Core/Movement: Merge waypoints without delay into a single movement packet
Port From (https://github.com/TrinityCore/TrinityCore/commit/204f65684c2a027baa7a3c2d647f0e735a368c62)
This commit is contained in:
@@ -8,11 +8,13 @@ using Game.Scripting.v2;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Game.Movement
|
||||
{
|
||||
public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
|
||||
{
|
||||
List<int> _waypointTransitionSplinePoints = new();
|
||||
TimeTracker _nextMoveTime;
|
||||
uint _pathId;
|
||||
bool _repeating;
|
||||
@@ -51,6 +53,8 @@ namespace Game.Movement
|
||||
|
||||
if (duration.HasValue)
|
||||
_duration = new(duration.Value);
|
||||
|
||||
_path.BuildSegments();
|
||||
}
|
||||
|
||||
public WaypointMovementGenerator(WaypointPath path, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
|
||||
@@ -221,6 +225,19 @@ namespace Game.Movement
|
||||
if (owner.GetTransGUID().IsEmpty())
|
||||
owner.SetHomePosition(owner.GetPosition());
|
||||
|
||||
// handle switching points in continuous segments
|
||||
if (_waypointTransitionSplinePoints.Count > 1 && owner.MoveSpline.CurrentPathIdx() >= _waypointTransitionSplinePoints.First())
|
||||
{
|
||||
OnArrived(owner);
|
||||
_waypointTransitionSplinePoints.Remove(_waypointTransitionSplinePoints.First());
|
||||
if (ComputeNextNode())
|
||||
{
|
||||
CreatureAI ai = owner.GetAI();
|
||||
if (ai != null)
|
||||
ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
|
||||
}
|
||||
}
|
||||
|
||||
// relaunch movement if its speed has changed
|
||||
if (HasFlag(MovementGeneratorFlags.SpeedUpdatePending))
|
||||
StartMove(owner, true);
|
||||
@@ -340,6 +357,7 @@ namespace Game.Movement
|
||||
|
||||
bool transportPath = !owner.GetTransGUID().IsEmpty();
|
||||
|
||||
int previousNode = _currentNode;
|
||||
if (HasFlag(MovementGeneratorFlags.InformEnabled) && HasFlag(MovementGeneratorFlags.Initialized))
|
||||
{
|
||||
if (ComputeNextNode())
|
||||
@@ -396,7 +414,70 @@ namespace Game.Movement
|
||||
}
|
||||
|
||||
Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
|
||||
WaypointNode waypoint = _path.Nodes[_currentNode];
|
||||
|
||||
List<WaypointNode> segment = new Func<List<WaypointNode>>(() =>
|
||||
{
|
||||
// find the continuous segment that our destination waypoint is on
|
||||
var segmentIndex = _path.ContinuousSegments.FindIndex(segmentRange =>
|
||||
{
|
||||
bool isInSegmentRange(int node) { return node >= segmentRange.First && node < segmentRange.Last + segmentRange.Last; };
|
||||
return isInSegmentRange(_currentNode) && isInSegmentRange(previousNode);
|
||||
});
|
||||
|
||||
// handle path returning directly from last point to first
|
||||
if (segmentIndex == -1)
|
||||
{
|
||||
if (_currentNode != 0 || previousNode != _path.Nodes.Count - 1)
|
||||
return _path.Nodes[_currentNode..1];//, 1);
|
||||
|
||||
var slice3 = _path.Nodes[2..];
|
||||
|
||||
segmentIndex = 0;
|
||||
}
|
||||
|
||||
if (!_isReturningToStart)
|
||||
return _path.Nodes[_currentNode..(_path.ContinuousSegments[segmentIndex].Last - (_currentNode - _path.ContinuousSegments[segmentIndex].First))];
|
||||
|
||||
return _path.Nodes[_path.ContinuousSegments[segmentIndex].First..(_currentNode - _path.ContinuousSegments[segmentIndex].First + 1)];
|
||||
})();
|
||||
|
||||
WaypointNode lastWaypointForSegment = !_isReturningToStart ? segment.Last() : segment.First();
|
||||
|
||||
_waypointTransitionSplinePoints.Clear();
|
||||
List<Vector3> points = new();
|
||||
void fillPath(List<WaypointNode> list)
|
||||
{
|
||||
PathGenerator generator = null;
|
||||
if (_generatePath)
|
||||
generator = new(owner);
|
||||
|
||||
Position source = owner.GetPosition();
|
||||
points.Add(new Vector3(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ()));
|
||||
|
||||
foreach (var node in list)
|
||||
{
|
||||
if (generator != null)
|
||||
{
|
||||
bool result = generator.CalculatePath(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ(), node.X, node.Y, node.Z);
|
||||
if (result && (generator.GetPathType() & PathType.NoPath) == 0)
|
||||
points.AddRange(generator.GetPath()[1..]);
|
||||
else
|
||||
generator = null; // when path generation to a waypoint fails, add all remaining points without pathfinding (preserve legacy behavior of MoveSplineInit::MoveTo)
|
||||
}
|
||||
|
||||
if (generator == null)
|
||||
points.Add(new Vector3(node.X, node.Y, node.Z));
|
||||
|
||||
_waypointTransitionSplinePoints.Add(points.Count - 1);
|
||||
|
||||
source.Relocate(node.X, node.Y, node.Z);
|
||||
}
|
||||
};
|
||||
|
||||
if (!_isReturningToStart)
|
||||
fillPath(segment);
|
||||
else
|
||||
fillPath(segment[^0..]);
|
||||
|
||||
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
|
||||
|
||||
@@ -404,22 +485,28 @@ namespace Game.Movement
|
||||
|
||||
MoveSplineInit init = new(owner);
|
||||
|
||||
// because steering flag can cause position on client to not be perfectly accurate, dont do it in combat
|
||||
if (!owner.IsInCombat())
|
||||
init.SetSteering();
|
||||
|
||||
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
|
||||
if (transportPath)
|
||||
init.DisableTransportPathTransformations();
|
||||
|
||||
init.MoveTo(waypoint.X, waypoint.Y, waypoint.Z, _generatePath);
|
||||
init.MovebyPath(points.ToArray());
|
||||
|
||||
if (waypoint.Orientation.HasValue && (waypoint.Delay != TimeSpan.Zero || _currentNode == _path.Nodes.Count - 1))
|
||||
init.SetFacing(waypoint.Orientation.Value);
|
||||
if (lastWaypointForSegment.Orientation.HasValue && (lastWaypointForSegment.Delay != TimeSpan.Zero || _currentNode == _path.Nodes.Count - 1))
|
||||
init.SetFacing(lastWaypointForSegment.Orientation.Value);
|
||||
|
||||
switch (_path.MoveType)
|
||||
{
|
||||
case WaypointMoveType.Land:
|
||||
init.SetAnimation(AnimTier.Ground);
|
||||
init.SetFly();
|
||||
break;
|
||||
case WaypointMoveType.Takeoff:
|
||||
init.SetAnimation(AnimTier.Fly);
|
||||
init.SetFly();
|
||||
break;
|
||||
case WaypointMoveType.Run:
|
||||
init.SetWalk(false);
|
||||
@@ -449,6 +536,25 @@ namespace Game.Movement
|
||||
if (_speed.HasValue)
|
||||
init.SetVelocity(_speed.Value);
|
||||
|
||||
if (init.Path().Count > 2)
|
||||
{
|
||||
Vector3 mid = (init.Path().First() + init.Path().Last()) / 2.0f;
|
||||
var index = 0;// init.Path()[1..];
|
||||
var endIndex = (init.Path().Count - 2);
|
||||
while (index != endIndex)
|
||||
{
|
||||
Vector3 offset = init.Path()[index] - mid;
|
||||
if (MathF.Abs(offset.X) >= 128.0f || MathF.Abs(offset.Y) >= 128.0f || MathF.Abs(offset.Z) >= 64.0f)
|
||||
{
|
||||
// when distance is too great, send path in uncompressed state otherwise too much precision is lost on each point
|
||||
init.SetUncompressed();
|
||||
break;
|
||||
}
|
||||
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
init.Launch();
|
||||
|
||||
// inform formation
|
||||
|
||||
Reference in New Issue
Block a user