Core/AI: Drop script_waypoints and move data to waypoint_data

Port From (https://github.com/TrinityCore/TrinityCore/commit/89e09dc44ed15567f77f862d1936e8e0d9019456)
This commit is contained in:
hondacrx
2023-04-25 17:51:32 -04:00
parent 1ba4f55eec
commit 13e19764d4
3 changed files with 28 additions and 111 deletions
+26 -41
View File
@@ -283,7 +283,7 @@ namespace Game.AI
{
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform has returned to original position before combat ({me.GetGUID()})");
me.SetWalk(!_running);
me.SetWalk(false);
RemoveEscortState(EscortState.Returning);
}
@@ -310,7 +310,12 @@ namespace Game.AI
}
}
public void AddWaypoint(uint id, float x, float y, float z, float orientation, TimeSpan waitTime)
void AddWaypoint(uint id, float x, float y, float z, bool run)
{
AddWaypoint(id, x, y, z, 0.0f, TimeSpan.Zero, run);
}
public void AddWaypoint(uint id, float x, float y, float z, float orientation = 0, TimeSpan waitTime = default, bool run = false)
{
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
@@ -321,48 +326,38 @@ namespace Game.AI
waypoint.y = y;
waypoint.z = z;
waypoint.orientation = orientation;
waypoint.moveType = _running ? WaypointMoveType.Run : WaypointMoveType.Walk;
waypoint.moveType = run ? WaypointMoveType.Run : WaypointMoveType.Walk;
waypoint.delay = (uint)waitTime.TotalMilliseconds;
waypoint.eventId = 0;
waypoint.eventChance = 100;
_path.nodes.Add(waypoint);
_manualPath = true;
}
void FillPointMovementListForCreature()
void ResetPath()
{
WaypointPath path = Global.WaypointMgr.GetPath(me.GetEntry());
_path.nodes.Clear();
}
public void LoadPath(uint pathId)
{
WaypointPath path = Global.WaypointMgr.GetPath(pathId);
if (path == null)
return;
foreach (WaypointNode value in path.nodes)
{
WaypointNode node = value;
GridDefines.NormalizeMapCoord(ref node.x);
GridDefines.NormalizeMapCoord(ref node.y);
node.moveType = _running ? WaypointMoveType.Run : WaypointMoveType.Walk;
_path.nodes.Add(node);
}
}
public void SetRun(bool on = true)
{
if (on == _running)
Log.outError(LogFilter.ScriptsAi, $"EscortAI::LoadPath: (script: {me.GetScriptName()}) path {pathId} is invalid ({me.GetGUID()})");
return;
foreach (var node in _path.nodes)
node.moveType = on ? WaypointMoveType.Run : WaypointMoveType.Walk;
me.SetWalk(!on);
_running = on;
}
_path = path;
}
/// todo get rid of this many variables passed in function.
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
public void Start(bool isActiveAttacker = true, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false)
{
if (_path.nodes.Empty())
{
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}) path is empty ({me.GetGUID()})");
return;
}
// Queue respawn from the point it starts
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
@@ -383,11 +378,6 @@ namespace Game.AI
return;
}
_running = run;
if (!_manualPath && resetWaypoints)
FillPointMovementListForCreature();
if (_path.nodes.Empty())
{
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {(quest != null ? quest.Id : 0)} ({me.GetGUID()})");
@@ -416,10 +406,7 @@ namespace Game.AI
me.SetImmuneToNPC(false);
}
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Run = {_running}, Player = {_playerGUID} ({me.GetGUID()})");
// set initial speed
me.SetWalk(!_running);
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Player = {_playerGUID} ({me.GetGUID()})");
_started = false;
AddEscortState(EscortState.Escorting);
@@ -474,12 +461,10 @@ namespace Game.AI
WaypointPath _path;
bool _activeAttacker; // obsolete, determined by faction.
bool _running; // all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool _instantRespawn; // if creature should respawn instantly after escort over (if not, database respawntime are used)
bool _returnToStart; // if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool _despawnAtEnd;
bool _despawnAtFar;
bool _manualPath;
bool _hasImmuneToNPCFlags;
bool _started;
bool _ended;
-69
View File
@@ -180,71 +180,9 @@ namespace Game.Scripting
public void LoadDatabase()
{
LoadScriptWaypoints();
LoadScriptSplineChains();
}
void LoadScriptWaypoints()
{
uint oldMSTime = Time.GetMSTime();
// Drop Existing Waypoint list
_waypointStore.Clear();
ulong entryCount = 0;
// Load Waypoints
SQLResult result = DB.World.Query("SELECT COUNT(entry) FROM script_waypoint GROUP BY entry");
if (!result.IsEmpty())
entryCount = result.Read<uint>(0);
Log.outInfo(LogFilter.ServerLoading, $"Loading Script Waypoints for {entryCount} creature(s)...");
// 0 1 2 3 4 5
result = DB.World.Query("SELECT entry, pointid, location_x, location_y, location_z, waittime FROM script_waypoint ORDER BY pointid");
if (result.IsEmpty())
{
Log.outInfo(LogFilter.ServerLoading, "Loaded 0 Script Waypoints. DB table `script_waypoint` is empty.");
return;
}
uint count = 0;
do
{
uint entry = result.Read<uint>(0);
uint id = result.Read<uint>(1);
float x = result.Read<float>(2);
float y = result.Read<float>(3);
float z = result.Read<float>(4);
uint waitTime = result.Read<uint>(5);
CreatureTemplate info = Global.ObjectMgr.GetCreatureTemplate(entry);
if (info == null)
{
Log.outError(LogFilter.Sql, $"SystemMgr: DB table script_waypoint has waypoint for non-existant creature entry {entry}");
continue;
}
if (info.ScriptID == 0)
Log.outError(LogFilter.Sql, $"SystemMgr: DB table script_waypoint has waypoint for creature entry {entry}, but creature does not have ScriptName defined and then useless.");
if (!_waypointStore.ContainsKey(entry))
_waypointStore[entry] = new WaypointPath();
WaypointPath path = _waypointStore[entry];
path.id = entry;
path.nodes.Add(new WaypointNode(id, x, y, z, null, waitTime));
++count;
}
while (result.NextRow());
Log.outInfo(LogFilter.ServerLoading, "Loaded {0} Script Waypoint nodes in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
}
void LoadScriptSplineChains()
{
uint oldMSTime = Time.GetMSTime();
@@ -328,11 +266,6 @@ namespace Game.Scripting
{
UnitAI.FillAISpellInfo();
}
public WaypointPath GetPath(uint creatureEntry)
{
return _waypointStore.LookupByKey(creatureEntry);
}
public List<SplineChainLink> GetSplineChain(Creature who, ushort chainId)
{
@@ -1220,8 +1153,6 @@ namespace Game.Scripting
uint _ScriptCount;
public Dictionary<uint, SpellSummary> spellSummaryStorage = new();
Hashtable ScriptStorage = new();
Dictionary<uint, WaypointPath> _waypointStore = new();
// creature entry + chain ID
MultiMap<Tuple<uint, ushort>, SplineChainLink> m_mSplineChainsMap = new(); // spline chains
+2 -1
View File
@@ -1179,7 +1179,8 @@ namespace Scripts.World.NpcSpecial
break;
}
Start(false, true);
LoadPath((me.GetEntry() << 3) | 2);
Start(false);
}
else
EnterEvadeMode(); //something went wrong