EverWrath/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
2016-06-26 19:23:57 +02:00

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/*
REWRITTEN BY XINEF
*/
#include "Creature.h"
#include "MapManager.h"
#include "RandomMovementGenerator.h"
#include "ObjectAccessor.h"
#include "Map.h"
#include "Util.h"
#include "CreatureGroups.h"
#include "MoveSplineInit.h"
#include "MoveSpline.h"
#include "Spell.h"
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 (!Trinity::IsValidMapCoord(x, y))
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
float ground = INVALID_HEIGHT;
float levelZ = map->GetWaterOrGroundLevel(x, y, z+4.0f, &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->CanSwim())
{
if (ground < levelZ - 1.5f)
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
return;
}
levelZ = ground;
}
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;
}
}
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
{
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 = sqrt(((*itr).x-(*itrNext).x)*((*itr).x-(*itrNext).x) + ((*itr).y-(*itrNext).y)*((*itr).y-(*itrNext).y));
zDiff = 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<32>
{
_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()))
{
_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);
++_moveCount;
if (roll_chance_i((int32)_moveCount * 25 + 10))
{
_moveCount = 0;
_nextMoveTime.Reset(urand(4000, 8000));
}
Movement::MoveSplineInit init(creature);
init.MovebyPath(finalPath);
init.SetWalk(true);
init.Launch();
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->GetRespawnRadius();
_nextMoveTime.Reset(creature->GetDBTableGUIDLow() && creature->GetRespawnRadius() == _wanderDistance ? urand(1, 5000) : 0);
_wanderDistance = std::max((creature->GetRespawnRadius() == _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*sin(angle)*factor, _initialPosition.GetPositionZ()));
}
}
if (!_pathGenerator)
_pathGenerator = new PathGenerator(creature);
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_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
{
_nextMoveTime.Reset(0); // Expire the timer
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
// xinef: if we got disable move flag, do not remove default generator - just prevent movement
if (creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
{
_nextMoveTime.Reset(0); // Expire the timer
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
// prevent movement while casting spells with cast time or channel time
if (creature->HasUnitState(UNIT_STATE_CASTING))
{
bool stop = true;
if (Spell* spell = creature->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (!(spell->GetSpellInfo()->ChannelInterruptFlags & (AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING)) && !(spell->GetSpellInfo()->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
stop = false;
if (stop)
{
if (!creature->IsStopped())
creature->StopMoving();
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;
}