Core/Movement: waypoint movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/97585597f0b1aff93873fe4d757556731bc0c1b2)
This commit is contained in:
@@ -28,21 +28,45 @@ namespace Game.Movement
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{
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public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
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{
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const int FLIGHT_TRAVEL_UPDATE = 100;
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const int TIMEDIFF_NEXT_WP = 250;
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public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
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public WaypointMovementGenerator(uint pathId = 0, bool repeating = true)
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{
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nextMoveTime = new TimeTrackerSmall(0);
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isArrivalDone = false;
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pathId = pathid;
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repeating = _repeating;
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_nextMoveTime = new TimeTrackerSmall(0);
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_pathId = pathId;
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_repeating = repeating;
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_loadedFromDB = true;
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}
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public override void DoReset(Creature creature)
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public WaypointMovementGenerator(WaypointPath path, bool repeating = true)
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{
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creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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StartMoveNow(creature);
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_nextMoveTime = new TimeTrackerSmall(0);
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_repeating = repeating;
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_path = path;
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}
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void LoadPath(Creature creature)
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{
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if (_loadedFromDB)
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{
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if (_pathId == 0)
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_pathId = creature.GetWaypointPath();
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_path = Global.WaypointMgr.GetPath(_pathId);
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}
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if (_path == null)
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{
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// No path id found for entry
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Log.outError(LogFilter.Sql, $"WaypointMovementGenerator.LoadPath: creature {creature.GetName()} ({creature.GetGUID()} DB GUID: {creature.GetSpawnId()}) doesn't have waypoint path id: {_pathId}");
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return;
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}
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_nextMoveTime.Reset(1000);
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}
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public override void DoInitialize(Creature creature)
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{
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_done = false;
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LoadPath(creature);
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}
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public override void DoFinalize(Creature creature)
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@@ -51,110 +75,75 @@ namespace Game.Movement
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creature.SetWalk(false);
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}
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public override void DoInitialize(Creature creature)
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public override void DoReset(Creature creature)
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{
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LoadPath(creature);
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creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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if (!_done && CanMove(creature))
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StartMoveNow(creature);
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else if (_done)
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{
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// mimic IdleMovementGenerator
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if (!creature.IsStopped())
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creature.StopMoving();
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}
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}
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public override bool DoUpdate(Creature creature, uint time_diff)
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void OnArrived(Creature creature)
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{
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if (creature.HasUnitState(UnitState.NotMove))
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if (_path == null || _path.nodes.Empty())
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return;
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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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creature.ClearUnitState(UnitState.RoamingMove);
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return true;
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_nextMoveTime.Reset((int)waypoint.delay);
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}
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// prevent a crash at empty waypoint path.
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if (path == null || path.Empty())
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return false;
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if (Stopped())
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if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
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{
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if (CanMove((int)time_diff))
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return StartMove(creature);
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}
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else
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{
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// Set home position at place on waypoint movement.
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if (creature.GetTransGUID().IsEmpty())
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creature.SetHomePosition(creature.GetPosition());
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if (creature.IsStopped())
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Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
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else if (creature.MoveSpline.Finalized())
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{
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OnArrived(creature);
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return StartMove(creature);
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}
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Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {creature.GetGUID()}.");
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creature.ClearUnitState(UnitState.RoamingMove);
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creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
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}
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return true;
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}
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void MovementInform(Creature creature)
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{
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// inform AI
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if (creature.IsAIEnabled)
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, currentNode);
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}
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{
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
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public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
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{
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x = y = z = 0;
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// prevent a crash at empty waypoint path.
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if (path == null || path.Empty())
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return false;
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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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}
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var node = path.LookupByIndex((int)currentNode);
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x = node.x;
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y = node.y;
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z = node.z;
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return true;
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}
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void Stop(int time)
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{
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nextMoveTime.Reset(time);
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}
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bool Stopped()
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{
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return !nextMoveTime.Passed();
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}
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bool CanMove(int diff)
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{
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nextMoveTime.Update(diff);
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return nextMoveTime.Passed();
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}
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void StartMoveNow(Creature creature)
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{
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nextMoveTime.Reset(0);
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StartMove(creature);
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creature.UpdateWaypointID((uint)_currentNode);
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}
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bool StartMove(Creature creature)
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{
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if (path == null || path.Empty())
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return false;
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if (Stopped())
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if (!creature || !creature.IsAlive())
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return true;
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if (_done || _path == null || _path.nodes.Empty())
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return true;
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// if the owner is the leader of its formation, check members status
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if (creature.IsFormationLeader() && !creature.IsFormationLeaderMoveAllowed())
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{
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_nextMoveTime.Reset(1000);
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return true;
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}
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bool transportPath = creature.GetTransport() != null;
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if (isArrivalDone)
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if (_isArrivalDone)
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{
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if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
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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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WaypointData waypoint = path.LookupByIndex((int)currentNode);
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WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode);
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float x = waypoint.x;
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float y = waypoint.y;
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float z = waypoint.z;
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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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float o = creature.GetOrientation();
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if (!transportPath)
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@@ -173,21 +162,28 @@ namespace Game.Movement
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transportPath = false;
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// else if (vehicle) - this should never happen, vehicle offsets are const
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}
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creature.GetMotionMaster().Initialize();
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return false;
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_done = true;
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return true;
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}
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currentNode = (uint)((currentNode + 1) % path.Count);
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_currentNode = (_currentNode + 1) % _path.nodes.Count;
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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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}
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var node = path.LookupByIndex((int)currentNode);
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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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isArrivalDone = false;
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_isArrivalDone = false;
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_recalculateSpeed = false;
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creature.AddUnitState(UnitState.RoamingMove);
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Position formationDest = new Position(node.x, node.y, node.z, (node.orientation != 0 && node.delay != 0) ? node.orientation : 0.0f);
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MoveSplineInit init = new MoveSplineInit(creature);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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@@ -205,13 +201,13 @@ namespace Game.Movement
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//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
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//! but formationDest contains global coordinates
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init.MoveTo(node.x, node.y, node.z);
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init.MoveTo(waypoint.x, waypoint.y, waypoint.z);
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//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
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if (node.orientation != 0 && node.delay != 0)
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init.SetFacing(node.orientation);
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if (waypoint.orientation != 0 && waypoint.delay != 0)
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init.SetFacing(waypoint.orientation);
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switch (node.moveType)
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switch (waypoint.moveType)
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{
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case WaypointMoveType.Land:
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init.SetAnimation(AnimType.ToGround);
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@@ -229,82 +225,146 @@ namespace Game.Movement
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init.Launch();
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//Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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creature.GetFormation().LeaderMoveTo(formationDest, node.id, (uint)node.moveType, (node.orientation != 0 && node.delay != 0) ? true : false);
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// inform formation
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creature.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0) ? true : false);
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return true;
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}
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void LoadPath(Creature creature)
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public override bool DoUpdate(Creature creature, uint diff)
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{
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if (pathId == 0)
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pathId = creature.GetWaypointPath();
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if (!creature || !creature.IsAlive())
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return true;
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path = Global.WaypointMgr.GetPath(pathId);
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if (_done || _path == null || _path.nodes.Empty())
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return true;
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if (path == null)
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if (_stalled || creature.HasUnitState(UnitState.NotMove) || creature.IsMovementPreventedByCasting())
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{
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// No movement found for entry
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Log.outError(LogFilter.ScriptsAi, "WaypointMovementGenerator.LoadPath: creature {0} (Entry: {1} GUID: {2}) doesn't have waypoint path id: {3}", creature.GetName(), creature.GetEntry(), creature.GetGUID().ToString(), pathId);
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return;
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creature.StopMoving();
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return true;
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}
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StartMoveNow(creature);
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}
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void OnArrived(Creature creature)
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{
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if (path == null || path.Empty())
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return;
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if (isArrivalDone)
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return;
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isArrivalDone = true;
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var current = path.LookupByIndex((int)currentNode);
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if (current.eventId != 0 && RandomHelper.URand(0, 99) < current.eventChance)
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if (!_nextMoveTime.Passed())
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{
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Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", current.eventId, currentNode, creature.GetGUID());
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creature.ClearUnitState(UnitState.RoamingMove);
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creature.GetMap().ScriptsStart(ScriptsType.Waypoint, current.eventId, creature, null);
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_nextMoveTime.Update((int)diff);
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if (_nextMoveTime.Passed())
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return StartMoveNow(creature);
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}
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else
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{
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// Set home position at place on waypoint movement.
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if (creature.GetTransGUID().IsEmpty())
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creature.SetHomePosition(creature.GetPosition());
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if (creature.MoveSpline.Finalized())
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{
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OnArrived(creature);
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_isArrivalDone = true;
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if (_nextMoveTime.Passed())
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return StartMove(creature);
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}
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else if (_recalculateSpeed)
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{
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if (_nextMoveTime.Passed())
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StartMove(creature);
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}
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}
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// Inform script
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MovementInform(creature);
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creature.UpdateWaypointID(currentNode);
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if (current.delay != 0)
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{
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creature.ClearUnitState(UnitState.RoamingMove);
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Stop((int)current.delay);
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}
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return true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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void MovementInform(Creature creature)
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{
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return MovementGeneratorType.Waypoint;
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if (creature.IsAIEnabled)
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
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}
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public uint GetCurrentNode() { return currentNode; }
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public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
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{
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x = y = z = 0;
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// prevent a crash at empty waypoint path.
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// prevent a crash at empty waypoint path.
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if (_path == null || _path.nodes.Empty())
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return false;
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TimeTrackerSmall nextMoveTime;
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WaypointNode waypoint = _path.nodes.ElementAt(_currentNode);
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bool isArrivalDone;
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uint pathId;
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bool repeating;
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List<WaypointData> path;
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uint currentNode;
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x = waypoint.x;
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y = waypoint.y;
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z = waypoint.z;
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return true;
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}
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public override void Pause(uint timer = 0)
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{
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_stalled = timer != 0 ? false : true;
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_nextMoveTime.Reset(timer != 0 ? (int)timer : 1);
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}
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public override void Resume(uint overrideTimer = 0)
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{
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_stalled = false;
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if (overrideTimer != 0)
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_nextMoveTime.Reset((int)overrideTimer);
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}
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bool CanMove(Creature creature)
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{
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return _nextMoveTime.Passed() && !creature.HasUnitState(UnitState.NotMove) && !creature.IsMovementPreventedByCasting();
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
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public override void UnitSpeedChanged() { _recalculateSpeed = true; }
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bool StartMoveNow(Creature creature)
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{
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_nextMoveTime.Reset(0);
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return StartMove(creature);
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}
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TimeTrackerSmall _nextMoveTime;
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bool _recalculateSpeed;
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bool _isArrivalDone;
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uint _pathId;
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bool _repeating;
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bool _loadedFromDB;
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bool _stalled;
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bool _done;
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WaypointPath _path;
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int _currentNode;
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}
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public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
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{
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uint GetPathAtMapEnd()
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{
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if (_currentNode >= _path.Count)
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return (uint)_path.Count;
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uint curMapId = _path[_currentNode].ContinentID;
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for (int i = _currentNode; i < _path.Count; ++i)
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{
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if (_path[i].ContinentID != curMapId)
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return (uint)i;
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}
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return (uint)_path.Count;
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}
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bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
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{
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return p1.ContinentID != p2.ContinentID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f);
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}
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public void LoadPath(Player player, uint startNode = 0)
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{
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i_path.Clear();
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i_currentNode = (int)startNode;
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_path.Clear();
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_currentNode = (int)startNode;
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_pointsForPathSwitch.Clear();
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var taxi = player.m_taxi.GetPath();
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float discount = player.GetReputationPriceDiscount(player.m_taxi.GetFlightMasterFactionTemplate());
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@@ -324,24 +384,24 @@ namespace Game.Movement
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bool passedPreviousSegmentProximityCheck = false;
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for (uint i = 0; i < nodes.Length; ++i)
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{
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if (passedPreviousSegmentProximityCheck || src == 0 || i_path.Empty() || IsNodeIncludedInShortenedPath(i_path.Last(), nodes[i]))
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if (passedPreviousSegmentProximityCheck || src == 0 || _path.Empty() || IsNodeIncludedInShortenedPath(_path.Last(), nodes[i]))
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{
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if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
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(dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1)))
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{
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passedPreviousSegmentProximityCheck = true;
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i_path.Add(nodes[i]);
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_path.Add(nodes[i]);
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}
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}
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else
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{
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i_path.RemoveAt(i_path.Count - 1);
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_path.RemoveAt(_path.Count - 1);
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_pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1;
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}
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}
|
||||
}
|
||||
|
||||
_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(i_path.Count - 1), (long)Math.Ceiling(cost * discount)));
|
||||
_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(_path.Count - 1), (long)Math.Ceiling(cost * discount)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -384,7 +444,7 @@ namespace Game.Movement
|
||||
init.args.path = new Vector3[end];
|
||||
for (int i = (int)GetCurrentNode(); i != end; ++i)
|
||||
{
|
||||
Vector3 vertice = new Vector3(i_path[i].Loc.X, i_path[i].Loc.Y, i_path[i].Loc.Z);
|
||||
Vector3 vertice = new Vector3(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
|
||||
init.args.path[i] = vertice;
|
||||
}
|
||||
init.SetFirstPointId((int)GetCurrentNode());
|
||||
@@ -399,13 +459,13 @@ namespace Game.Movement
|
||||
public override bool DoUpdate(Player player, uint time_diff)
|
||||
{
|
||||
uint pointId = (uint)player.MoveSpline.CurrentPathIdx();
|
||||
if (pointId > i_currentNode)
|
||||
if (pointId > _currentNode)
|
||||
{
|
||||
bool departureEvent = true;
|
||||
do
|
||||
{
|
||||
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
|
||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= i_currentNode)
|
||||
DoEventIfAny(player, _path[_currentNode], departureEvent);
|
||||
while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _currentNode)
|
||||
{
|
||||
_pointsForPathSwitch.RemoveAt(0);
|
||||
player.m_taxi.NextTaxiDestination();
|
||||
@@ -416,31 +476,31 @@ namespace Game.Movement
|
||||
}
|
||||
}
|
||||
|
||||
if (pointId == i_currentNode)
|
||||
if (pointId == _currentNode)
|
||||
break;
|
||||
|
||||
if (i_currentNode == _preloadTargetNode)
|
||||
if (_currentNode == _preloadTargetNode)
|
||||
PreloadEndGrid();
|
||||
i_currentNode += (departureEvent ? 1 : 0);
|
||||
_currentNode += (departureEvent ? 1 : 0);
|
||||
departureEvent = !departureEvent;
|
||||
}
|
||||
while (true);
|
||||
}
|
||||
|
||||
return i_currentNode < (i_path.Count - 1);
|
||||
return _currentNode < (_path.Count - 1);
|
||||
}
|
||||
|
||||
public void SetCurrentNodeAfterTeleport()
|
||||
{
|
||||
if (i_path.Empty() || i_currentNode >= i_path.Count)
|
||||
if (_path.Empty() || _currentNode >= _path.Count)
|
||||
return;
|
||||
|
||||
uint map0 = i_path[i_currentNode].ContinentID;
|
||||
for (int i = i_currentNode + 1; i < i_path.Count; ++i)
|
||||
uint map0 = _path[_currentNode].ContinentID;
|
||||
for (int i = _currentNode + 1; i < _path.Count; ++i)
|
||||
{
|
||||
if (i_path[i].ContinentID != map0)
|
||||
if (_path[i].ContinentID != map0)
|
||||
{
|
||||
i_currentNode = i;
|
||||
_currentNode = i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -459,7 +519,7 @@ namespace Game.Movement
|
||||
|
||||
bool GetResetPos(Player player, out float x, out float y, out float z)
|
||||
{
|
||||
TaxiPathNodeRecord node = i_path[i_currentNode];
|
||||
TaxiPathNodeRecord node = _path[_currentNode];
|
||||
x = node.Loc.X;
|
||||
y = node.Loc.Y;
|
||||
z = node.Loc.Z;
|
||||
@@ -468,11 +528,11 @@ namespace Game.Movement
|
||||
|
||||
void InitEndGridInfo()
|
||||
{
|
||||
int nodeCount = i_path.Count; //! Number of nodes in path.
|
||||
_endMapId = i_path[nodeCount - 1].ContinentID; //! MapId of last node
|
||||
int nodeCount = _path.Count; //! Number of nodes in path.
|
||||
_endMapId = _path[nodeCount - 1].ContinentID; //! MapId of last node
|
||||
_preloadTargetNode = (uint)nodeCount - 3;
|
||||
_endGridX = i_path[nodeCount - 1].Loc.X;
|
||||
_endGridY = i_path[nodeCount - 1].Loc.Y;
|
||||
_endGridX = _path[nodeCount - 1].Loc.X;
|
||||
_endGridY = _path[nodeCount - 1].Loc.Y;
|
||||
}
|
||||
|
||||
void PreloadEndGrid()
|
||||
@@ -483,51 +543,30 @@ namespace Game.Movement
|
||||
// Load the grid
|
||||
if (endMap != null)
|
||||
{
|
||||
Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, i_path.Count - 1);
|
||||
Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, _path.Count - 1);
|
||||
endMap.LoadGrid(_endGridX, _endGridY);
|
||||
}
|
||||
else
|
||||
Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
|
||||
}
|
||||
|
||||
uint GetPathAtMapEnd()
|
||||
{
|
||||
if (i_currentNode >= i_path.Count)
|
||||
return (uint)i_path.Count;
|
||||
|
||||
uint curMapId = i_path[i_currentNode].ContinentID;
|
||||
for (int i = i_currentNode; i < i_path.Count; ++i)
|
||||
{
|
||||
if (i_path[i].ContinentID != curMapId)
|
||||
return (uint)i;
|
||||
}
|
||||
|
||||
return (uint)i_path.Count;
|
||||
}
|
||||
|
||||
bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
|
||||
{
|
||||
return p1.ContinentID != p2.ContinentID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f);
|
||||
}
|
||||
|
||||
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
|
||||
|
||||
public List<TaxiPathNodeRecord> GetPath() { return i_path; }
|
||||
public List<TaxiPathNodeRecord> GetPath() { return _path; }
|
||||
|
||||
bool HasArrived() { return (i_currentNode >= i_path.Count); }
|
||||
bool HasArrived() { return (_currentNode >= _path.Count); }
|
||||
|
||||
public void SkipCurrentNode() { ++i_currentNode; }
|
||||
|
||||
public uint GetCurrentNode() { return (uint)i_currentNode; }
|
||||
public void SkipCurrentNode() { ++_currentNode; }
|
||||
|
||||
public uint GetCurrentNode() { return (uint)_currentNode; }
|
||||
|
||||
float _endGridX; //! X coord of last node location
|
||||
float _endGridY; //! Y coord of last node location
|
||||
uint _endMapId; //! map Id of last node location
|
||||
uint _preloadTargetNode; //! node index where preloading starts
|
||||
|
||||
int i_currentNode;
|
||||
List<TaxiPathNodeRecord> i_path = new List<TaxiPathNodeRecord>();
|
||||
List<TaxiPathNodeRecord> _path = new List<TaxiPathNodeRecord>();
|
||||
int _currentNode;
|
||||
List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
|
||||
|
||||
class TaxiNodeChangeInfo
|
||||
|
||||
Reference in New Issue
Block a user