EverWrath/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp

430 lines
14 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "Creature.h"
#include "CreatureAI.h"
#include "MoveSplineInit.h"
#include "Pet.h"
#include "Player.h"
#include "Spell.h"
#include "TargetedMovementGenerator.h"
#include "Transport.h"
static bool IsMutualChase(Unit* owner, Unit* target)
{
if (target->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
return false;
return target->GetVictim() == owner;
}
template<class T>
bool ChaseMovementGenerator<T>::PositionOkay(T* owner, Unit* target, std::optional<float> maxDistance, std::optional<ChaseAngle> angle)
{
float const distSq = owner->GetExactDistSq(target);
if (maxDistance && distSq > G3D::square(*maxDistance))
return false;
if (angle && !angle->IsAngleOkay(target->GetRelativeAngle(owner)))
return false;
if (!owner->IsWithinLOSInMap(target))
return false;
return true;
}
template<class T>
bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
return false;
if (!owner || !owner->IsAlive())
return false;
Creature* cOwner = owner->ToCreature();
// the owner might be unable to move (rooted or casting), or we have lost the target, pause movement
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || HasLostTarget(owner) || (cOwner && cOwner->IsMovementPreventedByCasting()))
{
owner->StopMoving();
_lastTargetPosition.reset();
if (Creature* cOwner2 = owner->ToCreature())
{
cOwner2->SetCannotReachTarget(false);
}
return true;
}
bool forceDest =
//(cOwner && (cOwner->isWorldBoss() || cOwner->IsDungeonBoss())) || // force for all bosses, even not in instances
(i_target->GetTypeId() == TYPEID_PLAYER && i_target->ToPlayer()->IsGameMaster()) || // for .npc follow
(owner->CanFly())
; // closes "bool forceDest", that way it is more appropriate, so we can comment out crap whenever we need to
Unit* target = i_target.getTarget();
bool const mutualChase = IsMutualChase(owner, target);
float const hitboxSum = owner->GetCombatReach() + target->GetCombatReach();
float const minTarget = (_range ? _range->MinTolerance : 0.0f) + hitboxSum;
float const maxRange = _range ? _range->MaxRange + hitboxSum : owner->GetMeleeRange(target); // melee range already includes hitboxes
float const maxTarget = _range ? _range->MaxTolerance + hitboxSum : CONTACT_DISTANCE + hitboxSum;
std::optional<ChaseAngle> angle = mutualChase ? std::optional<ChaseAngle>() : _angle;
i_recheckDistance.Update(time_diff);
if (i_recheckDistance.Passed())
{
i_recheckDistance.Reset(100);
if (i_recalculateTravel && PositionOkay(owner, target, _movingTowards ? maxTarget : std::optional<float>(), angle))
{
i_recalculateTravel = false;
i_path = nullptr;
if (Creature* cOwner2 = owner->ToCreature())
{
cOwner2->SetCannotReachTarget(false);
}
owner->StopMoving();
owner->SetInFront(target);
MovementInform(owner);
return true;
}
}
if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->movespline->Finalized())
{
i_recalculateTravel = false;
i_path = nullptr;
owner->ClearUnitState(UNIT_STATE_CHASE_MOVE);
owner->SetInFront(target);
MovementInform(owner);
if (owner->IsWithinMeleeRange(this->i_target.getTarget()))
owner->Attack(this->i_target.getTarget(), true);
}
if (_lastTargetPosition && i_target->GetPosition() == _lastTargetPosition.value() && mutualChase == _mutualChase)
return true;
_lastTargetPosition = i_target->GetPosition();
if (PositionOkay(owner, target, maxRange, angle) && !owner->HasUnitState(UNIT_STATE_CHASE_MOVE))
return true;
bool moveToward = !owner->IsInDist(target, maxRange);
_mutualChase = mutualChase;
if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE))
{
// can we get to the target?
if (cOwner && !target->isInAccessiblePlaceFor(cOwner))
{
cOwner->SetCannotReachTarget(true);
cOwner->StopMoving();
i_path = nullptr;
return true;
}
}
if (!i_path || moveToward != _movingTowards)
i_path = std::make_unique<PathGenerator>(owner);
else
i_path->Clear();
float x, y, z;
bool shortenPath;
// if we want to move toward the target and there's no fixed angle...
if (moveToward && !angle)
{
// ...we'll pathfind to the center, then shorten the path
target->GetPosition(x, y, z);
shortenPath = true;
}
else
{
// otherwise, we fall back to nearpoint finding
target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - hitboxSum, 0, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAngle(owner));
shortenPath = false;
}
if (owner->IsHovering())
owner->UpdateAllowedPositionZ(x, y, z);
i_recalculateTravel = true;
bool success = i_path->CalculatePath(x, y, z, forceDest);
if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
{
if (cOwner)
cOwner->SetCannotReachTarget(true);
return true;
}
if (shortenPath)
i_path->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), maxTarget);
if (cOwner)
cOwner->SetCannotReachTarget(false);
bool walk = false;
if (cOwner && !cOwner->IsPet())
{
walk = owner->IsWalking();
}
owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
Movement::MoveSplineInit init(owner);
init.MovebyPath(i_path->GetPath());
init.SetFacing(target);
init.SetWalk(walk);
init.Launch();
return true;
}
//-----------------------------------------------//
template<>
void ChaseMovementGenerator<Player>::DoInitialize(Player* owner)
{
i_path = nullptr;
_lastTargetPosition.reset();
owner->AddUnitState(UNIT_STATE_CHASE);
}
template<>
void ChaseMovementGenerator<Creature>::DoInitialize(Creature* owner)
{
i_path = nullptr;
_lastTargetPosition.reset();
owner->SetWalk(false);
owner->AddUnitState(UNIT_STATE_CHASE);
}
template<class T>
void ChaseMovementGenerator<T>::DoFinalize(T* owner)
{
owner->ClearUnitState(UNIT_STATE_CHASE | UNIT_STATE_CHASE_MOVE);
if (Creature* cOwner = owner->ToCreature())
cOwner->SetCannotReachTarget(false);
}
template<class T>
void ChaseMovementGenerator<T>::DoReset(T* owner)
{
DoInitialize(owner);
}
template<class T>
void ChaseMovementGenerator<T>::MovementInform(T* owner)
{
if (owner->GetTypeId() != TYPEID_UNIT)
return;
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (CreatureAI* AI = owner->ToCreature()->AI())
AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
}
//-----------------------------------------------//
template<class T>
bool FollowMovementGenerator<T>::PositionOkay(T* owner, Unit* target, float range, std::optional<ChaseAngle> angle)
{
if (owner->GetExactDistSq(target) > G3D::square(owner->GetCombatReach() + target->GetCombatReach() + range))
return false;
return !angle || angle->IsAngleOkay(target->GetRelativeAngle(owner));
}
template<class T>
bool FollowMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
return false;
if (!owner || !owner->IsAlive())
return false;
Creature* cOwner = owner->ToCreature();
Unit* target = i_target.getTarget();
// the owner might be unable to move (rooted or casting), or we have lost the target, pause movement
if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || (cOwner && owner->ToCreature()->IsMovementPreventedByCasting()))
{
i_path = nullptr;
owner->StopMoving();
_lastTargetPosition.reset();
return true;
}
bool followingMaster = false;
Pet* oPet = owner->ToPet();
if (oPet)
{
if (target->GetGUID() == oPet->GetOwnerGUID())
followingMaster = true;
}
bool forceDest =
(followingMaster) || // allow pets following their master to cheat while generating paths
(i_target->GetTypeId() == TYPEID_PLAYER && i_target->ToPlayer()->IsGameMaster()) // for .npc follow
; // closes "bool forceDest", that way it is more appropriate, so we can comment out crap whenever we need to
i_recheckDistance.Update(time_diff);
if (i_recheckDistance.Passed())
{
i_recheckDistance.Reset(100);
if (i_recalculateTravel && PositionOkay(owner, target, _range, _angle))
{
i_recalculateTravel = false;
i_path = nullptr;
owner->StopMoving();
_lastTargetPosition.reset();
MovementInform(owner);
return true;
}
}
if (owner->HasUnitState(UNIT_STATE_FOLLOW_MOVE) && owner->movespline->Finalized())
{
i_recalculateTravel = false;
i_path = nullptr;
owner->ClearUnitState(UNIT_STATE_FOLLOW_MOVE);
MovementInform(owner);
}
Position targetPosition = i_target->GetPosition();
if (_lastTargetPosition && _lastTargetPosition->GetExactDistSq(&targetPosition) == 0.0f)
return true;
_lastTargetPosition = targetPosition;
if (PositionOkay(owner, target, _range + PET_FOLLOW_DIST) && !owner->HasUnitState(UNIT_STATE_FOLLOW_MOVE))
return true;
if (!i_path)
i_path = std::make_unique<PathGenerator>(owner);
float x, y, z;
// select angle
float tAngle;
float const curAngle = target->GetRelativeAngle(owner);
if (!oPet)
{
// for non pets, keep the relative angle
// decided during the summon
tAngle = _angle.RelativeAngle;
}
else if (_angle.IsAngleOkay(curAngle))
{
tAngle = curAngle;
}
else
{
float const diffUpper = Position::NormalizeOrientation(curAngle - _angle.UpperBound());
float const diffLower = Position::NormalizeOrientation(_angle.LowerBound() - curAngle);
if (diffUpper < diffLower)
tAngle = _angle.UpperBound();
else
tAngle = _angle.LowerBound();
}
target->GetNearPoint(owner, x, y, z, _range, 0.f, target->ToAbsoluteAngle(tAngle));
i_recalculateTravel = true;
bool success = i_path->CalculatePath(x, y, z, forceDest);
if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
{
if (cOwner)
cOwner->SetCannotReachTarget(true);
return true;
}
owner->AddUnitState(UNIT_STATE_FOLLOW_MOVE);
Movement::MoveSplineInit init(owner);
init.MovebyPath(i_path->GetPath());
init.SetFacing(target->GetOrientation());
init.SetWalk(target->IsWalking());
init.Launch();
return true;
}
template<>
void FollowMovementGenerator<Player>::_updateSpeed(Player* /*owner*/)
{
// nothing to do for Player
}
template<>
void FollowMovementGenerator<Creature>::_updateSpeed(Creature* owner)
{
// pet only sync speed with owner
/// Make sure we are not in the process of a map change (IsInWorld)
if (!owner->GetOwnerGUID().IsPlayer() || !owner->IsInWorld() || !i_target.isValid() || i_target->GetGUID() != owner->GetOwnerGUID())
return;
owner->UpdateSpeed(MOVE_RUN, true);
owner->UpdateSpeed(MOVE_WALK, true);
owner->UpdateSpeed(MOVE_SWIM, true);
}
template<class T>
void FollowMovementGenerator<T>::DoInitialize(T* owner)
{
i_path = nullptr;
_lastTargetPosition.reset();
owner->AddUnitState(UNIT_STATE_FOLLOW);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::DoFinalize(T* owner)
{
owner->ClearUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::DoReset(T* owner)
{
DoInitialize(owner);
}
template<class T>
void FollowMovementGenerator<T>::MovementInform(T* owner)
{
if (owner->GetTypeId() != TYPEID_UNIT)
return;
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (CreatureAI* AI = owner->ToCreature()->AI())
AI->MovementInform(FOLLOW_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
}
//-----------------------------------------------//
template void ChaseMovementGenerator<Player>::DoFinalize(Player*);
template void ChaseMovementGenerator<Creature>::DoFinalize(Creature*);
template void ChaseMovementGenerator<Player>::DoReset(Player*);
template void ChaseMovementGenerator<Creature>::DoReset(Creature*);
template bool ChaseMovementGenerator<Player>::DoUpdate(Player*, uint32);
template bool ChaseMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
template void ChaseMovementGenerator<Unit>::MovementInform(Unit*);
template void FollowMovementGenerator<Player>::DoInitialize(Player*);
template void FollowMovementGenerator<Creature>::DoInitialize(Creature*);
template void FollowMovementGenerator<Player>::DoFinalize(Player*);
template void FollowMovementGenerator<Creature>::DoFinalize(Creature*);
template void FollowMovementGenerator<Player>::DoReset(Player*);
template void FollowMovementGenerator<Creature>::DoReset(Creature*);
template bool FollowMovementGenerator<Player>::DoUpdate(Player*, uint32);
template bool FollowMovementGenerator<Creature>::DoUpdate(Creature*, uint32);