Core/Misc: waypoint movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/bf12bae46746149d870cd3e52ccd610f0a975047)
This commit is contained in:
@@ -531,10 +531,14 @@ namespace Game.AI
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// Called when the dialog status between a player and the creature is requested.
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public virtual QuestGiverStatus GetDialogStatus(Player player) { return QuestGiverStatus.ScriptedDefault; }
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public virtual void WaypointPathStarted(uint nodeId, uint pathId) { }
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public virtual void WaypointStarted(uint nodeId, uint pathId) { }
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public virtual void WaypointReached(uint nodeId, uint pathId) { }
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public virtual void WaypointPathEnded(uint nodeId, uint pathId) { }
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public AISpellInfoType GetAISpellInfo(uint spellId, Difficulty difficulty)
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{
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return AISpellInfo.LookupByKey((spellId, difficulty));
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@@ -133,6 +133,17 @@ namespace Game.AI
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public void PausePath(uint delay, bool forced)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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{
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me.PauseMovement(delay, MovementSlot.Idle, forced);
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
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{
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var waypointInfo = me.GetCurrentWaypointInfo();
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GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, waypointInfo.nodeId, waypointInfo.pathId);
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}
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return;
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}
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if (HasEscortState(SmartEscortState.Paused))
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{
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Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint movement while already paused, ignoring.");
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@@ -157,6 +168,30 @@ namespace Game.AI
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public void StopPath(uint despawnTime = 0, uint quest = 0, bool fail = false)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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{
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(uint nodeId, uint pathId) waypointInfo = new ();
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
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waypointInfo = me.GetCurrentWaypointInfo();
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if (mDespawnState != 2)
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SetDespawnTime(despawnTime);
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me.GetMotionMaster().MoveIdle();
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if (waypointInfo.Item1 != 0)
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GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, waypointInfo.Item1, waypointInfo.Item2);
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if (!fail)
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{
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if (waypointInfo.Item1 != 0)
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GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, waypointInfo.Item1, waypointInfo.Item2);
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if (mDespawnState == 1)
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StartDespawn();
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}
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return;
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}
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if (quest != 0)
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mEscortQuestID = quest;
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@@ -269,6 +304,9 @@ namespace Game.AI
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void UpdatePath(uint diff)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (_escortInvokerCheckTimer < diff)
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{
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if (!IsEscortInvokerInRange())
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@@ -391,6 +429,15 @@ namespace Game.AI
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return true;
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}
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public override void WaypointPathStarted(uint nodeId, uint pathId)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, nodeId, pathId);
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return;
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}
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}
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public override void WaypointStarted(uint nodeId, uint pathId)
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{
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@@ -398,6 +445,12 @@ namespace Game.AI
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public override void WaypointReached(uint nodeId, uint pathId)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, nodeId, pathId);
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return;
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}
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_currentWaypointNode = nodeId;
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GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, _currentWaypointNode, pathId);
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@@ -417,6 +470,15 @@ namespace Game.AI
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}
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}
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public override void WaypointPathEnded(uint nodeId, uint pathId)
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, nodeId, pathId);
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return;
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}
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}
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public override void MovementInform(MovementGeneratorType movementType, uint id)
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{
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if (movementType == MovementGeneratorType.Point && id == EventId.SmartEscortLastOCCPoint)
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@@ -450,10 +512,17 @@ namespace Game.AI
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me.AddUnitState(UnitState.Evade);
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GetScript().ProcessEventsFor(SmartEvents.Evade);//must be after aura clear so we can cast spells from db
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GetScript().ProcessEventsFor(SmartEvents.Evade); // must be after _EnterEvadeMode (spells, auras, ...)
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SetRun(mRun);
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if (HasEscortState(SmartEscortState.Escorting))
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Unit owner = me.GetCharmerOrOwner();
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if (owner != null)
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{
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
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me.ClearUnitState(UnitState.Evade);
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}
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else if (HasEscortState(SmartEscortState.Escorting))
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{
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AddEscortState(SmartEscortState.Returning);
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ReturnToLastOOCPos();
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@@ -461,19 +530,12 @@ namespace Game.AI
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else
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{
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Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
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Unit owner = me.GetCharmerOrOwner();
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if (target)
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{
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me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
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// evade is not cleared in MoveFollow, so we can't keep it
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me.ClearUnitState(UnitState.Evade);
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}
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else if (owner)
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{
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
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me.ClearUnitState(UnitState.Evade);
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}
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else
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me.GetMotionMaster().MoveTargetedHome();
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}
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@@ -552,12 +614,15 @@ namespace Game.AI
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mRespawnTime = 0;
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mDespawnState = 0;
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_escortState = SmartEscortState.None;
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me.SetVisible(true);
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if (me.GetFaction() != me.GetCreatureTemplate().Faction)
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me.RestoreFaction();
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mJustReset = true;
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JustReachedHome();
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GetScript().OnReset();
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GetScript().ProcessEventsFor(SmartEvents.Respawn);
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mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
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mFollowDist = 0;
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mFollowAngle = 0;
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@@ -570,23 +635,18 @@ namespace Game.AI
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public override void JustReachedHome()
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{
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GetScript().OnReset();
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if (!mJustReset)
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GetScript().ProcessEventsFor(SmartEvents.ReachedHome);
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CreatureGroup formation = me.GetFormation();
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if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
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{
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GetScript().ProcessEventsFor(SmartEvents.ReachedHome);
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CreatureGroup formation = me.GetFormation();
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if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
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{
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Idle && me.GetWaypointPath() != 0)
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me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
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else
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me.ResumeMovement();
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}
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else if (formation.IsFormed())
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me.GetMotionMaster().MoveIdle(); // wait the order of leader
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if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Idle) != MovementGeneratorType.Waypoint && me.GetWaypointPath() != 0)
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me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
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else
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me.ResumeMovement();
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}
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mJustReset = false;
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else if (formation.IsFormed())
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me.GetMotionMaster().MoveIdle(); // wait the order of leader
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}
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public override void EnterCombat(Unit victim)
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@@ -993,7 +1053,6 @@ namespace Game.AI
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uint mDespawnTime;
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uint mRespawnTime;
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uint mDespawnState;
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bool mJustReset;
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// Vehicle conditions
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bool mHasConditions;
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@@ -3189,7 +3189,7 @@ namespace Game.AI
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case SmartEvents.WaypointStopped:
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case SmartEvents.WaypointEnded:
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{
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if (me == null || (e.Event.waypoint.pointID != 0 && var0 != e.Event.waypoint.pointID) || (e.Event.waypoint.pathID != 0 && GetPathId() != e.Event.waypoint.pathID))
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if (me == null || (e.Event.waypoint.pointID != 0 && var0 != e.Event.waypoint.pointID) || (e.Event.waypoint.pathID != 0 && var1 != e.Event.waypoint.pathID))
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return;
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ProcessAction(e, unit);
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break;
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@@ -998,7 +998,7 @@ namespace Game.Chat.Commands
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stmt.AddValue(0, guidLow);
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DB.World.Execute(stmt);
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target.UpdateWaypointID(0);
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target.UpdateCurrentWaypointInfo(0, 0);
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stmt = DB.World.GetPreparedStatement(WorldStatements.UPD_CREATURE_MOVEMENT_TYPE);
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stmt.AddValue(0, (byte)MovementGeneratorType.Idle);
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@@ -67,9 +67,9 @@ namespace Game.Entities
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LootModes m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
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//WaypointMovementGenerator vars
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uint m_waypointID;
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uint m_path_id;
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// Waypoint path
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uint _waypointPathId;
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(uint nodeId, uint pathId) _currentWaypointNodeInfo;
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//Formation var
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CreatureGroup m_formation;
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@@ -53,6 +53,8 @@ namespace Game.Entities
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ResetLootMode(); // restore default loot mode
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m_homePosition = new WorldLocation();
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_currentWaypointNodeInfo = new();
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}
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public override void Dispose()
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@@ -2334,7 +2336,7 @@ namespace Game.Entities
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//Load Path
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if (cainfo.path_id != 0)
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m_path_id = cainfo.path_id;
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_waypointPathId = cainfo.path_id;
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if (cainfo.auras != null)
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{
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@@ -3200,12 +3202,12 @@ namespace Game.Entities
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public void GetTransportHomePosition(out float x, out float y, out float z, out float ori) { m_transportHomePosition.GetPosition(out x, out y, out z, out ori); }
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public Position GetTransportHomePosition() { return m_transportHomePosition; }
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public uint GetWaypointPath() { return m_path_id; }
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public void LoadPath(uint pathid) { m_path_id = pathid; }
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public uint GetCurrentWaypointID() { return m_waypointID; }
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public void UpdateWaypointID(uint wpID) { m_waypointID = wpID; }
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public uint GetWaypointPath() { return _waypointPathId; }
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public void LoadPath(uint pathid) { _waypointPathId = pathid; }
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public (uint nodeId, uint pathId) GetCurrentWaypointInfo() { return _currentWaypointNodeInfo; }
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public void UpdateCurrentWaypointInfo(uint nodeId, uint pathId) { _currentWaypointNodeInfo = (nodeId, pathId); }
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public CreatureGroup GetFormation() { return m_formation; }
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public void SetFormation(CreatureGroup formation) { m_formation = formation; }
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@@ -235,7 +235,7 @@ namespace Game.Entities
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continue;
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if (pair.Value.point_1 != 0)
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if (m_leader.GetCurrentWaypointID() == pair.Value.point_1 - 1 || m_leader.GetCurrentWaypointID() == pair.Value.point_2 - 1)
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if (m_leader.GetCurrentWaypointInfo().nodeId == pair.Value.point_1 - 1 || m_leader.GetCurrentWaypointInfo().nodeId == pair.Value.point_2 - 1)
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pair.Value.follow_angle = (float)Math.PI * 2 - pair.Value.follow_angle;
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float angle = pair.Value.follow_angle;
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@@ -159,7 +159,7 @@ namespace Game.Entities
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init.Stop();
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}
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public void PauseMovement(uint timer = 0, MovementSlot slot = 0)
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public void PauseMovement(uint timer = 0, MovementSlot slot = 0, bool forced = true)
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{
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if (slot >= MovementSlot.Max)
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return;
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@@ -168,7 +168,8 @@ namespace Game.Entities
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if (movementGenerator != null)
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movementGenerator.Pause(timer);
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StopMoving();
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if (forced)
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StopMoving();
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}
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public void ResumeMovement(uint timer = 0, MovementSlot slot = 0)
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@@ -61,6 +61,10 @@ namespace Game.Movement
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}
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_nextMoveTime.Reset(1000);
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// inform AI
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if (creature.GetAI() != null)
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creature.GetAI().WaypointPathStarted(1, _path.id);
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}
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public override void DoInitialize(Creature creature)
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@@ -92,6 +96,7 @@ namespace Game.Movement
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if (_path == null || _path.nodes.Empty())
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return;
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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WaypointNode waypoint = _path.nodes.ElementAt((int)_currentNode);
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if (waypoint.delay != 0)
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{
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@@ -110,12 +115,10 @@ namespace Game.Movement
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if (creature.IsAIEnabled)
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{
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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creature.GetAI().WaypointReached(_path.nodes[_currentNode].id, _path.id);
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creature.GetAI().WaypointReached(waypoint.id, _path.id);
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}
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creature.UpdateWaypointID((uint)_currentNode);
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creature.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
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}
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bool StartMove(Creature creature)
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@@ -137,10 +140,10 @@ namespace Game.Movement
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if (_isArrivalDone)
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{
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode);
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if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint
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{
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WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode);
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float x = lastWaypoint.x;
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float y = lastWaypoint.y;
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float z = lastWaypoint.z;
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@@ -163,6 +166,11 @@ namespace Game.Movement
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// else if (vehicle) - this should never happen, vehicle offsets are const
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}
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_done = true;
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creature.UpdateCurrentWaypointInfo(0, 0);
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// inform AI
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if (creature.IsAIEnabled)
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creature.GetAI().WaypointPathEnded(lastWaypoint.id, _path.id);
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return true;
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}
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@@ -170,12 +178,10 @@ namespace Game.Movement
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// inform AI
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if (creature.IsAIEnabled)
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{
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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creature.GetAI().WaypointStarted(_path.nodes[(int)_currentNode].id, _path.id);
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}
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creature.GetAI().WaypointStarted(lastWaypoint.id, _path.id);
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}
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
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Position formationDest = new Position(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f);
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@@ -288,6 +294,7 @@ namespace Game.Movement
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if (_path == null || _path.nodes.Empty())
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return false;
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Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.GetResetPos: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
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WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
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x = waypoint.x;
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@@ -137,15 +137,17 @@ namespace Game.Movement
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public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
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{
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if (_slot[(int)slot] == null)
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if (Empty() || slot >= MovementSlot.Max || _slot[(int)slot] == null)
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return MovementGeneratorType.Max;
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else
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return _slot[(int)slot].GetMovementGeneratorType();
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return _slot[(int)slot].GetMovementGeneratorType();
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}
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public IMovementGenerator GetMotionSlot(MovementSlot slot)
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{
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Cypher.Assert((int)slot >= 0);
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if (Empty() || slot >= MovementSlot.Max || _slot[(int)slot] == null)
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return null;
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return _slot[(int)slot];
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}
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