/*
* 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 "FleeingMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "MapMgr.h"
#include "MoveSplineInit.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "VMapFactory.h"
#define MIN_QUIET_DISTANCE 28.0f
#define MAX_QUIET_DISTANCE 43.0f
template
void FleeingMovementGenerator::_setTargetLocation(T* owner)
{
if (!owner)
return;
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
return;
}
if (!_setMoveData(owner))
return;
float x, y, z;
if (!_getPoint(owner, x, y, z)) {
i_nextCheckTime.Reset(100);
return;
}
owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
Movement::MoveSplineInit init(owner);
init.MoveTo(x, y, z, true);
init.SetWalk(false);
init.Launch();
}
template
bool FleeingMovementGenerator::_getPoint(T* owner, float& x, float& y, float& z)
{
if (!owner)
return false;
const Map* _map = owner->GetMap();
x = owner->GetPositionX();
y = owner->GetPositionY();
z = owner->GetPositionZ();
float temp_x, temp_y, angle;
// primitive path-finding
for (uint8 i = 0; i < 18; ++i)
{
if (i_only_forward && i > 2)
break;
float distance = 5.0f;
switch (i)
{
case 0:
angle = i_cur_angle;
break;
case 1:
angle = i_cur_angle;
distance /= 2;
break;
case 2:
angle = i_cur_angle;
distance /= 4;
break;
case 3:
angle = i_cur_angle + static_cast(M_PI / 4);
break;
case 4:
angle = i_cur_angle - static_cast(M_PI / 4);
break;
case 5:
angle = i_cur_angle + static_cast(M_PI / 4);
distance /= 2;
break;
case 6:
angle = i_cur_angle - static_cast(M_PI / 4);
distance /= 2;
break;
case 7:
angle = i_cur_angle + static_cast(M_PI / 2);
break;
case 8:
angle = i_cur_angle - static_cast(M_PI / 2);
break;
case 9:
angle = i_cur_angle + static_cast(M_PI / 2);
distance /= 2;
break;
case 10:
angle = i_cur_angle - static_cast(M_PI / 2);
distance /= 2;
break;
case 11:
angle = i_cur_angle + static_cast(M_PI / 4);
distance /= 4;
break;
case 12:
angle = i_cur_angle - static_cast(M_PI / 4);
distance /= 4;
break;
case 13:
angle = i_cur_angle + static_cast(M_PI / 2);
distance /= 4;
break;
case 14:
angle = i_cur_angle - static_cast(M_PI / 2);
distance /= 4;
break;
case 15:
angle = i_cur_angle + static_cast(3 * M_PI / 4);
distance /= 2;
break;
case 16:
angle = i_cur_angle - static_cast(3 * M_PI / 4);
distance /= 2;
break;
case 17:
angle = i_cur_angle + static_cast(M_PI);
distance /= 2;
break;
default:
angle = 0.0f;
distance = 0.0f;
break;
}
temp_x = x + distance * cos(angle);
temp_y = y + distance * std::sin(angle);
float temp_z = z;
if (!_map->CanReachPositionAndGetValidCoords(owner, temp_x, temp_y, temp_z, true, true))
{
break;
}
if (!(temp_z - z) || distance / std::fabs(temp_z - z) > 1.0f)
{
float temp_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle + static_cast(M_PI / 2)), temp_y + 1.0f * std::sin(angle + static_cast(M_PI / 2)), z, true);
float temp_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle - static_cast(M_PI / 2)), temp_y + 1.0f * std::sin(angle - static_cast(M_PI / 2)), z, true);
if (std::fabs(temp_z_left - temp_z) < 1.2f && std::fabs(temp_z_right - temp_z) < 1.2f)
{
// use new values
x = temp_x;
y = temp_y;
z = temp_z;
return true;
}
}
}
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500, 1000));
return false;
}
template
bool FleeingMovementGenerator::_setMoveData(T* owner)
{
float cur_dist_xyz = owner->GetDistance(i_caster_x, i_caster_y, i_caster_z);
if (i_to_distance_from_caster > 0.0f)
{
if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
// if we reach lower distance
(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
// if we can't be close
(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
// if we reach bigger distance
(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
// if we leave 'quiet zone'
{
// we are very far or too close, stopping
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500, 1000));
return false;
}
else
{
// now we are running, continue
i_last_distance_from_caster = cur_dist_xyz;
return true;
}
}
float cur_dist;
float angle_to_caster;
if (Unit* fright = ObjectAccessor::GetUnit(*owner, i_frightGUID))
{
cur_dist = fright->GetDistance(owner);
if (cur_dist < cur_dist_xyz)
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
i_caster_z = fright->GetPositionZ();
angle_to_caster = fright->GetAngle(owner);
}
else
{
cur_dist = cur_dist_xyz;
angle_to_caster = owner->GetAngle(i_caster_x, i_caster_y) + static_cast(M_PI);
}
}
else
{
cur_dist = cur_dist_xyz;
angle_to_caster = owner->GetAngle(i_caster_x, i_caster_y) + static_cast(M_PI);
}
// if we too close may use 'path-finding' else just stop
i_only_forward = cur_dist >= MIN_QUIET_DISTANCE / 3;
//get angle and 'distance from caster' to run
float angle;
if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
{
angle = (float)rand_norm() * (1.0f - cur_dist / MIN_QUIET_DISTANCE) * static_cast(M_PI / 3) + (float)rand_norm() * static_cast(M_PI * 2 / 3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE;
i_only_forward = true;
}
else if (cur_dist < MIN_QUIET_DISTANCE)
{
angle = static_cast(M_PI / 6) + (float)rand_norm() * static_cast(M_PI * 2 / 3);
i_to_distance_from_caster = cur_dist * 2 / 3 + (float)rand_norm() * (MIN_QUIET_DISTANCE - cur_dist * 2 / 3);
}
else if (cur_dist > MAX_QUIET_DISTANCE)
{
angle = (float)rand_norm() * static_cast(M_PI / 3) + static_cast(M_PI * 2 / 3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
}
else
{
angle = (float)rand_norm() * static_cast(M_PI);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
}
int8 sign = (float)rand_norm() > 0.5f ? 1 : -1;
i_cur_angle = sign * angle + angle_to_caster;
// current distance
i_last_distance_from_caster = cur_dist;
return true;
}
template
void FleeingMovementGenerator::DoInitialize(T* owner)
{
if (!owner)
return;
owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->AddUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
_Init(owner);
if (Unit* fright = ObjectAccessor::GetUnit(*owner, i_frightGUID))
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
i_caster_z = fright->GetPositionZ();
}
else
{
i_caster_x = owner->GetPositionX();
i_caster_y = owner->GetPositionY();
i_caster_z = owner->GetPositionZ();
}
i_only_forward = true;
i_cur_angle = 0.0f;
i_last_distance_from_caster = 0.0f;
i_to_distance_from_caster = 0.0f;
_setTargetLocation(owner);
}
template<>
void FleeingMovementGenerator::_Init(Creature* owner)
{
if (!owner)
return;
//owner->SetTargetGuid(ObjectGuid());
is_water_ok = owner->CanEnterWater();
is_land_ok = owner->CanWalk();
}
template<>
void FleeingMovementGenerator::_Init(Player* )
{
is_water_ok = true;
is_land_ok = true;
}
template<>
void FleeingMovementGenerator::DoFinalize(Player* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
}
template<>
void FleeingMovementGenerator::DoFinalize(Creature* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
if (owner->GetVictim())
owner->SetTarget(owner->GetVictim()->GetGUID());
}
template
void FleeingMovementGenerator::DoReset(T* owner)
{
DoInitialize(owner);
}
template
bool FleeingMovementGenerator::DoUpdate(T* owner, uint32 time_diff)
{
if (!owner || !owner->IsAlive())
return false;
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->StopMoving();
return true;
}
i_nextCheckTime.Update(time_diff);
if (i_nextCheckTime.Passed() && owner->movespline->Finalized())
_setTargetLocation(owner);
return true;
}
template void FleeingMovementGenerator::DoInitialize(Player*);
template void FleeingMovementGenerator::DoInitialize(Creature*);
template bool FleeingMovementGenerator::_setMoveData(Player*);
template bool FleeingMovementGenerator::_setMoveData(Creature*);
template bool FleeingMovementGenerator::_getPoint(Player*, float&, float&, float&);
template bool FleeingMovementGenerator::_getPoint(Creature*, float&, float&, float&);
template void FleeingMovementGenerator::_setTargetLocation(Player*);
template void FleeingMovementGenerator::_setTargetLocation(Creature*);
template void FleeingMovementGenerator::DoReset(Player*);
template void FleeingMovementGenerator::DoReset(Creature*);
template bool FleeingMovementGenerator::DoUpdate(Player*, uint32);
template bool FleeingMovementGenerator::DoUpdate(Creature*, uint32);
void TimedFleeingMovementGenerator::Finalize(Unit* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
if (owner->GetVictim())
owner->SetTarget(owner->GetVictim()->GetGUID());
}
bool TimedFleeingMovementGenerator::Update(Unit* owner, uint32 time_diff)
{
if (!owner->IsAlive())
return false;
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
{
owner->StopMoving();
return true;
}
i_totalFleeTime.Update(time_diff);
if (i_totalFleeTime.Passed())
return false;
// This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, uint32) version
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
return MovementGeneratorMedium< Creature, FleeingMovementGenerator >::Update(owner, time_diff);
}