* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
1152 lines
40 KiB
C++
1152 lines
40 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PathGenerator.h"
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#include "Creature.h"
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#include "DetourCommon.h"
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#include "Geometry.h"
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#include "Log.h"
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#include "MMapFactory.h"
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#include "MMapMgr.h"
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#include "Map.h"
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#include "Metric.h"
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////////////////// PathGenerator //////////////////
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PathGenerator::PathGenerator(WorldObject const* owner) :
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_polyLength(0), _type(PATHFIND_BLANK), _useStraightPath(false), _forceDestination(false),
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_slopeCheck(false), _pointPathLimit(MAX_POINT_PATH_LENGTH), _useRaycast(false),
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_endPosition(G3D::Vector3::zero()), _source(owner), _navMesh(nullptr),
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_navMeshQuery(nullptr)
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{
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memset(_pathPolyRefs, 0, sizeof(_pathPolyRefs));
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uint32 mapId = _source->GetMapId();
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//if (DisableMgr::IsPathfindingEnabled(_sourceUnit->FindMap()))
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{
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MMAP::MMapMgr* mmap = MMAP::MMapFactory::createOrGetMMapMgr();
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_navMesh = mmap->GetNavMesh(mapId);
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_navMeshQuery = mmap->GetNavMeshQuery(mapId, _source->GetInstanceId());
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}
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CreateFilter();
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}
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PathGenerator::~PathGenerator()
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{
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}
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bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest)
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{
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float x, y, z;
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_source->GetPosition(x, y, z);
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return CalculatePath(x, y, z, destX, destY, destZ, forceDest);
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}
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bool PathGenerator::CalculatePath(float x, float y, float z, float destX, float destY, float destZ, bool forceDest)
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{
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if (!Acore::IsValidMapCoord(destX, destY, destZ) || !Acore::IsValidMapCoord(x, y, z))
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return false;
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METRIC_DETAILED_EVENT("mmap_events", "CalculatePath", "");
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G3D::Vector3 dest(destX, destY, destZ);
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SetEndPosition(dest);
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G3D::Vector3 start(x, y, z);
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SetStartPosition(start);
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_forceDestination = forceDest;
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// make sure navMesh works - we can run on map w/o mmap
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// check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?)
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Unit const* _sourceUnit = _source->ToUnit();
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if (!_navMesh || !_navMeshQuery || (_sourceUnit && _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING)) ||
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!HaveTile(start) || !HaveTile(dest))
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{
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BuildShortcut();
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_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
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return true;
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}
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UpdateFilter();
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BuildPolyPath(start, dest);
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return true;
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}
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dtPolyRef PathGenerator::GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* point, float* distance) const
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{
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if (!polyPath || !polyPathSize)
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return INVALID_POLYREF;
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dtPolyRef nearestPoly = INVALID_POLYREF;
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float minDist = FLT_MAX;
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for (uint32 i = 0; i < polyPathSize; ++i)
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{
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float closestPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint, nullptr)))
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continue;
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float d = dtVdistSqr(point, closestPoint);
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if (d < minDist)
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{
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minDist = d;
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nearestPoly = polyPath[i];
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}
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if (minDist < 1.0f) // shortcut out - close enough for us
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{
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break;
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}
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}
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if (distance)
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{
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*distance = dtMathSqrtf(minDist);
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}
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return (minDist < 3.0f) ? nearestPoly : INVALID_POLYREF;
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}
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dtPolyRef PathGenerator::GetPolyByLocation(float const* point, float* distance) const
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{
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// first we check the current path
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// if the current path doesn't contain the current poly,
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// we need to use the expensive navMesh.findNearestPoly
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dtPolyRef polyRef = GetPathPolyByPosition(_pathPolyRefs, _polyLength, point, distance);
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if (polyRef != INVALID_POLYREF)
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return polyRef;
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// we don't have it in our old path
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// try to get it by findNearestPoly()
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// first try with low search box
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float extents[VERTEX_SIZE] = { 3.0f, 5.0f, 3.0f }; // bounds of poly search area
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float closestPoint[VERTEX_SIZE] = { 0.0f, 0.0f, 0.0f };
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if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
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{
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*distance = dtVdist(closestPoint, point);
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return polyRef;
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}
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// still nothing ..
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// try with bigger search box
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// Note that the extent should not overlap more than 128 polygons in the navmesh (see dtNavMeshQuery::findNearestPoly)
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extents[1] = 50.0f;
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if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
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{
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*distance = dtVdist(closestPoint, point);
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return polyRef;
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}
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*distance = FLT_MAX;
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return INVALID_POLYREF;
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}
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void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos)
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{
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// *** getting start/end poly logic ***
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float distToStartPoly, distToEndPoly;
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float startPoint[VERTEX_SIZE] = { startPos.y, startPos.z, startPos.x };
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float endPoint[VERTEX_SIZE] = { endPos.y, endPos.z, endPos.x };
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dtPolyRef startPoly = GetPolyByLocation(startPoint, &distToStartPoly);
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dtPolyRef endPoly = GetPolyByLocation(endPoint, &distToEndPoly);
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_type = PathType(PATHFIND_NORMAL);
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Creature const* creature = _source->ToCreature();
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// we have a hole in our mesh
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// make shortcut path and mark it as NOPATH ( with flying and swimming exception )
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// its up to caller how he will use this info
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if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
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{
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BuildShortcut();
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bool canSwim = creature ? creature->CanSwim() : true;
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bool path = creature ? creature->CanFly() : true;
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bool waterPath = IsWaterPath(_pathPoints);
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if (path || (waterPath && canSwim))
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{
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_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
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return;
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}
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// raycast doesn't need endPoly to be valid
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if (!_useRaycast)
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{
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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// we may need a better number here
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bool startFarFromPoly = distToStartPoly > 7.0f;
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bool endFarFromPoly = distToEndPoly > 7.0f;
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// create a shortcut if the path begins or end too far
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// away from the desired path points.
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// swimming creatures should not use a shortcut
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// because exiting the water must be done following a proper path
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// we just need to remove/normalize paths between 2 adjacent points
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if (startFarFromPoly || endFarFromPoly)
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{
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bool buildShotrcut = false;
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bool isUnderWaterStart = _source->GetMap()->IsUnderWater(_source->GetPhaseMask(), startPos.x, startPos.y, startPos.z, _source->GetCollisionHeight());
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bool isUnderWaterEnd = _source->GetMap()->IsUnderWater(_source->GetPhaseMask(), endPos.x, endPos.y, endPos.z, _source->GetCollisionHeight());
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bool isFarUnderWater = startFarFromPoly ? isUnderWaterStart : isUnderWaterEnd;
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Unit const* _sourceUnit = _source->ToUnit();
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if (_sourceUnit)
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{
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bool isUnderWater = (_sourceUnit->CanSwim() && isUnderWaterStart && isUnderWaterEnd) || (isFarUnderWater && _useRaycast);
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if (isUnderWater || _sourceUnit->CanFly() || (_sourceUnit->IsFalling() && endPos.z < startPos.z))
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{
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buildShotrcut = true;
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}
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}
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if (buildShotrcut)
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{
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BuildShortcut();
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_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
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AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
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return;
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}
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if (!isFarUnderWater)
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{
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float closestPoint[VERTEX_SIZE];
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// we may want to use closestPointOnPolyBoundary instead
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if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, nullptr)))
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{
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dtVcopy(endPoint, closestPoint);
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SetActualEndPosition(G3D::Vector3(endPoint[2], endPoint[0], endPoint[1]));
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}
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_type = PathType(PATHFIND_INCOMPLETE);
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AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
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}
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}
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// *** poly path generating logic ***
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// start and end are on same polygon
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// handle this case as if they were 2 different polygons, building a line path split in some few points
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if (startPoly == endPoly && !_useRaycast)
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{
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_pathPolyRefs[0] = startPoly;
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_polyLength = 1;
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if (startFarFromPoly || endFarFromPoly)
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{
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_type = PathType(PATHFIND_INCOMPLETE);
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AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
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}
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else
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_type = PATHFIND_NORMAL;
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BuildPointPath(startPoint, endPoint);
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return;
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}
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// look for startPoly/endPoly in current path
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/// @todo we can merge it with getPathPolyByPosition() loop
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bool startPolyFound = false;
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bool endPolyFound = false;
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uint32 pathStartIndex = 0;
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uint32 pathEndIndex = 0;
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if (_polyLength)
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{
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for (; pathStartIndex < _polyLength; ++pathStartIndex)
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{
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// here to catch few bugs
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if (_pathPolyRefs[pathStartIndex] == INVALID_POLYREF)
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{
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break;
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}
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if (_pathPolyRefs[pathStartIndex] == startPoly)
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{
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startPolyFound = true;
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break;
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}
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}
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for (pathEndIndex = _polyLength - 1; pathEndIndex > pathStartIndex; --pathEndIndex)
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{
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if (_pathPolyRefs[pathEndIndex] == endPoly)
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{
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endPolyFound = true;
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break;
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}
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}
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}
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if (startPolyFound && endPolyFound)
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{
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// we moved along the path and the target did not move out of our old poly-path
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// our path is a simple subpath case, we have all the data we need
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// just "cut" it out
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_polyLength = pathEndIndex - pathStartIndex + 1;
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memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, _polyLength * sizeof(dtPolyRef));
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}
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else if (startPolyFound && !endPolyFound)
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{
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// we are moving on the old path but target moved out
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// so we have atleast part of poly-path ready
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_polyLength -= pathStartIndex;
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// try to adjust the suffix of the path instead of recalculating entire length
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// at given interval the target cannot get too far from its last location
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// thus we have less poly to cover
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// sub-path of optimal path is optimal
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// take ~80% of the original length
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/// @todo play with the values here
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uint32 prefixPolyLength = uint32(_polyLength * 0.8f + 0.5f);
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memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, prefixPolyLength * sizeof(dtPolyRef));
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dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength - 1];
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// we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
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float suffixEndPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
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// try to recover by using prev polyref
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--prefixPolyLength;
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suffixStartPoly = _pathPolyRefs[prefixPolyLength - 1];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// suffixStartPoly is still invalid, error state
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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// generate suffix
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uint32 suffixPolyLength = 0;
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dtStatus dtResult;
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if (_useRaycast)
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{
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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else
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{
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dtResult = _navMeshQuery->findPath(
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suffixStartPoly, // start polygon
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endPoly, // end polygon
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suffixEndPoint, // start position
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endPoint, // end position
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&_filter, // polygon search filter
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_pathPolyRefs + prefixPolyLength - 1, // [out] path
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(int*)&suffixPolyLength,
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MAX_PATH_LENGTH - prefixPolyLength); // max number of polygons in output path
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}
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if (!suffixPolyLength || dtStatusFailed(dtResult))
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{
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// this is probably an error state, but we'll leave it
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// and hopefully recover on the next Update
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// we still need to copy our preffix
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LOG_ERROR("movement", "PathGenerator::BuildPolyPath: Path Build failed {}", _source->GetGUID().ToString());
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}
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// new path = prefix + suffix - overlap
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_polyLength = prefixPolyLength + suffixPolyLength - 1;
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}
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else
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{
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// either we have no path at all -> first run
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// or something went really wrong -> we aren't moving along the path to the target
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// just generate new path
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// free and invalidate old path data
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Clear();
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dtStatus dtResult;
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if (_useRaycast)
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{
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float hit = 0;
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float hitNormal[3];
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memset(hitNormal, 0, sizeof(hitNormal));
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dtResult = _navMeshQuery->raycast(
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startPoly,
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startPoint,
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endPoint,
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&_filter,
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&hit,
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hitNormal,
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_pathPolyRefs,
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(int*)&_polyLength,
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MAX_PATH_LENGTH);
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if (!_polyLength || dtStatusFailed(dtResult))
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{
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
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return;
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}
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// raycast() sets hit to FLT_MAX if there is a ray between start and end
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if (hit != FLT_MAX)
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{
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float hitPos[3];
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// Walk back a bit from the hit point to make sure it's in the mesh (sometimes the point is actually outside of the polygons due to float precision issues)
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hit *= 0.99f;
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dtVlerp(hitPos, startPoint, endPoint, hit);
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// if it fails again, clamp to poly boundary
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if (dtStatusFailed(_navMeshQuery->getPolyHeight(_pathPolyRefs[_polyLength - 1], hitPos, &hitPos[1])))
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_navMeshQuery->closestPointOnPolyBoundary(_pathPolyRefs[_polyLength - 1], hitPos, hitPos);
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_pathPoints.resize(2);
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_pathPoints[0] = GetStartPosition();
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_pathPoints[1] = G3D::Vector3(hitPos[2], hitPos[0], hitPos[1]);
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NormalizePath();
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_type = PATHFIND_INCOMPLETE;
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AddFarFromPolyFlags(startFarFromPoly, false);
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return;
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}
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else
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{
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// clamp to poly boundary if we fail to get the height
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if (dtStatusFailed(_navMeshQuery->getPolyHeight(_pathPolyRefs[_polyLength - 1], endPoint, &endPoint[1])))
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_navMeshQuery->closestPointOnPolyBoundary(_pathPolyRefs[_polyLength - 1], endPoint, endPoint);
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_pathPoints.resize(2);
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_pathPoints[0] = GetStartPosition();
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_pathPoints[1] = G3D::Vector3(endPoint[2], endPoint[0], endPoint[1]);
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NormalizePath();
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if (startFarFromPoly || endFarFromPoly)
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{
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_type = PathType(PATHFIND_INCOMPLETE);
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AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
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}
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else
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_type = PATHFIND_NORMAL;
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return;
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}
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}
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else
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{
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dtResult = _navMeshQuery->findPath(
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startPoly, // start polygon
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endPoly, // end polygon
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startPoint, // start position
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endPoint, // end position
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&_filter, // polygon search filter
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_pathPolyRefs, // [out] path
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(int*)&_polyLength,
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MAX_PATH_LENGTH); // max number of polygons in output path
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}
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if (!_polyLength || dtStatusFailed(dtResult))
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{
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// only happens if we passed bad data to findPath(), or navmesh is messed up
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LOG_ERROR("movement", "PathGenerator::BuildPolyPath: {} Path Build failed: 0 length path", _source->GetGUID().ToString());
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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if (!_polyLength)
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{
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LOG_ERROR("movement", "PathGenerator::BuildPolyPath: {} Path Build failed: 0 length path", _source->GetGUID().ToString());
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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// by now we know what type of path we can get
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if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE))
|
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{
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_type = PATHFIND_NORMAL;
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}
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else
|
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{
|
|
_type = PATHFIND_INCOMPLETE;
|
|
}
|
|
|
|
AddFarFromPolyFlags(startFarFromPoly, endFarFromPoly);
|
|
|
|
// generate the point-path out of our up-to-date poly-path
|
|
BuildPointPath(startPoint, endPoint);
|
|
}
|
|
|
|
void PathGenerator::BuildPointPath(const float* startPoint, const float* endPoint)
|
|
{
|
|
float pathPoints[MAX_POINT_PATH_LENGTH * VERTEX_SIZE];
|
|
uint32 pointCount = 0;
|
|
dtStatus dtResult = DT_FAILURE;
|
|
if (_useRaycast)
|
|
{
|
|
// _straightLine uses raycast and it currently doesn't support building a point path, only a 2-point path with start and hitpoint/end is returned
|
|
LOG_ERROR("movement", "PathGenerator::BuildPointPath() called with _useRaycast for unit {}", _source->GetGUID().ToString());
|
|
BuildShortcut();
|
|
_type = PATHFIND_NOPATH;
|
|
return;
|
|
}
|
|
else if (_useStraightPath)
|
|
{
|
|
dtResult = _navMeshQuery->findStraightPath(
|
|
startPoint, // start position
|
|
endPoint, // end position
|
|
_pathPolyRefs, // current path
|
|
_polyLength, // lenth of current path
|
|
pathPoints, // [out] path corner points
|
|
nullptr, // [out] flags
|
|
nullptr, // [out] shortened path
|
|
(int*)&pointCount,
|
|
_pointPathLimit); // maximum number of points/polygons to use
|
|
}
|
|
else
|
|
{
|
|
dtResult = FindSmoothPath(
|
|
startPoint, // start position
|
|
endPoint, // end position
|
|
_pathPolyRefs, // current path
|
|
_polyLength, // length of current path
|
|
pathPoints, // [out] path corner points
|
|
(int*)&pointCount,
|
|
_pointPathLimit); // maximum number of points
|
|
}
|
|
|
|
// Special case with start and end positions very close to each other
|
|
if (_polyLength == 1 && pointCount == 1)
|
|
{
|
|
// First point is start position, append end position
|
|
dtVcopy(&pathPoints[1 * VERTEX_SIZE], endPoint);
|
|
pointCount++;
|
|
}
|
|
else if (pointCount < 2 || dtStatusFailed(dtResult))
|
|
{
|
|
// only happens if pass bad data to findStraightPath or navmesh is broken
|
|
// single point paths can be generated here
|
|
/// @todo check the exact cases
|
|
BuildShortcut();
|
|
_type = PathType(_type | PATHFIND_NOPATH);
|
|
return;
|
|
}
|
|
else if (pointCount >= _pointPathLimit)
|
|
{
|
|
BuildShortcut();
|
|
_type = PathType(_type | PATHFIND_SHORT);
|
|
return;
|
|
}
|
|
|
|
_pathPoints.resize(pointCount);
|
|
for (uint32 i = 0; i < pointCount; ++i)
|
|
_pathPoints[i] = G3D::Vector3(pathPoints[i * VERTEX_SIZE + 2], pathPoints[i * VERTEX_SIZE], pathPoints[i * VERTEX_SIZE + 1]);
|
|
|
|
NormalizePath();
|
|
|
|
// first point is always our current location - we need the next one
|
|
SetActualEndPosition(_pathPoints[pointCount - 1]);
|
|
|
|
// force the given destination, if needed
|
|
if (_forceDestination &&
|
|
(!(_type & PATHFIND_NORMAL) || !InRange(GetEndPosition(), GetActualEndPosition(), 1.0f, 1.0f)))
|
|
{
|
|
// we may want to keep partial subpath
|
|
if (Dist3DSqr(GetActualEndPosition(), GetEndPosition()) < 0.3f * Dist3DSqr(GetStartPosition(), GetEndPosition()))
|
|
{
|
|
SetActualEndPosition(GetEndPosition());
|
|
_pathPoints[_pathPoints.size() - 1] = GetEndPosition();
|
|
}
|
|
else
|
|
{
|
|
SetActualEndPosition(GetEndPosition());
|
|
BuildShortcut();
|
|
}
|
|
|
|
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
|
|
}
|
|
}
|
|
|
|
void PathGenerator::NormalizePath()
|
|
{
|
|
for (uint32 i = 0; i < _pathPoints.size(); ++i)
|
|
{
|
|
_source->UpdateAllowedPositionZ(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z);
|
|
}
|
|
}
|
|
|
|
void PathGenerator::BuildShortcut()
|
|
{
|
|
Clear();
|
|
|
|
// make two point path, our curr pos is the start, and dest is the end
|
|
_pathPoints.resize(2);
|
|
|
|
// set start and a default next position
|
|
_pathPoints[0] = GetStartPosition();
|
|
_pathPoints[1] = GetActualEndPosition();
|
|
|
|
NormalizePath();
|
|
|
|
_type = PATHFIND_SHORTCUT;
|
|
}
|
|
|
|
void PathGenerator::CreateFilter()
|
|
{
|
|
uint16 includeFlags = 0;
|
|
uint16 excludeFlags = 0;
|
|
|
|
if (_source->GetTypeId() == TYPEID_UNIT)
|
|
{
|
|
Creature* creature = (Creature*)_source;
|
|
if (creature->CanWalk())
|
|
includeFlags |= NAV_GROUND; // walk
|
|
|
|
// creatures don't take environmental damage
|
|
if (creature->CanEnterWater())
|
|
includeFlags |= (NAV_WATER | NAV_MAGMA);
|
|
}
|
|
else // assume Player
|
|
{
|
|
// perfect support not possible, just stay 'safe'
|
|
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA);
|
|
}
|
|
|
|
_filter.setIncludeFlags(includeFlags);
|
|
_filter.setExcludeFlags(excludeFlags);
|
|
|
|
UpdateFilter();
|
|
}
|
|
|
|
void PathGenerator::UpdateFilter()
|
|
{
|
|
// allow creatures to cheat and use different movement types if they are moved
|
|
// forcefully into terrain they can't normally move in
|
|
if (Unit const* _sourceUnit = _source->ToUnit())
|
|
{
|
|
if (_sourceUnit->IsInWater() || _sourceUnit->IsUnderWater())
|
|
{
|
|
uint16 includedFlags = _filter.getIncludeFlags();
|
|
includedFlags |= GetNavTerrain(_source->GetPositionX(),
|
|
_source->GetPositionY(),
|
|
_source->GetPositionZ());
|
|
|
|
_filter.setIncludeFlags(includedFlags);
|
|
}
|
|
|
|
/*if (Creature const* _sourceCreature = _source->ToCreature())
|
|
if (_sourceCreature->IsInCombat() || _sourceCreature->IsInEvadeMode())
|
|
_filter.setIncludeFlags(_filter.getIncludeFlags() | NAV_GROUND_STEEP);*/
|
|
}
|
|
}
|
|
|
|
NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z) const
|
|
{
|
|
LiquidData data;
|
|
LiquidData const& liquidData = _source->GetMap()->GetLiquidData(_source->GetPhaseMask(), x, y, z, _source->GetCollisionHeight(), MAP_ALL_LIQUIDS);
|
|
if (liquidData.Status == LIQUID_MAP_NO_WATER)
|
|
return NAV_GROUND;
|
|
|
|
switch (data.Flags)
|
|
{
|
|
case MAP_LIQUID_TYPE_WATER:
|
|
case MAP_LIQUID_TYPE_OCEAN:
|
|
return NAV_WATER;
|
|
case MAP_LIQUID_TYPE_MAGMA:
|
|
case MAP_LIQUID_TYPE_SLIME:
|
|
return NAV_MAGMA;
|
|
default:
|
|
return NAV_GROUND;
|
|
}
|
|
}
|
|
|
|
bool PathGenerator::HaveTile(const G3D::Vector3& p) const
|
|
{
|
|
int tx = -1, ty = -1;
|
|
float point[VERTEX_SIZE] = { p.y, p.z, p.x };
|
|
|
|
_navMesh->calcTileLoc(point, &tx, &ty);
|
|
|
|
/// Workaround
|
|
/// For some reason, often the tx and ty variables wont get a valid value
|
|
/// Use this check to prevent getting negative tile coords and crashing on getTileAt
|
|
if (tx < 0 || ty < 0)
|
|
return false;
|
|
|
|
return (_navMesh->getTileAt(tx, ty, 0) != nullptr);
|
|
}
|
|
|
|
uint32 PathGenerator::FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
|
|
{
|
|
int32 furthestPath = -1;
|
|
int32 furthestVisited = -1;
|
|
|
|
// Find furthest common polygon.
|
|
for (int32 i = npath - 1; i >= 0; --i)
|
|
{
|
|
bool found = false;
|
|
for (int32 j = nvisited - 1; j >= 0; --j)
|
|
{
|
|
if (path[i] == visited[j])
|
|
{
|
|
furthestPath = i;
|
|
furthestVisited = j;
|
|
found = true;
|
|
}
|
|
}
|
|
if (found)
|
|
break;
|
|
}
|
|
|
|
// If no intersection found just return current path.
|
|
if (furthestPath == -1 || furthestVisited == -1)
|
|
return npath;
|
|
|
|
// Concatenate paths.
|
|
|
|
// Adjust beginning of the buffer to include the visited.
|
|
uint32 req = nvisited - furthestVisited;
|
|
uint32 orig = uint32(furthestPath + 1) < npath ? furthestPath + 1 : npath;
|
|
uint32 size = npath > orig ? npath - orig : 0;
|
|
if (req + size > maxPath)
|
|
size = maxPath - req;
|
|
|
|
if (size)
|
|
memmove(path + req, path + orig, size * sizeof(dtPolyRef));
|
|
|
|
// Store visited
|
|
for (uint32 i = 0; i < req; ++i)
|
|
path[i] = visited[(nvisited - 1) - i];
|
|
|
|
return req + size;
|
|
}
|
|
|
|
bool PathGenerator::GetSteerTarget(float const* startPos, float const* endPos,
|
|
float minTargetDist, dtPolyRef const* path, uint32 pathSize,
|
|
float* steerPos, unsigned char& steerPosFlag, dtPolyRef& steerPosRef)
|
|
{
|
|
// Find steer target.
|
|
static const uint32 MAX_STEER_POINTS = 3;
|
|
float steerPath[MAX_STEER_POINTS * VERTEX_SIZE];
|
|
unsigned char steerPathFlags[MAX_STEER_POINTS];
|
|
dtPolyRef steerPathPolys[MAX_STEER_POINTS];
|
|
uint32 nsteerPath = 0;
|
|
dtStatus dtResult = _navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
|
|
steerPath, steerPathFlags, steerPathPolys, (int*)&nsteerPath, MAX_STEER_POINTS);
|
|
if (!nsteerPath || dtStatusFailed(dtResult))
|
|
return false;
|
|
|
|
// Find vertex far enough to steer to.
|
|
uint32 ns = 0;
|
|
while (ns < nsteerPath)
|
|
{
|
|
// Stop at Off-Mesh link or when point is further than slop away.
|
|
if ((steerPathFlags[ns] & DT_STRAIGHTPATH_OFFMESH_CONNECTION) ||
|
|
!InRangeYZX(&steerPath[ns * VERTEX_SIZE], startPos, minTargetDist, 1000.0f))
|
|
break;
|
|
|
|
ns++;
|
|
}
|
|
// Failed to find good point to steer to.
|
|
if (ns >= nsteerPath)
|
|
return false;
|
|
|
|
dtVcopy(steerPos, &steerPath[ns * VERTEX_SIZE]);
|
|
steerPos[1] = startPos[1]; // keep Z value
|
|
steerPosFlag = steerPathFlags[ns];
|
|
steerPosRef = steerPathPolys[ns];
|
|
|
|
return true;
|
|
}
|
|
|
|
dtStatus PathGenerator::FindSmoothPath(float const* startPos, float const* endPos,
|
|
dtPolyRef const* polyPath, uint32 polyPathSize,
|
|
float* smoothPath, int* smoothPathSize, uint32 maxSmoothPathSize)
|
|
{
|
|
*smoothPathSize = 0;
|
|
uint32 nsmoothPath = 0;
|
|
|
|
dtPolyRef polys[MAX_PATH_LENGTH];
|
|
memcpy(polys, polyPath, sizeof(dtPolyRef) * polyPathSize);
|
|
uint32 npolys = polyPathSize;
|
|
|
|
float iterPos[VERTEX_SIZE], targetPos[VERTEX_SIZE];
|
|
|
|
if (polyPathSize > 1)
|
|
{
|
|
// Pick the closest points on poly border
|
|
if (dtStatusFailed(_navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos)))
|
|
{
|
|
return DT_FAILURE;
|
|
}
|
|
|
|
if (dtStatusFailed(_navMeshQuery->closestPointOnPolyBoundary(polys[npolys - 1], endPos, targetPos)))
|
|
{
|
|
return DT_FAILURE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Case where the path is on the same poly
|
|
dtVcopy(iterPos, startPos);
|
|
dtVcopy(targetPos, endPos);
|
|
}
|
|
|
|
dtVcopy(&smoothPath[nsmoothPath * VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
|
|
// Move towards target a small advancement at a time until target reached or
|
|
// when ran out of memory to store the path.
|
|
while (npolys && nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
// Find location to steer towards.
|
|
float steerPos[VERTEX_SIZE];
|
|
unsigned char steerPosFlag;
|
|
dtPolyRef steerPosRef = INVALID_POLYREF;
|
|
|
|
if (!GetSteerTarget(iterPos, targetPos, SMOOTH_PATH_SLOP, polys, npolys, steerPos, steerPosFlag, steerPosRef))
|
|
break;
|
|
|
|
bool endOfPath = (steerPosFlag & DT_STRAIGHTPATH_END) != 0;
|
|
bool offMeshConnection = (steerPosFlag & DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0;
|
|
|
|
// Find movement delta.
|
|
float delta[VERTEX_SIZE];
|
|
dtVsub(delta, steerPos, iterPos);
|
|
float len = dtMathSqrtf(dtVdot(delta, delta));
|
|
// If the steer target is end of path or off-mesh link, do not move past the location.
|
|
if ((endOfPath || offMeshConnection) && len < SMOOTH_PATH_STEP_SIZE)
|
|
len = 1.0f;
|
|
else
|
|
len = SMOOTH_PATH_STEP_SIZE / len;
|
|
|
|
float moveTgt[VERTEX_SIZE];
|
|
dtVmad(moveTgt, iterPos, delta, len);
|
|
|
|
// Move
|
|
float result[VERTEX_SIZE];
|
|
const static uint32 MAX_VISIT_POLY = 16;
|
|
dtPolyRef visited[MAX_VISIT_POLY];
|
|
|
|
uint32 nvisited = 0;
|
|
if (dtStatusFailed(_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY)))
|
|
{
|
|
return DT_FAILURE;
|
|
}
|
|
npolys = FixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
|
|
|
|
if (dtStatusFailed(_navMeshQuery->getPolyHeight(polys[0], result, &result[1])))
|
|
LOG_DEBUG("maps", "PathGenerator::FindSmoothPath: Cannot find height at position X: {} Y: {} Z: {} for {}",
|
|
result[2], result[0], result[1], _source->GetGUID().ToString());
|
|
result[1] += 0.5f;
|
|
dtVcopy(iterPos, result);
|
|
|
|
bool canCheckSlope = _slopeCheck && (GetPathType() & ~(PATHFIND_NOT_USING_PATH));
|
|
|
|
if (canCheckSlope && !IsSwimmableSegment(iterPos, steerPos) && !IsWalkableClimb(iterPos, steerPos))
|
|
{
|
|
return DT_FAILURE;
|
|
}
|
|
|
|
// Handle end of path and off-mesh links when close enough.
|
|
if (endOfPath && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
|
|
{
|
|
// Reached end of path.
|
|
dtVcopy(iterPos, targetPos);
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath * VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
}
|
|
break;
|
|
}
|
|
else if (offMeshConnection && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
|
|
{
|
|
// Advance the path up to and over the off-mesh connection.
|
|
dtPolyRef prevRef = INVALID_POLYREF;
|
|
dtPolyRef polyRef = polys[0];
|
|
uint32 npos = 0;
|
|
while (npos < npolys && polyRef != steerPosRef)
|
|
{
|
|
prevRef = polyRef;
|
|
polyRef = polys[npos];
|
|
npos++;
|
|
}
|
|
|
|
for (uint32 i = npos; i < npolys; ++i)
|
|
polys[i - npos] = polys[i];
|
|
|
|
npolys -= npos;
|
|
|
|
// Handle the connection.
|
|
float connectionStartPos[VERTEX_SIZE], connectionEndPos[VERTEX_SIZE];
|
|
if (dtStatusSucceed(_navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, connectionStartPos, connectionEndPos)))
|
|
{
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath * VERTEX_SIZE], connectionStartPos);
|
|
nsmoothPath++;
|
|
}
|
|
// Move position at the other side of the off-mesh link.
|
|
dtVcopy(iterPos, connectionEndPos);
|
|
if (dtStatusFailed(_navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1])))
|
|
return DT_FAILURE;
|
|
iterPos[1] += 0.5f;
|
|
}
|
|
}
|
|
|
|
// Store results.
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath * VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
}
|
|
}
|
|
|
|
*smoothPathSize = nsmoothPath;
|
|
|
|
// this is most likely a loop
|
|
return nsmoothPath < MAX_POINT_PATH_LENGTH ? DT_SUCCESS : DT_FAILURE;
|
|
}
|
|
|
|
bool PathGenerator::IsWalkableClimb(float const* v1, float const* v2) const
|
|
{
|
|
return IsWalkableClimb(v1[2], v1[0], v1[1], v2[2], v2[0], v2[1]);
|
|
}
|
|
|
|
bool PathGenerator::IsWalkableClimb(float x, float y, float z, float destX, float destY, float destZ) const
|
|
{
|
|
return IsWalkableClimb(x, y, z, destX, destY, destZ, _source->GetCollisionHeight());
|
|
}
|
|
|
|
/**
|
|
* @brief Check if a slope can be climbed based on source height
|
|
* This method is meant for short distances or linear paths
|
|
*
|
|
* @param x start x coord
|
|
* @param y start y coord
|
|
* @param z start z coord
|
|
* @param destX destination x coord
|
|
* @param destY destination y coord
|
|
* @param destZ destination z coord
|
|
* @param sourceHeight height of the source
|
|
* @return bool check if you can climb the path
|
|
*/
|
|
bool PathGenerator::IsWalkableClimb(float x, float y, float z, float destX, float destY, float destZ, float sourceHeight)
|
|
{
|
|
float diffHeight = std::abs(destZ - z);
|
|
float reqHeight = GetRequiredHeightToClimb(x, y, z, destX, destY, destZ, sourceHeight);
|
|
// check walkable slopes, based on unit height
|
|
return diffHeight <= reqHeight;
|
|
}
|
|
|
|
/**
|
|
* @brief Return the height of a slope that can be climbed based on source height
|
|
* This method is meant for short distances or linear paths
|
|
*
|
|
* @param x start x coord
|
|
* @param y start y coord
|
|
* @param z start z coord
|
|
* @param destX destination x coord
|
|
* @param destY destination y coord
|
|
* @param destZ destination z coord
|
|
* @param sourceHeight height of the source
|
|
* @return float the maximum height that a source can climb based on slope angle
|
|
*/
|
|
float PathGenerator::GetRequiredHeightToClimb(float x, float y, float z, float destX, float destY, float destZ, float sourceHeight)
|
|
{
|
|
float slopeAngle = getSlopeAngleAbs(x, y, z, destX, destY, destZ);
|
|
float slopeAngleDegree = (slopeAngle * 180.0f / M_PI);
|
|
float climbableHeight = sourceHeight - (sourceHeight * (slopeAngleDegree / 100));
|
|
return climbableHeight;
|
|
}
|
|
|
|
bool PathGenerator::InRangeYZX(float const* v1, float const* v2, float r, float h) const
|
|
{
|
|
const float dx = v2[0] - v1[0];
|
|
const float dy = v2[1] - v1[1]; // elevation
|
|
const float dz = v2[2] - v1[2];
|
|
return (dx * dx + dz * dz) < r * r && fabsf(dy) < h;
|
|
}
|
|
|
|
bool PathGenerator::InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const
|
|
{
|
|
G3D::Vector3 d = p1 - p2;
|
|
return (d.x * d.x + d.y * d.y) < r * r && fabsf(d.z) < h;
|
|
}
|
|
|
|
float PathGenerator::Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const
|
|
{
|
|
return (p1 - p2).squaredLength();
|
|
}
|
|
|
|
void PathGenerator::ShortenPathUntilDist(G3D::Vector3 const& target, float dist)
|
|
{
|
|
if (GetPathType() == PATHFIND_BLANK || _pathPoints.size() < 2)
|
|
{
|
|
LOG_ERROR("movement", "PathGenerator::ReducePathLengthByDist called before path was successfully built");
|
|
return;
|
|
}
|
|
|
|
float const distSq = dist * dist;
|
|
|
|
// the first point of the path must be outside the specified range
|
|
// (this should have really been checked by the caller...)
|
|
if ((_pathPoints[0] - target).squaredLength() < distSq)
|
|
return;
|
|
|
|
// check if we even need to do anything
|
|
if ((*_pathPoints.rbegin() - target).squaredLength() >= distSq)
|
|
return;
|
|
|
|
size_t i = _pathPoints.size() - 1;
|
|
float x, y, z, collisionHeight = _source->GetCollisionHeight();
|
|
// find the first i s.t.:
|
|
// - _pathPoints[i] is still too close
|
|
// - _pathPoints[i-1] is too far away
|
|
// => the end point is somewhere on the line between the two
|
|
while (1)
|
|
{
|
|
// we know that pathPoints[i] is too close already (from the previous iteration)
|
|
if ((_pathPoints[i - 1] - target).squaredLength() >= distSq)
|
|
break; // bingo!
|
|
|
|
bool canCheckSlope = _slopeCheck && (GetPathType() & ~(PATHFIND_NOT_USING_PATH));
|
|
|
|
// check if the shortened path is still in LoS with the target and it is walkable
|
|
_source->GetHitSpherePointFor({ _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight }, x, y, z);
|
|
if (!_source->GetMap()->isInLineOfSight(x, y, z, _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight,
|
|
_source->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing) || (canCheckSlope &&
|
|
!IsSwimmableSegment(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z) &&
|
|
!IsWalkableClimb(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)))
|
|
{
|
|
// whenver we find a point that is not valid anymore, simply use last valid path
|
|
_pathPoints.resize(i + 1);
|
|
return;
|
|
}
|
|
|
|
if (!--i)
|
|
{
|
|
// no point found that fulfills the condition
|
|
_pathPoints[0] = _pathPoints[1];
|
|
_pathPoints.resize(2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
|
|
// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
|
|
// (@todo review this)
|
|
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).direction() * (dist - (_pathPoints[i] - target).length());
|
|
_pathPoints.resize(i + 1);
|
|
}
|
|
|
|
bool PathGenerator::IsInvalidDestinationZ(Unit const* target) const
|
|
{
|
|
return (target->GetPositionZ() - GetActualEndPosition().z) > 5.0f;
|
|
}
|
|
|
|
void PathGenerator::AddFarFromPolyFlags(bool startFarFromPoly, bool endFarFromPoly)
|
|
{
|
|
if (startFarFromPoly)
|
|
{
|
|
_type = PathType(_type | PATHFIND_FARFROMPOLY_START);
|
|
}
|
|
if (endFarFromPoly)
|
|
{
|
|
_type = PathType(_type | PATHFIND_FARFROMPOLY_END);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief predict if a certain segment is underwater and the unit can swim
|
|
* Must only be used for very short segments since this check doesn't work on
|
|
* long paths that alternate terrain and water.
|
|
*
|
|
* @param v1
|
|
* @param v2
|
|
* @return true
|
|
* @return false
|
|
*/
|
|
bool PathGenerator::IsSwimmableSegment(float const* v1, float const* v2, bool checkSwim) const
|
|
{
|
|
return IsSwimmableSegment(v1[2], v1[0], v1[1], v2[2], v2[0], v2[1], checkSwim);
|
|
}
|
|
|
|
/**
|
|
* @brief predict if a certain segment is underwater and the unit can swim
|
|
* Must only be used for very short segments since this check doesn't work on
|
|
* long paths that alternate terrain and water.
|
|
*
|
|
* @param x
|
|
* @param y
|
|
* @param z
|
|
* @param destX
|
|
* @param destY
|
|
* @param destZ
|
|
* @param checkSwim also check if the unit can swim
|
|
* @return true if there's water at the end AND at the start of the segment
|
|
* @return false if there's no water at the end OR at the start of the segment
|
|
*/
|
|
bool PathGenerator::IsSwimmableSegment(float x, float y, float z, float destX, float destY, float destZ, bool checkSwim) const
|
|
{
|
|
Creature const* _sourceCreature = _source->ToCreature();
|
|
return _source->GetMap()->IsInWater(_source->GetPhaseMask(), x, y, z, _source->GetCollisionHeight()) &&
|
|
_source->GetMap()->IsInWater(_source->GetPhaseMask(), destX, destY, destZ, _source->GetCollisionHeight()) &&
|
|
(!checkSwim || !_sourceCreature || _sourceCreature->CanSwim());
|
|
}
|
|
|
|
bool PathGenerator::IsWaterPath(Movement::PointsArray pathPoints) const
|
|
{
|
|
bool waterPath = true;
|
|
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
|
|
for (uint32 i = 0; i < pathPoints.size(); ++i)
|
|
{
|
|
NavTerrain terrain = GetNavTerrain(pathPoints[i].x, pathPoints[i].y, pathPoints[i].z);
|
|
// One of the points is not in the water
|
|
if (terrain != NAV_MAGMA && terrain != NAV_WATER)
|
|
{
|
|
waterPath = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return waterPath;
|
|
}
|