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