: Dont allow dead creatures to move
if (!creature->IsAlive())
return false;
if (Stopped())
{
if (CanMove(diff))
return StartMove(creature);
}
else
{
if (creature->movespline->Finalized())
{
OnArrived(creature);
return StartMove(creature);
}
}
return true;
}
void WaypointMovementGenerator::MovementInform(Creature* creature)
{
if (creature->AI())
creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
if (Unit* owner = creature->GetCharmerOrOwner())
{
if (UnitAI* AI = owner->GetAI())
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
}
else
{
if (TempSummon* tempSummon = creature->ToTempSummon())
if (Unit* owner = tempSummon->GetSummonerUnit())
if (UnitAI* AI = owner->GetAI())
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
}
}
void WaypointMovementGenerator::Pause(uint32 timer)
{
if (timer)
i_nextMoveTime.Reset(timer);
else
{
// No timer? Will be paused forever until ::Resume is called
stalled = true;
i_nextMoveTime.Reset(1);
}
}
void WaypointMovementGenerator::Resume(uint32 /*overrideTimer/*/)
{
stalled = false;
}
//----------------------------------------------------//
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
if (i_currentNode >= i_path.size())
{
return i_path.size();
}
uint32 curMapId = i_path[i_currentNode]->mapid;
for (uint32 i = i_currentNode; i < i_path.size(); ++i)
{
if (i_path[i]->mapid != curMapId)
{
return i;
}
}
return i_path.size();
}
#define SKIP_SPLINE_POINT_DISTANCE_SQ (40.0f * 40.0f)
bool IsNodeIncludedInShortenedPath(TaxiPathNodeEntry const* p1, TaxiPathNodeEntry const* p2)
{
return p1->mapid != p2->mapid || std::pow(p1->x - p2->x, 2) + std::pow(p1->y - p2->y, 2) > SKIP_SPLINE_POINT_DISTANCE_SQ;
}
void FlightPathMovementGenerator::LoadPath(Player* player)
{
_pointsForPathSwitch.clear();
std::deque const& taxi = player->m_taxi.GetPath();
float discount = player->GetReputationPriceDiscount(player->m_taxi.GetFlightMasterFactionTemplate());
for (uint32 src = 0, dst = 1; dst < taxi.size(); src = dst++)
{
uint32 path, cost;
sObjectMgr->GetTaxiPath(taxi[src], taxi[dst], path, cost);
if (path > sTaxiPathNodesByPath.size())
{
return;
}
TaxiPathNodeList const& nodes = sTaxiPathNodesByPath[path];
if (!nodes.empty())
{
TaxiPathNodeEntry const* start = nodes[0];
TaxiPathNodeEntry const* end = nodes[nodes.size() - 1];
bool passedPreviousSegmentProximityCheck = false;
for (uint32 i = 0; i < nodes.size(); ++i)
{
if (passedPreviousSegmentProximityCheck || !src || i_path.empty() || IsNodeIncludedInShortenedPath(i_path[i_path.size() - 1], nodes[i]))
{
if ((!src || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
(dst == taxi.size() - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.size() - 1)))
{
passedPreviousSegmentProximityCheck = true;
i_path.push_back(nodes[i]);
}
}
else
{
i_path.pop_back();
--_pointsForPathSwitch.back().PathIndex;
}
}
}
_pointsForPathSwitch.push_back({ uint32(i_path.size() - 1), int32(ceil(cost * discount)) });
}
// TODO: fixes crash, but can be handled in a better way once we will know how to reproduce it.
if (GetCurrentNode() >= i_path.size())
{
std::string paths;
std::deque const& taxi = player->m_taxi.GetPath();
for (uint32 src = 0, dst = 1; dst < taxi.size(); src = dst++)
{
uint32 path, cost;
sObjectMgr->GetTaxiPath(taxi[src], taxi[dst], path, cost);
paths += std::to_string(path) + " ";
}
LOG_ERROR("movement.flightpath", "Failed to build correct path for player: {}. Current node: {}, max nodes: {}. Paths: {}. Player pos: {}.", player->GetGUID().ToString(), GetCurrentNode(), i_path.size(), paths, player->GetPosition().ToString());
// Lets choose the second last element so that a player would still have some flight.
if (int(i_path.size()) - 2 >= 0)
i_currentNode = uint32(i_path.size() - 2);
else
i_currentNode = uint32(i_path.size() - 1);
}
}
void FlightPathMovementGenerator::DoInitialize(Player* player)
{
Reset(player);
InitEndGridInfo();
}
void FlightPathMovementGenerator::DoFinalize(Player* player)
{
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
player->ClearUnitState(UNIT_STATE_IN_FLIGHT);
player->m_taxi.ClearTaxiDestinations();
player->Dismount();
player->RemoveUnitFlag(UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
player->UpdatePvPState(); // to account for cases such as flying into a PvP territory, as it does not flag on the way in
if (player->m_taxi.empty())
{
player->getHostileRefMgr().setOnlineOfflineState(true);
// update z position to ground and orientation for landing point
// this prevent cheating with landing point at lags
// when client side flight end early in comparison server side
player->StopMoving();
// When the player reaches the last flight point, teleport to destination taxi node location
player->SetFallInformation(GameTime::GetGameTime().count(), player->GetPositionZ());
}
player->RemovePlayerFlag(PLAYER_FLAGS_TAXI_BENCHMARK);
}
#define PLAYER_FLIGHT_SPEED 32.0f
void FlightPathMovementGenerator::DoReset(Player* player)
{
uint32 end = GetPathAtMapEnd();
uint32 currentNodeId = GetCurrentNode();
if (currentNodeId == end)
{
LOG_DEBUG("movement.flightpath", "FlightPathMovementGenerator::DoReset: trying to start a flypath from the end point. {}", player->GetGUID().ToString());
return;
}
if (player->pvpInfo.EndTimer)
player->UpdatePvP(false, true); // PvP flag timer immediately ends when starting taxi
player->getHostileRefMgr().setOnlineOfflineState(false);
player->AddUnitState(UNIT_STATE_IN_FLIGHT);
player->SetUnitFlag(UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
Movement::MoveSplineInit init(player);
// Providing a starting vertex since the taxi paths do not provide such
init.Path().push_back(G3D::Vector3(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ()));
for (uint32 i = currentNodeId; i != end; ++i)
{
G3D::Vector3 vertice(i_path[i]->x, i_path[i]->y, i_path[i]->z);
init.Path().push_back(vertice);
}
init.SetFirstPointId(GetCurrentNode());
init.SetFly();
init.SetVelocity(PLAYER_FLIGHT_SPEED);
init.Launch();
}
bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/)
{
// skipping the first spline path point because it's our starting point and not a taxi path point
uint32 pointId = player->movespline->currentPathIdx() <= 0 ? 0 : player->movespline->currentPathIdx() - 1;
if (pointId > i_currentNode && i_currentNode < i_path.size() - 1)
{
bool departureEvent = true;
do
{
ASSERT(i_currentNode < i_path.size(), "Point Id: {}\n{}", pointId, player->GetGUID().ToString());
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode)
{
_pointsForPathSwitch.pop_front();
player->m_taxi.NextTaxiDestination();
if (!_pointsForPathSwitch.empty())
{
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, _pointsForPathSwitch.front().Cost);
player->ModifyMoney(-_pointsForPathSwitch.front().Cost);
}
}
if (pointId == i_currentNode)
{
break;
}
if (i_currentNode == _preloadTargetNode)
{
PreloadEndGrid();
}
i_currentNode += departureEvent ? 1 : 0;
departureEvent = !departureEvent;
} while (i_currentNode < i_path.size() - 1);
}
return i_currentNode < (i_path.size() - 1);
}
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
if (i_path.empty() || i_currentNode >= i_path.size())
{
return;
}
uint32 map0 = i_path[i_currentNode]->mapid;
for (std::size_t i = i_currentNode + 1; i < i_path.size(); ++i)
{
if (i_path[i]->mapid != map0)
{
i_currentNode = i;
return;
}
}
}
void FlightPathMovementGenerator::DoEventIfAny(Player* player, TaxiPathNodeEntry const* node, bool departure)
{
if (uint32 eventid = departure ? node->departureEventID : node->arrivalEventID)
{
LOG_DEBUG("maps.script", "Taxi {} event {} of node {} of path {} for player {}", departure ? "departure" : "arrival", eventid, node->index, node->path, player->GetName());
player->GetMap()->ScriptsStart(sEventScripts, eventid, player, player);
}
}
bool FlightPathMovementGenerator::GetResetPos(Player*, float& x, float& y, float& z)
{
TaxiPathNodeEntry const* node = i_path[i_currentNode];
x = node->x;
y = node->y;
z = node->z;
return true;
}
void FlightPathMovementGenerator::InitEndGridInfo()
{
/*! Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
be reinitialized for each flightmaster at the end of each spline (or stop) in the flight. */
uint32 nodeCount = i_path.size(); //! Number of nodes in path.
_endMapId = i_path[nodeCount - 1]->mapid; //! MapId of last node
// pussywizard:
{
_preloadTargetNode = nodeCount - 1;
for (uint8 i = 3; i > 0; --i)
if (nodeCount >= i && _endMapId == i_path[nodeCount - i]->mapid)
{
_preloadTargetNode = nodeCount - i;
break;
}
//_preloadTargetNode = nodeCount - 3; // pussywizard: this can be on other map
}
_endGridX = i_path[nodeCount - 1]->x;
_endGridY = i_path[nodeCount - 1]->y;
}
void FlightPathMovementGenerator::PreloadEndGrid()
{
// used to preload the final grid where the flightmaster is
Map* endMap = sMapMgr->FindBaseNonInstanceMap(_endMapId);
// Load the grid
if (endMap)
{
LOG_DEBUG("misc", "Preloading grid ({}, {}) for map {} at node index {}/{}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, (uint32)(i_path.size() - 1));
endMap->LoadGrid(_endGridX, _endGridY);
}
else
{
LOG_DEBUG("misc", "Unable to determine map to preload flightmaster grid");
}
}