Core/Waypoints: Refactor to split data into path and node related info in db

Port From (https://github.com/TrinityCore/TrinityCore/commit/12186ef8573f60abeff4747da58767ee71092600)
This commit is contained in:
hondacrx
2024-02-05 17:22:55 -05:00
parent 301d3fb00d
commit 771cbadc69
15 changed files with 520 additions and 651 deletions
+12 -18
View File
@@ -295,13 +295,13 @@ namespace Game.AI
}
else if (moveType == MovementGeneratorType.Waypoint)
{
Cypher.Assert(Id < _path.nodes.Count, $"EscortAI::MovementInform: referenced movement id ({Id}) points to non-existing node in loaded path ({me.GetGUID()})");
WaypointNode waypoint = _path.nodes[(int)Id];
Cypher.Assert(Id < _path.Nodes.Count, $"EscortAI::MovementInform: referenced movement id ({Id}) points to non-existing node in loaded path ({me.GetGUID()})");
WaypointNode waypoint = _path.Nodes[(int)Id];
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform: waypoint node {waypoint.id} reached ({me.GetGUID()})");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform: waypoint node {waypoint.Id} reached ({me.GetGUID()})");
// last point
if (Id == _path.nodes.Count - 1)
if (Id == _path.Nodes.Count - 1)
{
_started = false;
_ended = true;
@@ -310,7 +310,7 @@ namespace Game.AI
}
}
void AddWaypoint(uint id, float x, float y, float z, bool run)
public void AddWaypoint(uint id, float x, float y, float z, bool run)
{
AddWaypoint(id, x, y, z, 0.0f, TimeSpan.Zero, run);
}
@@ -320,20 +320,14 @@ namespace Game.AI
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode waypoint = new();
waypoint.id = id;
waypoint.x = x;
waypoint.y = y;
waypoint.z = z;
waypoint.orientation = orientation;
waypoint.moveType = run ? WaypointMoveType.Run : WaypointMoveType.Walk;
waypoint.delay = (uint)waitTime.TotalMilliseconds;
_path.nodes.Add(waypoint);
WaypointNode waypoint = new(id, x, y, z, orientation, (uint)waitTime.TotalMilliseconds);
waypoint.MoveType = run ? WaypointMoveType.Run : WaypointMoveType.Walk;
_path.Nodes.Add(waypoint);
}
void ResetPath()
{
_path.nodes.Clear();
_path.Nodes.Clear();
}
public void LoadPath(uint pathId)
@@ -350,7 +344,7 @@ namespace Game.AI
/// todo get rid of this many variables passed in function.
public void Start(bool isActiveAttacker = true, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false)
{
if (_path.nodes.Empty())
if (_path.Nodes.Empty())
{
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}) path is empty ({me.GetGUID()})");
return;
@@ -376,7 +370,7 @@ namespace Game.AI
return;
}
if (_path.nodes.Empty())
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()})");
return;
@@ -404,7 +398,7 @@ namespace Game.AI
me.SetImmuneToNPC(false);
}
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Player = {_playerGUID} ({me.GetGUID()})");
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);
+12 -12
View File
@@ -33,7 +33,7 @@ namespace Game.AI
SmartEscortState _escortState;
uint _escortNPCFlags;
uint _escortInvokerCheckTimer;
uint _currentWaypointNode;
uint _currentWaypointNodeId;
bool _waypointReached;
uint _waypointPauseTimer;
bool _waypointPauseForced;
@@ -82,7 +82,7 @@ namespace Game.AI
if (path == null)
return;
_currentWaypointNode = nodeId;
_currentWaypointNodeId = nodeId;
_waypointPathEnded = false;
_repeatWaypointPath = repeat;
@@ -105,7 +105,7 @@ namespace Game.AI
return null;
WaypointPath path = Global.WaypointMgr.GetPath(entry);
if (path == null || path.nodes.Empty())
if (path == null || path.Nodes.Empty())
{
GetScript().SetPathId(0);
return null;
@@ -147,7 +147,7 @@ namespace Game.AI
_waypointReached = false;
AddEscortState(SmartEscortState.Paused);
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, _currentWaypointNode, GetScript().GetPathId());
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, _currentWaypointNodeId, GetScript().GetPathId());
}
public bool CanResumePath()
@@ -196,7 +196,7 @@ namespace Game.AI
me.GetMotionMaster().MoveIdle();
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, _currentWaypointNode, GetScript().GetPathId());
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, _currentWaypointNodeId, GetScript().GetPathId());
EndPath(fail);
}
@@ -262,7 +262,7 @@ namespace Game.AI
return;
uint pathid = GetScript().GetPathId();
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, _currentWaypointNode, pathid);
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, _currentWaypointNodeId, pathid);
if (_repeatWaypointPath)
{
@@ -278,7 +278,7 @@ namespace Game.AI
public void ResumePath()
{
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, _currentWaypointNode, GetScript().GetPathId());
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, _currentWaypointNodeId, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Paused);
@@ -378,9 +378,9 @@ namespace Game.AI
return;
}
_currentWaypointNode = nodeId;
_currentWaypointNodeId = nodeId;
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, _currentWaypointNode, pathId);
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, _currentWaypointNodeId, pathId);
if (_waypointPauseTimer != 0 && !_waypointPauseForced)
{
@@ -391,7 +391,7 @@ namespace Game.AI
else if (HasEscortState(SmartEscortState.Escorting) && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
WaypointPath path = Global.WaypointMgr.GetPath(pathId);
if (path != null && _currentWaypointNode == path.nodes.Last()?.id)
if (path != null && _currentWaypointNodeId == path.Nodes.Last()?.Id)
_waypointPathEnded = true;
else
SetRun(_run);
@@ -568,8 +568,8 @@ namespace Game.AI
if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType(MovementSlot.Default) != MovementGeneratorType.Waypoint)
if (me.GetWaypointPath() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
if (me.GetWaypointPathId() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPathId(), true);
me.ResumeMovement();
}
@@ -1645,7 +1645,7 @@ namespace Game.AI
case SmartActions.WpStart:
{
WaypointPath path = Global.WaypointMgr.GetPath(e.Action.wpStart.pathID);
if (path == null || path.nodes.Empty())
if (path == null || path.Nodes.Empty())
{
Log.outError(LogFilter.ScriptsAi, $"SmartAIMgr: {e} uses non-existent WaypointPath id {e.Action.wpStart.pathID}, skipped.");
return false;
+6 -6
View File
@@ -2027,17 +2027,17 @@ namespace Game.AI
foreach (uint pathId in waypoints)
{
WaypointPath path = Global.WaypointMgr.GetPath(pathId);
if (path == null || path.nodes.Empty())
if (path == null || path.Nodes.Empty())
continue;
foreach (var waypoint in path.nodes)
foreach (var waypoint in path.Nodes)
{
float distToThisPath = creature.GetDistance(waypoint.x, waypoint.y, waypoint.z);
if (distToThisPath < distanceToClosest)
float distanceToThisNode = creature.GetDistance(waypoint.X, waypoint.Y, waypoint.Z);
if (distanceToThisNode < distanceToClosest)
{
distanceToClosest = distToThisPath;
distanceToClosest = distanceToThisNode;
closestPathId = pathId;
closestWaypointId = waypoint.id;
closestWaypointId = waypoint.Id;
}
}
}