EverWrath/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
2023-01-28 10:58:58 +01:00

313 lines
11 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "RandomMovementGenerator.h"
#include "Creature.h"
#include "CreatureGroups.h"
#include "Map.h"
#include "MapMgr.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "ObjectAccessor.h"
#include "Spell.h"
#include "Util.h"
template<class T>
RandomMovementGenerator<T>::~RandomMovementGenerator() { }
template<>
RandomMovementGenerator<Creature>::~RandomMovementGenerator()
{
delete _pathGenerator;
}
template<>
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
{
if (creature->_moveState != MAP_OBJECT_CELL_MOVE_NONE)
return;
if (_validPointsVector[_currentPoint].empty())
{
if (_currentPoint == RANDOM_POINTS_NUMBER) // cant go anywhere from initial position, lets stay
return;
// go back to initial position and will never return to this point
_currentPoint = RANDOM_POINTS_NUMBER;
_currDestPosition.Relocate(_initialPosition);
creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
init.SetWalk(true);
init.Launch();
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), false);
return;
}
uint8 random = urand(0, _validPointsVector[_currentPoint].size() - 1);
std::vector<uint8>::iterator randomIter = _validPointsVector[_currentPoint].begin() + random;
uint8 newPoint = *randomIter;
uint16 pathIdx = uint16(_currentPoint * RANDOM_POINTS_NUMBER + newPoint);
// cant go anywhere from new point, so dont go there to not be stuck
if (_validPointsVector[newPoint].empty())
{
_validPointsVector[_currentPoint].erase(randomIter);
return;
}
Movement::PointsArray& finalPath = _preComputedPaths[pathIdx];
if (finalPath.empty())
{
Map* map = creature->GetMap();
float x = _destinationPoints[newPoint].x, y = _destinationPoints[newPoint].y, z = _destinationPoints[newPoint].z;
// invalid coordinates
if (!Acore::IsValidMapCoord(x, y))
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
float ground = INVALID_HEIGHT;
float levelZ = creature->GetMapWaterOrGroundLevel(x, y, z, &ground);
float newZ = INVALID_HEIGHT;
// flying creature
if (creature->CanFly())
newZ = std::max<float>(levelZ, z + rand_norm() * _wanderDistance / 2.0f);
// point underwater
else if (ground < levelZ)
{
if (!creature->CanEnterWater())
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
else
{
if (levelZ > INVALID_HEIGHT)
newZ = std::min<float>(levelZ - 2.0f, z + rand_norm() * _wanderDistance / 2.0f);
newZ = std::max<float>(ground, newZ);
}
}
// point on ground
else
{
if (levelZ <= INVALID_HEIGHT || !creature->CanWalk())
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
}
creature->UpdateAllowedPositionZ(x, y, newZ);
if (newZ > INVALID_HEIGHT)
{
// flying / swiming creature - dest not in los
if (!creature->IsWithinLOS(x, y, newZ))
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
finalPath.push_back(G3D::Vector3(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()));
finalPath.push_back(G3D::Vector3(x, y, newZ));
}
else // ground
{
if (!_pathGenerator)
_pathGenerator = new PathGenerator(creature);
else
_pathGenerator->Clear();
bool result = _pathGenerator->CalculatePath(x, y, levelZ, false);
if (result && !(_pathGenerator->GetPathType() & PATHFIND_NOPATH))
{
// generated path is too long
float pathLen = _pathGenerator->getPathLength();
if (pathLen * pathLen > creature->GetExactDistSq(x, y, levelZ) * MAX_PATH_LENGHT_FACTOR * MAX_PATH_LENGHT_FACTOR)
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
finalPath = _pathGenerator->GetPath();
Movement::PointsArray::iterator itr = finalPath.begin();
Movement::PointsArray::iterator itrNext = finalPath.begin() + 1;
float zDiff, distDiff;
for (; itrNext != finalPath.end(); ++itr, ++itrNext)
{
distDiff = std::sqrt(((*itr).x - (*itrNext).x) * ((*itr).x - (*itrNext).x) + ((*itr).y - (*itrNext).y) * ((*itr).y - (*itrNext).y));
zDiff = std::fabs((*itr).z - (*itrNext).z);
// Xinef: tree climbing, cut as much as we can
if (zDiff > 2.0f ||
(G3D::fuzzyNe(zDiff, 0.0f) && distDiff / zDiff < 2.15f)) // ~25˚
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
if (!map->isInLineOfSight((*itr).x, (*itr).y, (*itr).z + 2.f, (*itrNext).x, (*itrNext).y, (*itrNext).z + 2.f, creature->GetPhaseMask(),
LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing))
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
}
// no valid path
if (finalPath.size() < 2)
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
}
else
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
}
}
_currentPoint = newPoint;
G3D::Vector3& finalPoint = finalPath[finalPath.size() - 1];
_currDestPosition.Relocate(finalPoint.x, finalPoint.y, finalPoint.z);
creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
bool walk = true;
switch (creature->GetMovementTemplate().GetRandom())
{
case CreatureRandomMovementType::CanRun:
walk = creature->IsWalking();
break;
case CreatureRandomMovementType::AlwaysRun:
walk = false;
break;
default:
break;
}
Movement::MoveSplineInit init(creature);
init.MovebyPath(finalPath);
init.SetWalk(walk);
init.Launch();
++_moveCount;
if (roll_chance_i((int32) _moveCount * 25 + 10))
{
_moveCount = 0;
_nextMoveTime.Reset(urand(4000, 8000));
}
if (sWorld->getBoolConfig(CONFIG_DONT_CACHE_RANDOM_MOVEMENT_PATHS))
_preComputedPaths.erase(pathIdx);
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, false);
}
template<>
void RandomMovementGenerator<Creature>::DoInitialize(Creature* creature)
{
if (!creature->IsAlive())
return;
if (!_wanderDistance)
_wanderDistance = creature->GetWanderDistance();
_nextMoveTime.Reset(creature->GetSpawnId() && creature->GetWanderDistance() == _wanderDistance ? urand(1, 5000) : 0);
_wanderDistance = std::max((creature->GetWanderDistance() == _wanderDistance && creature->GetInstanceId() == 0) ? (creature->CanFly() ? MIN_WANDER_DISTANCE_AIR : MIN_WANDER_DISTANCE_GROUND) : 0.0f, _wanderDistance);
if (G3D::fuzzyEq(_initialPosition.GetExactDist2d(0.0f, 0.0f), 0.0f))
{
_initialPosition.Relocate(creature);
_destinationPoints.clear();
for (uint8 i = 0; i < RANDOM_POINTS_NUMBER; ++i)
{
float angle = (M_PI * 2.0f / (float)RANDOM_POINTS_NUMBER) * i;
float factor = 0.5f + rand_norm() * 0.5f;
_destinationPoints.push_back(G3D::Vector3(_initialPosition.GetPositionX() + _wanderDistance * cos(angle)*factor, _initialPosition.GetPositionY() + _wanderDistance * std::sin(angle)*factor, _initialPosition.GetPositionZ()));
}
}
creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
}
template<>
void RandomMovementGenerator<Creature>::DoReset(Creature* creature)
{
DoInitialize(creature);
}
template<>
void RandomMovementGenerator<Creature>::DoFinalize(Creature* creature)
{
creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
creature->SetWalk(false);
}
template<>
bool RandomMovementGenerator<Creature>::DoUpdate(Creature* creature, const uint32 diff)
{
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
{
_nextMoveTime.Reset(0); // Expire the timer
creature->StopMoving();
return true;
}
// xinef: if we got disable move flag, do not remove default generator - just prevent movement
if (creature->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
{
_nextMoveTime.Reset(0); // Expire the timer
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
if (creature->movespline->Finalized())
{
_nextMoveTime.Update(diff);
if (_nextMoveTime.Passed())
_setRandomLocation(creature);
}
return true;
}
template<>
bool RandomMovementGenerator<Creature>::GetResetPosition(float& x, float& y, float& z)
{
if (_currentPoint < RANDOM_POINTS_NUMBER)
_currDestPosition.GetPosition(x, y, z);
else if (G3D::fuzzyNe(_initialPosition.GetExactDist2d(0.0f, 0.0f), 0.0f)) // if initial position is not 0.0f, 0.0f
_initialPosition.GetPosition(x, y, z);
else
return false;
return true;
}