Core/Movement: Smooth movement

This commit is contained in:
hondacrx
2018-02-13 10:34:51 -05:00
parent 13dcfddc83
commit b750f54f1d
10 changed files with 865 additions and 791 deletions
+1 -1
View File
@@ -317,7 +317,7 @@ namespace Framework.Constants
RemovePower = 110, // PowerType, newPower
GameEventStop = 111, // GameEventId
GameEventStart = 112, // GameEventId
StartClosestWaypoint = 113, // wp1, wp2, wp3, wp4, wp5, wp6, wp7
// Not used
MoveOffset = 114,
RandomSound = 115, // SoundId1, SoundId2, SoundId3, SoundId4, SoundId5, onlySelf
SetCorpseDelay = 116, // timer
+2 -2
View File
@@ -102,9 +102,9 @@ namespace Game.AI
switch (creature.m_defaultMovementType)
{
case MovementGeneratorType.Random:
return new RandomMovementGenerator<Creature>();
return new RandomMovementGenerator();
case MovementGeneratorType.Waypoint:
return new WaypointMovementGenerator<Creature>();
return new WaypointMovementGenerator();
}
return null;
}
+164 -225
View File
@@ -21,6 +21,8 @@ using Game.Groups;
using System;
using System.Collections.Generic;
using System.Linq;
using Game.Movement;
using Game.Maps;
namespace Game.AI
{
@@ -29,10 +31,11 @@ namespace Game.AI
public npc_escortAI(Creature creature) : base(creature)
{
m_uiPlayerGUID = ObjectGuid.Empty;
m_uiWPWaitTimer = 2500;
m_uiPlayerCheckTimer = 1000;
m_uiWPWaitTimer = 1000;
m_uiPlayerCheckTimer = 0;
m_uiEscortState = eEscortState.None;
MaxPlayerDistance = 50;
LastWP = 0;
m_pQuestForEscort = null;
m_bIsActiveAttacker = true;
m_bIsRunning = false;
@@ -42,21 +45,8 @@ namespace Game.AI
DespawnAtFar = true;
ScriptWP = false;
HasImmuneToNPCFlags = false;
}
public override void AttackStart(Unit who)
{
if (!who)
return;
if (me.Attack(who, true))
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
if (IsCombatMovementAllowed())
me.GetMotionMaster().MoveChase(who);
}
m_bStarted = false;
m_bEnded = false;
}
//see followerAI
@@ -99,38 +89,15 @@ namespace Game.AI
public override void MoveInLineOfSight(Unit who)
{
if (me.GetVictim())
return;
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
{
if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
return;
if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
return;
if (me.IsHostileTo(who))
{
float fAttackRadius = me.GetAttackDistance(who);
if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
{
if (!me.GetVictim())
{
// Clear distracted state on combat
if (me.HasUnitState(UnitState.Distracted))
{
me.ClearUnitState(UnitState.Distracted);
me.GetMotionMaster().Clear();
}
AttackStart(who);
}
else if (me.GetMap().IsDungeon())
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
}
}
}
}
if (me.CanStartAttack(who, false))
AttackStart(who);
}
public override void JustDied(Unit killer)
@@ -158,13 +125,13 @@ namespace Game.AI
public override void JustRespawned()
{
m_uiEscortState = eEscortState.None;
RemoveEscortState(eEscortState.Escorting | eEscortState.Returning | eEscortState.Paused);
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
m_uiWPWaitTimer = 1000;
if (me.getFaction() != me.GetCreatureTemplate().Faction)
me.RestoreFaction();
@@ -174,9 +141,8 @@ namespace Game.AI
void ReturnToLastPoint()
{
float x, y, z, o;
me.GetHomePosition(out x, out y, out z, out o);
me.GetMotionMaster().MovePoint(0xFFFFFF, x, y, z);
me.SetWalk(false);
me.GetMotionMaster().MovePoint(0xFFFFFF, me.GetHomePosition());
}
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
@@ -226,57 +192,62 @@ namespace Game.AI
public override void UpdateAI(uint diff)
{
//Waypoint Updating
if (HasEscortState(eEscortState.Escorting) && !me.GetVictim() && m_uiWPWaitTimer != 0 && !HasEscortState(eEscortState.Returning))
{
if (m_uiWPWaitTimer <= diff)
{
//End of the line
if (WPIndex == WaypointList.Count)
if (!HasEscortState(eEscortState.Paused))
{
if (DespawnAtEnd)
m_uiWPWaitTimer = 0;
if (m_bEnded)
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
me.StopMoving();
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveIdle();
if (m_bCanReturnToStart)
m_bEnded = false;
if (DespawnAtEnd)
{
float fRetX, fRetY, fRetZ;
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
me.GetMotionMaster().MovePoint(0xFFFFFE, fRetX, fRetY, fRetZ);
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
m_uiWPWaitTimer = 0;
me.GetMotionMaster().MovePoint(EscortPointIds.Home, fRetX, fRetY, fRetZ);
Log.outDebug(LogFilter.Scripts, "EscortAI are returning home to spawn location: {0}, {1}, {2}, {3}", 0xFFFFFE, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
Log.outDebug(LogFilter.Scripts, $"EscortAI are returning home to spawn location: {EscortPointIds.Home}, {fRetX}, {fRetY}, {fRetZ}");
}
else if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
}
else
me.DespawnOrUnsummon();
}
else
me.DespawnOrUnsummon();
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
RemoveEscortState(eEscortState.Escorting);
return;
}
if (!m_bStarted)
{
m_bStarted = true;
me.GetMotionMaster().MovePath(_path, false);
}
else
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
return;
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
if (move != null)
WaypointStart(move.GetCurrentNode());
}
}
if (!HasEscortState(eEscortState.Paused))
{
me.GetMotionMaster().MovePoint(GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
Log.outDebug(LogFilter.Scripts, "EscortAI start waypoint {0} ({1}, {2}, {3}).", GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
WaypointStart(GetCurrentWaypoint().id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= diff;
@@ -285,12 +256,11 @@ namespace Game.AI
//Check if player or any member of his group is within range
if (HasEscortState(eEscortState.Escorting) && !m_uiPlayerGUID.IsEmpty() && !me.GetVictim() && !HasEscortState(eEscortState.Returning))
{
if (m_uiPlayerCheckTimer <= diff)
m_uiPlayerCheckTimer += diff;
if (m_uiPlayerCheckTimer > 1000)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
@@ -302,10 +272,8 @@ namespace Game.AI
return;
}
m_uiPlayerCheckTimer = 1000;
m_uiPlayerCheckTimer = 0;
}
else
m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(diff);
@@ -321,52 +289,85 @@ namespace Game.AI
public override void MovementInform(MovementGeneratorType moveType, uint pointId)
{
if (moveType != MovementGeneratorType.Point || !HasEscortState(eEscortState.Escorting))
// no action allowed if there is no escort
if (!HasEscortState(eEscortState.Escorting))
return;
//Combat start position reached, continue waypoint movement
if (pointId == 0xFFFFFF)
if (moveType == MovementGeneratorType.Point)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
me.SetWalk(!m_bIsRunning);
RemoveEscortState(eEscortState.Returning);
if (m_uiWPWaitTimer == 0)
m_uiWPWaitTimer = 1;
}
else if (pointId == 0xFFFFFE)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
WPIndex = 0;
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (GetCurrentWaypoint().id != pointId)
//Combat start position reached, continue waypoint movement
if (pointId == EscortPointIds.LastPoint)
{
Log.outDebug(LogFilter.Server, "TSCR ERROR: EscortAI reached waypoint out of order {0}, expected {1}, creature entry {2}", pointId, GetCurrentWaypoint().id, me.GetEntry());
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
me.SetWalk(!m_bIsRunning);
RemoveEscortState(eEscortState.Returning);
}
else if (pointId == EscortPointIds.Home)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
m_bStarted = false;
}
}
else if (moveType == MovementGeneratorType.Waypoint)
{
//Call WP function
WaypointReached(pointId);
//End of the line
if (LastWP != 0 && LastWP == pointId)
{
LastWP = 0;
m_bStarted = false;
m_bEnded = true;
m_uiWPWaitTimer = 50;
return;
}
Log.outDebug(LogFilter.Scripts, "EscortAI Waypoint {0} reached", GetCurrentWaypoint().id);
Log.outDebug(LogFilter.Scripts, $"EscortAI Waypoint {pointId} reached");
//Call WP function
WaypointReached(GetCurrentWaypoint().id);
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
if (move != null)
m_uiWPWaitTimer = (uint)move.GetTrackerTimer().GetExpiry();
m_uiWPWaitTimer = GetCurrentWaypoint().WaitTimeMs + 1;
//Call WP start function
if (m_uiWPWaitTimer == 0 && !HasEscortState(eEscortState.Paused) && move != null)
WaypointStart(move.GetCurrentNode());
++WPIndex;
if (m_bIsRunning)
me.SetWalk(false);
else
me.SetWalk(true);
}
}
public void AddWaypoint(uint id, float x, float y, float z, uint waitTime = 0)
{
Escort_Waypoint t = new Escort_Waypoint(id, x, y, z, waitTime);
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = id;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.0f;
wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
wp.delay = waitTime;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.Add(wp);
LastWP = id;
WaypointList.Add(t);
ScriptWP = true;
}
@@ -376,10 +377,29 @@ namespace Game.AI
if (movePoints.Empty())
return;
foreach (var pointMove in movePoints)
LastWP = movePoints.Last().uiPointId;
foreach (var point in movePoints)
{
Escort_Waypoint point = new Escort_Waypoint(pointMove.uiPointId, pointMove.fX, pointMove.fY, pointMove.fZ, pointMove.uiWaitTime);
WaypointList.Add(point);
float x = point.fX;
float y = point.fY;
float z = point.fZ;
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = point.uiPointId;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.0f;
wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
wp.delay = point.uiWaitTime;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.Add(wp);
}
}
@@ -418,20 +438,6 @@ namespace Game.AI
return;
}
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
if (WaypointList.Empty())
{
Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {2}).",
me.GetScriptName(), me.GetEntry(), quest != null ? quest.Id : 0);
return;
}
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
@@ -442,12 +448,16 @@ namespace Game.AI
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
FillPointMovementListForCreature();
if (m_bCanReturnToStart && m_bCanInstantRespawn)
Log.outDebug(LogFilter.Scripts, "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
me.GetMotionMaster().MovementExpired();
me.StopMoving();
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Scripts, "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
@@ -460,9 +470,7 @@ namespace Game.AI
me.RemoveFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
}
Log.outDebug(LogFilter.Scripts, "EscortAI started with {0} waypoints. ActiveAttacker = {1}, Run = {2}, PlayerGUID = {3}", WaypointList.Count, m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
WPIndex = 0;
Log.outDebug(LogFilter.Scripts, $"EscortAI started. ActiveAttacker = {m_bIsActiveAttacker}, Run = {m_bIsRunning}, PlayerGUID = {m_uiPlayerGUID.ToString()}");
//Set initial speed
if (m_bIsRunning)
@@ -470,6 +478,8 @@ namespace Game.AI
else
me.SetWalk(true);
m_bStarted = false;
AddEscortState(eEscortState.Escorting);
}
@@ -479,75 +489,17 @@ namespace Game.AI
return;
if (on)
{
AddEscortState(eEscortState.Paused);
me.StopMoving();
}
else
{
RemoveEscortState(eEscortState.Paused);
}
bool SetNextWaypoint(uint pointId, float x, float y, float z, float orientation)
{
me.UpdatePosition(x, y, z, orientation);
return SetNextWaypoint(pointId, false, true);
}
bool SetNextWaypoint(uint pointId, bool setPosition, bool resetWaypointsOnFail)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
if (WaypointList.Empty())
return false;
int size = WaypointList.Count;
Escort_Waypoint waypoint = new Escort_Waypoint(0, 0, 0, 0, 0);
do
{
waypoint = WaypointList.FirstOrDefault();
WaypointList.RemoveAt(0);
if (waypoint.id == pointId)
{
if (setPosition)
me.UpdatePosition(waypoint.x, waypoint.y, waypoint.z, me.GetOrientation());
WPIndex = 0;
return true;
}
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
if (move != null)
move.GetTrackerTimer().Reset(1);
}
while (!WaypointList.Empty());
// we failed.
// we reset the waypoints in the start; if we pulled any, reset it again
if (resetWaypointsOnFail && size != WaypointList.Count)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
return false;
}
public bool GetWaypointPosition(uint pointId, ref float x, ref float y, ref float z)
{
var waypoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
if (waypoints.Empty())
return false;
foreach (var point in waypoints)
{
if (point.uiPointId == pointId)
{
x = point.fX;
y = point.fY;
z = point.fZ;
return true;
}
}
return false;
}
public virtual void WaypointReached(uint pointId) { }
@@ -564,6 +516,7 @@ namespace Game.AI
public bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
public void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
public ObjectGuid GetEventStarterGUID() { return m_uiPlayerGUID; }
public void SetWaitTimer(uint Timer) { m_uiWPWaitTimer = Timer; }
public Player GetPlayerForEscort() { return Global.ObjAccessor.GetPlayer(me, m_uiPlayerGUID); }
@@ -575,16 +528,12 @@ namespace Game.AI
uint m_uiPlayerCheckTimer;
eEscortState m_uiEscortState;
float MaxPlayerDistance;
uint LastWP;
WaypointPath _path;
Quest m_pQuestForEscort; //generally passed in Start() when regular escort script.
List<Escort_Waypoint> WaypointList = new List<Escort_Waypoint>();
Escort_Waypoint GetCurrentWaypoint()
{
return WaypointList[WPIndex];
}
int WPIndex;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
@@ -593,24 +542,8 @@ namespace Game.AI
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
}
public class Escort_Waypoint
{
public Escort_Waypoint(uint _id, float _x, float _y, float _z, uint _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
public uint id;
public float x;
public float y;
public float z;
public uint WaitTimeMs;
bool m_bStarted;
bool m_bEnded;
}
public enum eEscortState
@@ -620,4 +553,10 @@ namespace Game.AI
Returning = 0x002, //escort is returning after being in combat
Paused = 0x004 //will not proceed with waypoints before state is removed
}
struct EscortPointIds
{
public const uint LastPoint = 0xFFFFFF;
public const uint Home = 0xFFFFFE;
}
}
+188 -157
View File
@@ -18,6 +18,8 @@
using Framework.Constants;
using Game.Entities;
using Game.Groups;
using Game.Maps;
using Game.Movement;
using Game.Scripting;
using Game.Spells;
using System;
@@ -33,29 +35,26 @@ namespace Game.AI
public SmartAI(Creature creature) : base(creature)
{
mIsCharmed = false;
// copy script to local (protection for table reload)
mWayPoints = null;
mEscortState = SmartEscortState.None;
mCurrentWPID = 0;//first wp id is 1 !!
mWPReached = false;
mWPPauseTimer = 0;
mLastWP = null;
mOOCReached = false;
mEscortNPCFlags = 0;
mCanRepeatPath = false;
// spawn in run mode
creature.SetWalk(false);
mRun = false;
mLastOOCPos = creature.GetPosition();
// Spawn in run mode
mRun = true;
m_Ended = false;
mCanAutoAttack = true;
mCanCombatMove = true;
mForcedPaused = false;
mLastWPIDReached = 0;
mEscortQuestID = 0;
mDespawnTime = 0;
@@ -103,25 +102,6 @@ namespace Game.AI
GetScript().OnReset();
}
SmartPath GetNextWayPoint()
{
if (mWayPoints == null || mWayPoints.Empty())
return null;
mCurrentWPID++;
var path = mWayPoints.LookupByKey(mCurrentWPID);
if (path != null)
{
mLastWP = path;
if (mLastWP.id != mCurrentWPID)
{
Log.outError(LogFilter.Server, "SmartAI.GetNextWayPoint: Got not expected waypoint id {0}, expected {1}", mLastWP.id, mCurrentWPID);
}
return path;
}
return null;
}
public void StartPath(bool run = false, uint path = 0, bool repeat = false, Unit invoker = null)
{
if (me.IsInCombat())// no wp movement in combat
@@ -129,28 +109,35 @@ namespace Game.AI
Log.outError(LogFilter.Server, "SmartAI.StartPath: Creature entry {0} wanted to start waypoint movement while in combat, ignoring.", me.GetEntry());
return;
}
if (HasEscortState(SmartEscortState.Escorting))
StopPath();
SetRun(run);
if (path != 0)
if (!LoadPath(path))
return;
if (mWayPoints == null || mWayPoints.Empty())
if (_path.nodes.Empty())
return;
AddEscortState(SmartEscortState.Escorting);
mCurrentWPID = 1;
m_Ended = false;
// Do not use AddEscortState, removing everything from previous cycle
mEscortState = SmartEscortState.Escorting;
mCanRepeatPath = repeat;
SetRun(run);
SmartPath wp = GetNextWayPoint();
if (wp != null)
if (invoker && invoker.GetTypeId() == TypeId.Player)
{
mLastOOCPos = me.GetPosition();
me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, wp.id, GetScript().GetPathId());
mEscortNPCFlags = me.GetUInt32Value(UnitFields.NpcFlags);
me.SetFlag(UnitFields.NpcFlags, 0);
}
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, mCurrentWPID, GetScript().GetPathId());
me.GetMotionMaster().MovePath(_path, mCanRepeatPath);
}
bool LoadPath(uint entry)
@@ -158,12 +145,36 @@ namespace Game.AI
if (HasEscortState(SmartEscortState.Escorting))
return false;
mWayPoints = Global.SmartAIMgr.GetPath(entry);
if (mWayPoints == null)
var path = Global.SmartAIMgr.GetPath(entry);
if (path.Empty())
{
GetScript().SetPathId(0);
return false;
}
foreach (WayPoint waypoint in path)
{
float x = waypoint.x;
float y = waypoint.y;
float z = waypoint.z;
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = waypoint.id;
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = 0.0f;
wp.moveType = mRun ? WaypointMoveType.Run : WaypointMoveType.Walk;
wp.delay = 0;
wp.eventId = 0;
wp.eventChance = 100;
_path.nodes.Add(wp);
}
GetScript().SetPathId(entry);
return true;
}
@@ -172,22 +183,22 @@ namespace Game.AI
{
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (HasEscortState(SmartEscortState.Paused))
{
Log.outError(LogFilter.Server, "SmartAI.PausePath: Creature entry {0} wanted to pause waypoint movement while already paused, ignoring.", me.GetEntry());
Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint (current waypoint: {mCurrentWPID}) movement while already paused, ignoring.");
return;
}
mForcedPaused = forced;
mLastOOCPos = me.GetPosition();
AddEscortState(SmartEscortState.Paused);
mWPPauseTimer = delay;
if (forced)
if (forced && !mWPReached)
{
mForcedPaused = forced;
SetRun(mRun);
me.StopMoving();//force stop
me.GetMotionMaster().MoveIdle();//force stop
me.StopMoving();
}
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mLastWP.id, GetScript().GetPathId());
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mCurrentWPID, GetScript().GetPathId());
}
public void StopPath(uint DespawnTime = 0, uint quest = 0, bool fail = false)
@@ -197,33 +208,28 @@ namespace Game.AI
if (quest != 0)
mEscortQuestID = quest;
SetDespawnTime(DespawnTime);
mDespawnTime = DespawnTime;
mLastOOCPos = me.GetPosition();
me.StopMoving();//force stop
if (mDespawnState != 2)
SetDespawnTime(DespawnTime);
me.StopMoving();
me.GetMotionMaster().MovementExpired(false);
me.GetMotionMaster().MoveIdle();
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mLastWP.id, GetScript().GetPathId());
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mCurrentWPID, GetScript().GetPathId());
EndPath(fail);
}
public void EndPath(bool fail = false)
{
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mLastWP.id, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning);
mWayPoints = null;
mCurrentWPID = 0;
_path.nodes.Clear();
mWPPauseTimer = 0;
mLastWP = null;
if (mCanRepeatPath)
if (mEscortNPCFlags != 0)
{
if (IsAIControlled())
StartPath(mRun, GetScript().GetPathId(), true);
me.SetFlag(UnitFields.NpcFlags, mEscortNPCFlags);
mEscortNPCFlags = 0;
}
else
GetScript().SetPathId(0);
List<WorldObject> targets = GetScript().GetTargetList(SharedConst.SmartEscortTargets);
if (targets != null && mEscortQuestID != 0)
@@ -266,15 +272,37 @@ namespace Game.AI
}
}
}
// End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
return;
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mCurrentWPID, GetScript().GetPathId());
if (mCanRepeatPath)
{
if (IsAIControlled())
StartPath(mRun, GetScript().GetPathId(), mCanRepeatPath);
}
else
GetScript().SetPathId(0);
if (mDespawnState == 1)
StartDespawn();
}
public void ResumePath()
{
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mCurrentWPID, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Paused);
mForcedPaused = false;
mWPReached = false;
mWPPauseTimer = 0;
SetRun(mRun);
if (mLastWP != null)
me.GetMotionMaster().MovePoint(mLastWP.id, mLastWP.x, mLastWP.y, mLastWP.z);
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
if (move != null)
move.GetTrackerTimer().Reset(1);
}
void ReturnToLastOOCPos()
@@ -282,77 +310,59 @@ namespace Game.AI
if (!IsAIControlled())
return;
SetRun(mRun);
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, mLastOOCPos);
me.SetWalk(false);
float x, y, z, o;
me.GetHomePosition(out x, out y, out z, out o);
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, x, y, z);
}
void UpdatePath(uint diff)
{
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (mEscortInvokerCheckTimer < diff)
{
if (!IsEscortInvokerInRange())
{
StopPath(mDespawnTime, mEscortQuestID, true);
StopPath(0, mEscortQuestID, true);
// allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
GetScript().ProcessEventsFor(SmartEvents.Death, me);
me.DespawnOrUnsummon(1);
return;
}
mEscortInvokerCheckTimer = 1000;
}
else mEscortInvokerCheckTimer -= diff;
else
mEscortInvokerCheckTimer -= diff;
// handle pause
if (HasEscortState(SmartEscortState.Paused))
{
if (mWPPauseTimer < diff)
if (mWPPauseTimer <= diff)
{
if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mLastWPIDReached == EventId.SmartEscortLastOCCPoint || mForcedPaused))
{
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mLastWP.id, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Paused);
if (mForcedPaused)// if paused between 2 wps resend movement
{
ResumePath();
mWPReached = false;
mForcedPaused = false;
}
if (mLastWPIDReached == EventId.SmartEscortLastOCCPoint)
mWPReached = true;
}
mWPPauseTimer = 0;
if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mForcedPaused))
ResumePath();
}
else
{
mWPPauseTimer -= diff;
}
}
else if (m_Ended) // end path
{
m_Ended = false;
StopPath();
return;
}
if (HasEscortState(SmartEscortState.Returning))
{
if (mWPReached)//reached OOC WP
{
mOOCReached = false;
RemoveEscortState(SmartEscortState.Returning);
if (!HasEscortState(SmartEscortState.Paused))
ResumePath();
mWPReached = false;
}
}
if (me.IsInCombat() || HasEscortState(SmartEscortState.Paused | SmartEscortState.Returning))
return;
// handle next wp
if (mWPReached)//reached WP
{
mWPReached = false;
if (mCurrentWPID == GetWPCount())
{
EndPath();
}
else
{
SmartPath wp = GetNextWayPoint();
if (wp != null)
{
SetRun(mRun);
me.GetMotionMaster().MovePoint(wp.id, wp.x, wp.y, wp.z);
}
}
}
}
@@ -415,22 +425,44 @@ namespace Game.AI
void MovepointReached(uint id)
{
if (id != EventId.SmartEscortLastOCCPoint && mLastWPIDReached != id)
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, id);
// override the id, path can be resumed any time and counter will reset
// mCurrentWPID holds proper id
// both point movement and escort generator can enter this function
if (id == EventId.SmartEscortLastOCCPoint)
{
mOOCReached = true;
return;
}
mCurrentWPID = id + 1; // in SmartAI increase by 1
mLastWPIDReached = id;
mWPReached = true;
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, mCurrentWPID, GetScript().GetPathId());
if (HasEscortState(SmartEscortState.Paused))
me.StopMoving();
else if (HasEscortState(SmartEscortState.Escorting) && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
mWPReached = false;
if (mCurrentWPID == _path.nodes.Count)
m_Ended = true;
else
SetRun(mRun);
}
}
public override void MovementInform(MovementGeneratorType MovementType, uint Data)
{
if ((MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint) || MovementType == MovementGeneratorType.Follow)
if (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint)
me.ClearUnitState(UnitState.Evade);
GetScript().ProcessEventsFor(SmartEvents.Movementinform, null, (uint)MovementType, Data);
if (MovementType != MovementGeneratorType.Point || !HasEscortState(SmartEscortState.Escorting))
if (!HasEscortState(SmartEscortState.Escorting))
return;
MovepointReached(Data);
if (MovementType == MovementGeneratorType.Waypoint || (MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint))
MovepointReached(Data);
}
void RemoveAuras()
@@ -460,28 +492,35 @@ namespace Game.AI
GetScript().ProcessEventsFor(SmartEvents.Evade);//must be after aura clear so we can cast spells from db
SetRun(mRun);
Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
Unit owner = me.GetCharmerOrOwner();
if (HasEscortState(SmartEscortState.Escorting))
{
AddEscortState(SmartEscortState.Returning);
ReturnToLastOOCPos();
}
else if (target)
{
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
// evade is not cleared in MoveFollow, so we can't keep it
me.ClearUnitState(UnitState.Evade);
}
else if (owner)
{
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
me.ClearUnitState(UnitState.Evade);
}
else
me.GetMotionMaster().MoveTargetedHome();
{
Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
Unit owner = me.GetCharmerOrOwner();
Reset();
if (target)
{
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
// evade is not cleared in MoveFollow, so we can't keep it
me.ClearUnitState(UnitState.Evade);
GetScript().OnReset();
}
else if (owner)
{
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
me.ClearUnitState(UnitState.Evade);
}
else
me.GetMotionMaster().MoveTargetedHome();
}
if (!me.HasUnitState(UnitState.Evade))
GetScript().OnReset();
}
public override void MoveInLineOfSight(Unit who)
@@ -585,25 +624,13 @@ namespace Game.AI
me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
GetScript().ProcessEventsFor(SmartEvents.Aggro, victim);
if (!IsAIControlled())
return;
mLastOOCPos = me.GetPosition();
SetRun(mRun);
if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
}
public override void JustDied(Unit killer)
{
GetScript().ProcessEventsFor(SmartEvents.Death, killer);
if (HasEscortState(SmartEscortState.Escorting))
{
EndPath(true);
me.StopMoving();//force stop
me.GetMotionMaster().MoveIdle();
}
}
public override void KilledUnit(Unit victim)
@@ -618,16 +645,26 @@ namespace Game.AI
public override void AttackStart(Unit who)
{
if (who != null && me.Attack(who, true))
// dont allow charmed npcs to act on their own
if (me.HasFlag(UnitFields.Flags, UnitFlags.PlayerControlled))
{
SetRun(mRun);
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
if (who && mCanAutoAttack)
me.Attack(who, true);
return;
}
if (who && me.Attack(who, me.IsWithinMeleeRange(who)))
{
if (mCanCombatMove)
me.GetMotionMaster().MoveChase(who);
{
SetRun(mRun);
mLastOOCPos = me.GetPosition();
MovementGeneratorType type = me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active);
if (type == MovementGeneratorType.Waypoint || type == MovementGeneratorType.Point)
me.StopMoving();
me.GetMotionMaster().MoveChase(who);
}
}
}
@@ -814,12 +851,9 @@ namespace Game.AI
}
else
{
if (me.HasUnitState(UnitState.ConfusedMove | UnitState.FleeingMove))
return;
me.GetMotionMaster().MovementExpired();
me.GetMotionMaster().Clear(true);
me.StopMoving();
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Chase)
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveIdle();
}
}
@@ -916,8 +950,6 @@ namespace Game.AI
public void StartDespawn() { mDespawnState = 2; }
int GetWPCount() { return mWayPoints != null ? mWayPoints.Count : 0; }
bool mIsCharmed;
uint mFollowCreditType;
uint mFollowArrivedTimer;
@@ -928,15 +960,13 @@ namespace Game.AI
float mFollowAngle;
SmartScript mScript = new SmartScript();
Dictionary<uint, SmartPath> mWayPoints;
SmartEscortState mEscortState;
uint mCurrentWPID;
uint mLastWPIDReached;
bool mWPReached;
bool mOOCReached;
bool m_Ended;
uint mWPPauseTimer;
SmartPath mLastWP;
Position mLastOOCPos;//set on enter combat
uint mEscortNPCFlags;
bool mCanRepeatPath;
bool mRun;
bool mEvadeDisabled;
@@ -945,6 +975,7 @@ namespace Game.AI
bool mForcedPaused;
uint mInvincibilityHpLevel;
WaypointPath _path;
uint mDespawnTime;
uint mRespawnTime;
uint mDespawnState;
+13 -14
View File
@@ -239,7 +239,6 @@ namespace Game.AI
if (last_entry != entry)
{
waypoint_map[entry] = new Dictionary<uint, SmartPath>();
last_id = 1;
count++;
}
@@ -248,7 +247,14 @@ namespace Game.AI
Log.outError(LogFilter.Sql, "SmartWaypointMgr.LoadFromDB: Path entry {0}, unexpected point id {1}, expected {2}.", entry, id, last_id);
last_id++;
waypoint_map[entry][id] = new SmartPath(id, x, y, z);
WayPoint point = new WayPoint();
point.id = id;
point.x = x;
point.y = y;
point.z = z;
waypoint_map.Add(entry, point);
last_entry = entry;
total++;
@@ -993,7 +999,8 @@ namespace Game.AI
break;
case SmartActions.WpStart:
{
if (Global.SmartAIMgr.GetPath(e.Action.wpStart.pathID) == null)
List<WayPoint> path = Global.SmartAIMgr.GetPath(e.Action.wpStart.pathID);
if (path.Empty())
{
Log.outError(LogFilter.ScriptsAi, "SmartAIMgr: Creature {0} Event {1} Action {2} uses non-existent WaypointPath id {3}, skipped.", e.entryOrGuid, e.event_id, e.GetActionType(), e.Action.wpStart.pathID);
return false;
@@ -1404,7 +1411,7 @@ namespace Game.AI
return temp;
}
public Dictionary<uint, SmartPath> GetPath(uint id)
public List<WayPoint> GetPath(uint id)
{
return waypoint_map.LookupByKey(id);
}
@@ -1428,7 +1435,7 @@ namespace Game.AI
}
MultiMap<int, SmartScriptHolder>[] mEventMap = new MultiMap<int, SmartScriptHolder>[(int)SmartScriptType.Max];
Dictionary<uint, Dictionary<uint, SmartPath>> waypoint_map = new Dictionary<uint, Dictionary<uint, SmartPath>>();
MultiMap<uint, WayPoint> waypoint_map = new MultiMap<uint, WayPoint>();
Dictionary<SmartScriptType, uint> SmartAITypeMask = new Dictionary<SmartScriptType, uint>
{
@@ -1534,16 +1541,8 @@ namespace Game.AI
};
}
public class SmartPath
public class WayPoint
{
public SmartPath(uint _id, float _x, float _y, float _z)
{
id = _id;
x = _x;
y = _y;
z = _z;
}
public uint id;
public float x;
public float y;
@@ -2228,58 +2228,6 @@ namespace Game.AI
Global.GameEventMgr.StartEvent(eventId, true);
break;
}
case SmartActions.StartClosestWaypoint:
{
uint[] waypoints = new uint[SharedConst.SmartActionParamCount];
waypoints[0] = e.Action.closestWaypointFromList.wp1;
waypoints[1] = e.Action.closestWaypointFromList.wp2;
waypoints[2] = e.Action.closestWaypointFromList.wp3;
waypoints[3] = e.Action.closestWaypointFromList.wp4;
waypoints[4] = e.Action.closestWaypointFromList.wp5;
waypoints[5] = e.Action.closestWaypointFromList.wp6;
float distanceToClosest = float.MaxValue;
SmartPath closestWp = null;
var targets = GetTargets(e, unit);
foreach (var obj in targets)
{
Creature target = obj.ToCreature();
if (target)
{
if (IsSmart(target))
{
for (byte i = 0; i < SharedConst.SmartActionParamCount; i++)
{
if (waypoints[i] == 0)
continue;
var path = Global.SmartAIMgr.GetPath(waypoints[i]);
if (path.Empty())
continue;
SmartPath wp = path[0];
if (wp != null)
{
float distToThisPath = target.GetDistance(wp.x, wp.y, wp.z);
if (distToThisPath < distanceToClosest)
{
distanceToClosest = distToThisPath;
closestWp = wp;
}
}
}
if (closestWp != null)
((SmartAI)target.GetAI()).StartPath(false, closestWp.id, true);
}
}
}
break;
}
case SmartActions.RandomSound:
{
uint[] sounds = new uint[SharedConst.SmartActionParamCount - 1];
@@ -22,7 +22,7 @@ using System;
namespace Game.Movement
{
public class RandomMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
public class RandomMovementGenerator : MovementGeneratorMedium<Creature>
{
public RandomMovementGenerator(float spawn_dist = 0.0f)
{
@@ -38,7 +38,7 @@ namespace Game.Movement
return MovementGeneratorType.Random;
}
public override void DoInitialize(T creature)
public override void DoInitialize(Creature creature)
{
if (!creature.IsAlive())
return;
@@ -53,17 +53,17 @@ namespace Game.Movement
_setRandomLocation(creature);
}
public override void DoFinalize(T creature)
public override void DoFinalize(Creature creature)
{
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.SetWalk(false);
}
public override void DoReset(T creature)
public override void DoReset(Creature creature)
{
DoInitialize(creature);
}
public override bool DoUpdate(T creature, uint diff)
public override bool DoUpdate(Creature creature, uint diff)
{
if (!creature || !creature.IsAlive())
return false;
@@ -84,7 +84,7 @@ namespace Game.Movement
return true;
}
public void _setRandomLocation(T creature)
public void _setRandomLocation(Creature creature)
{
if (creature.IsMovementPreventedByCasting())
{
@@ -26,10 +26,11 @@ using System.Linq;
namespace Game.Movement
{
public class WaypointMovementGenerator<T> : MovementGeneratorMedium<T> where T : Creature
public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
{
const int FLIGHT_TRAVEL_UPDATE = 100;
const int TIMEDIFF_NEXT_WP = 250;
public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
{
nextMoveTime = new TimeTrackerSmall(0);
@@ -37,52 +38,100 @@ namespace Game.Movement
pathId = pathid;
repeating = _repeating;
}
public override void DoReset(T owner)
public WaypointMovementGenerator(WaypointPath _path, bool _repeating = true)
{
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
StartMoveNow(owner);
nextMoveTime = new TimeTrackerSmall(0);
isArrivalDone = false;
pathId = 0;
repeating = _repeating;
loadedFromDB = false;
path = _path;
}
public override void DoFinalize(T owner)
public override void DoReset(Creature creature)
{
owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
owner.SetWalk(false);
if (!Stopped())
StartMoveNow(creature);
}
public override void DoInitialize(T owner)
public override void DoFinalize(Creature creature)
{
LoadPath(owner);
owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.SetWalk(false);
}
public override bool DoUpdate(T owner, uint time_diff)
public override void DoInitialize(Creature creature)
{
LoadPath(creature);
}
public override bool DoUpdate(Creature creature, uint time_diff)
{
if (!creature || !creature.IsAlive())
return false;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (owner.HasUnitState(UnitState.NotMove))
if (creature.HasUnitState(UnitState.NotMove))
{
owner.ClearUnitState(UnitState.RoamingMove);
creature.ClearUnitState(UnitState.RoamingMove);
return true;
}
// prevent a crash at empty waypoint path.
if (path == null || path.Empty())
if (path == null || path.nodes.Empty())
return false;
if (Stopped())
{
if (CanMove((int)time_diff))
return StartMove(owner);
return StartMoveNow(creature);
}
else
{
if (owner.IsStopped())
Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
else if (owner.moveSpline.Finalized())
if (creature.IsStopped())
Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
else if (creature.moveSpline.Finalized())
{
OnArrived(owner);
return StartMove(owner);
OnArrived(creature);
isArrivalDone = true;
if (!Stopped())
{
if (creature.IsStopped())
Stop(loadedFromDB ? WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer) : 2 * Time.Hour * Time.InMilliseconds);
else
return StartMove(creature);
}
}
else
{
// speed changed during path execution, calculate remaining path and launch it once more
if (recalculateSpeed)
{
recalculateSpeed = false;
if (!Stopped())
return StartMove(creature);
}
else
{
uint pointId = (uint)creature.moveSpline.currentPathIdx();
if (pointId > currentNode)
{
OnArrived(creature);
currentNode = pointId;
FormationMove(creature);
}
}
}
}
return true;
}
void MovementInform(Creature creature)
{
if (creature.IsAIEnabled)
@@ -93,38 +142,44 @@ namespace Game.Movement
{
nextMoveTime.Reset(time);
}
bool Stopped()
{
return !nextMoveTime.Passed();
}
bool CanMove(int diff)
{
nextMoveTime.Update(diff);
return nextMoveTime.Passed();
}
void StartMoveNow(Creature creature)
bool StartMoveNow(Creature creature)
{
nextMoveTime.Reset(0);
StartMove(creature);
return StartMove(creature);
}
bool StartMove(Creature creature)
{
if (path == null || path.Empty())
if (!creature || !creature.IsAlive())
return false;
if (Stopped())
return true;
if (path == null || path.nodes.Empty())
return false;
bool transportPath = creature.GetTransport() != null;
if (isArrivalDone)
{
if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
if ((currentNode == path.nodes.Count - 1) && !repeating) // If that's our last waypoint
{
float x = path[(int)currentNode].x;
float y = path[(int)currentNode].y;
float z = path[(int)currentNode].z;
float o = path[(int)currentNode].orientation;
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
float x = waypoint.x;
float y = waypoint.y;
float z = waypoint.z;
float o = creature.GetOrientation();
if (!transportPath)
creature.SetHomePosition(x, y, z, o);
@@ -143,21 +198,43 @@ namespace Game.Movement
// else if (vehicle) - this should never happen, vehicle offsets are const
}
creature.GetMotionMaster().Initialize();
return false;
}
currentNode = (uint)((currentNode + 1) % path.Count);
currentNode = (uint)((currentNode + 1) % path.nodes.Count);
}
WaypointData node = path.LookupByIndex((int)currentNode);
float finalOrient = 0.0f;
WaypointMoveType finalMove = WaypointMoveType.Walk;
List<Vector3> pathing = new List<Vector3>();
pathing.Add(new Vector3(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ()));
for (int i = (int)currentNode; i < path.nodes.Count(); ++i)
{
WaypointNode waypoint = path.nodes.LookupByIndex(i);
pathing.Add(new Vector3(waypoint.x, waypoint.y, waypoint.z));
finalOrient = waypoint.orientation;
finalMove = waypoint.moveType;
if (waypoint.delay != 0)
break;
}
// if we have only 1 point, only current position, we shall return
if (pathing.Count < 2)
return false;
isArrivalDone = false;
recalculateSpeed = false;
creature.AddUnitState(UnitState.RoamingMove);
MoveSplineInit init = new MoveSplineInit(creature);
Position formationDest = new Position(node.x, node.y, node.z);
var node = path.nodes.LookupByIndex((int)currentNode);
Position formationDest = new Position(node.x, node.y, node.z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
@@ -168,13 +245,8 @@ namespace Game.Movement
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
}
init.MoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (node.orientation != 0 && node.delay != 0)
init.SetFacing(formationDest.Orientation);
switch (node.movetype)
init.MovebyPath(pathing.ToArray(), (int)currentNode);
switch (finalMove)
{
case WaypointMoveType.Land:
init.SetAnimation(AnimType.ToGround);
@@ -190,23 +262,26 @@ namespace Game.Movement
break;
}
if (finalOrient != 0.0f)
init.SetFacing(finalOrient);
init.Launch();
//Call for creature group update
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
{
creature.SetWalk(node.movetype != WaypointMoveType.Run);
creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
}
return true;
}
void LoadPath(Creature creature)
{
if (pathId == 0)
pathId = creature.GetWaypointPath();
if (loadedFromDB)
{
if (pathId == 0)
pathId = creature.GetWaypointPath();
path = Global.WaypointMgr.GetPath(pathId);
path = Global.WaypointMgr.GetPath(pathId);
}
if (path == null)
{
@@ -215,35 +290,54 @@ namespace Game.Movement
return;
}
StartMoveNow(creature);
if (!Stopped())
StartMoveNow(creature);
}
void OnArrived(Creature creature)
{
if (path == null || path.Empty())
if (path == null || path.nodes.Empty())
return;
if (isArrivalDone)
return;
creature.ClearUnitState(UnitState.RoamingMove);
isArrivalDone = true;
var wpData = path.LookupByIndex((int)currentNode);
if (wpData.event_id != 0 && RandomHelper.IRand(0, 99) < wpData.event_chance)
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
if (waypoint.delay != 0)
{
Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", wpData.event_id, currentNode, creature.GetGUID());
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, wpData.event_id, creature, null);
creature.ClearUnitState(UnitState.RoamingMove);
Stop((int)waypoint.delay);
}
if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
{
Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", waypoint.eventId, currentNode, creature.GetGUID());
creature.ClearUnitState(UnitState.RoamingMove);
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
}
// Inform script
MovementInform(creature);
creature.UpdateWaypointID(currentNode);
if (wpData.delay != 0)
creature.SetWalk(waypoint.moveType != WaypointMoveType.Run);
}
void FormationMove(Creature creature)
{
bool transportPath = creature.GetTransport() != null;
WaypointNode waypoint = path.nodes.LookupByIndex((int)currentNode);
Position formationDest = new Position(waypoint.x, waypoint.y, waypoint.z, 0.0f);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
{
creature.ClearUnitState(UnitState.RoamingMove);
Stop((int)wpData.delay);
ITransport trans = creature.GetDirectTransport();
if (trans != null)
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref formationDest.Orientation);
}
// Call for creature group update
if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
}
public override MovementGeneratorType GetMovementGeneratorType()
@@ -251,11 +345,20 @@ namespace Game.Movement
return MovementGeneratorType.Waypoint;
}
public TimeTrackerSmall GetTrackerTimer() { return nextMoveTime; }
public void UnitSpeedChanged() { recalculateSpeed = true; }
public uint GetCurrentNode() { return currentNode; }
TimeTrackerSmall nextMoveTime;
bool recalculateSpeed;
bool isArrivalDone;
uint pathId;
bool repeating;
List<WaypointData> path;
bool loadedFromDB;
WaypointPath path;
uint currentNode;
}
+268 -248
View File
@@ -35,22 +35,17 @@ namespace Game.Movement
public MotionMaster(Unit me)
{
_owner = me;
_expList = null;
_expireList = null;
_top = -1;
_cleanFlag = MMCleanFlag.None;
for (byte i = 0; i < (int)MovementSlot.Max; ++i)
{
Impl[i] = null;
_needInit[i] = true;
_slot[i] = null;
_initialize[i] = true;
}
}
bool isStatic(IMovementGenerator mv)
{
return (mv == staticIdleMovement);
}
public void Initialize()
{
while (!empty())
@@ -94,19 +89,19 @@ namespace Game.Movement
else
_cleanFlag &= ~MMCleanFlag.Update;
if (_expList != null)
if (_expireList != null)
{
for (int i = 0; i < _expList.Count; ++i)
for (int i = 0; i < _expireList.Count; ++i)
{
IMovementGenerator mg = _expList[i];
IMovementGenerator mg = _expireList[i];
DirectDelete(mg);
}
_expList = null;
_expireList = null;
if (empty())
Initialize();
else if (needInitTop())
else if (NeedInitTop())
InitTop();
else if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Reset))
top().Reset(_owner);
@@ -117,81 +112,86 @@ namespace Game.Movement
_owner.UpdateUnderwaterState(_owner.GetMap(), _owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
}
void DirectClean(bool reset)
public void Clear(bool reset = true)
{
while (size() > 1)
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DirectDelete(curr);
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedClean();
}
else
DirectClean(reset);
}
public void MovementExpired(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedExpire();
}
else
DirectExpire(reset);
}
public MovementGeneratorType GetCurrentMovementGeneratorType()
{
if (empty())
return;
return MovementGeneratorType.Idle;
if (needInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
return top().GetMovementGeneratorType();
}
void DelayedClean()
public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
{
while (size() > 1)
if (_slot[(int)slot] == null)
return MovementGeneratorType.Null;
else
return _slot[(int)slot].GetMovementGeneratorType();
}
public IMovementGenerator GetMotionSlot(int slot)
{
Contract.Assert(slot >= 0);
return _slot[slot];
}
public void propagateSpeedChange()
{
for (int i = 0; i <= _top; ++i)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DelayedDelete(curr);
if (_slot[i] != null)
_slot[i].unitSpeedChanged();
}
}
void DirectExpire(bool reset)
public bool GetDestination(out float x, out float y, out float z)
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DirectDelete(curr);
}
x = 0f;
y = 0f;
z = 0f;
if (_owner.moveSpline.Finalized())
return false;
while (!empty() && top() == null)//not sure this will work
--_top;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedExpire()
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DelayedDelete(curr);
}
while (!empty() && top() == null)
--_top;
Vector3 dest = _owner.moveSpline.FinalDestination();
x = dest.X;
y = dest.Y;
z = dest.Z;
return true;
}
public void MoveIdle()
{
if (empty() || !isStatic(top()))
if (empty() || !IsStatic(top()))
StartMovement(staticIdleMovement, MovementSlot.Idle);
}
public void MoveRandom(float spawndist = 0.0f)
{
if (_owner.IsTypeId(TypeId.Unit))
StartMovement(new RandomMovementGenerator<Creature>(spawndist), MovementSlot.Idle);
}
public void MoveTargetedHome()
{
Clear(false);
@@ -208,12 +208,22 @@ namespace Game.Movement
}
}
public void MoveConfused()
public void MoveRandom(float spawndist = 0.0f)
{
if (_owner.IsTypeId(TypeId.Unit))
StartMovement(new RandomMovementGenerator(spawndist), MovementSlot.Idle);
}
public void MoveFollow(Unit target, float dist = 0.0f, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle)
{
// ignore movement request if target not exist
if (!target || target == _owner)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new ConfusedGenerator<Player>(), MovementSlot.Controlled);
StartMovement(new FollowMovementGenerator<Player>(target, dist, angle), slot);
else
StartMovement(new ConfusedGenerator<Creature>(), MovementSlot.Controlled);
StartMovement(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
}
public void MoveChase(Unit target, float dist = 0.0f, float angle = 0.0f)
@@ -227,15 +237,33 @@ namespace Game.Movement
StartMovement(new ChaseMovementGenerator<Creature>(target, dist, angle), MovementSlot.Active);
}
public void MoveFollow(Unit target, float dist = 0.0f, float angle = 0.0f, MovementSlot slot = MovementSlot.Idle)
public void MoveConfused()
{
if (!target || target == _owner)
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new ConfusedGenerator<Player>(), MovementSlot.Controlled);
else
StartMovement(new ConfusedGenerator<Creature>(), MovementSlot.Controlled);
}
public void MoveFleeing(Unit enemy, uint time)
{
if (!enemy)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new FollowMovementGenerator<Player>(target, dist, angle), slot);
StartMovement(new FleeingGenerator<Player>(enemy.GetGUID()), MovementSlot.Controlled);
else
StartMovement(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
{
if (time != 0)
StartMovement(new TimedFleeingGenerator(enemy.GetGUID(), time), MovementSlot.Controlled);
else
StartMovement(new FleeingGenerator<Creature>(enemy.GetGUID()), MovementSlot.Controlled);
}
}
public void MovePoint(uint id, Position pos, bool generatePath = true)
{
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath);
}
public void MovePoint(ulong id, float x, float y, float z, bool generatePath = true)
@@ -246,9 +274,25 @@ namespace Game.Movement
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath), MovementSlot.Active);
}
public void MovePoint(uint id, Position pos, bool generatePath = true)
void MoveCloserAndStop(uint id, Unit target, float distance)
{
MovePoint(id, pos.posX, pos.posY, pos.posZ, generatePath);
float distanceToTravel = _owner.GetExactDist2d(target) - distance;
if (distanceToTravel > 0.0f)
{
float angle = _owner.GetAngle(target);
float destx = _owner.GetPositionX() + distanceToTravel * (float)Math.Cos(angle);
float desty = _owner.GetPositionY() + distanceToTravel * (float)Math.Sin(angle);
MovePoint(id, destx, desty, target.GetPositionZ());
}
else
{
// we are already close enough. We just need to turn toward the target without changing position.
MoveSplineInit init = new MoveSplineInit(_owner);
init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZMinusOffset());
init.SetFacing(target);
init.Launch();
StartMovement(new EffectMovementGenerator(id), MovementSlot.Active);
}
}
public void MoveLand(uint id, Position pos)
@@ -275,6 +319,34 @@ namespace Game.Movement
StartMovement(new EffectMovementGenerator(id), MovementSlot.Active);
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
if (_slot[(int)MovementSlot.Controlled] != null && _slot[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
else
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
}
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new MoveSplineInit(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
init.SetFacing(target);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
init.Launch();
}
public void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ, SpellEffectExtraData spellEffectExtraData = null)
{
//this function may make players fall below map
@@ -464,34 +536,6 @@ namespace Game.Movement
StartMovement(new EffectMovementGenerator(id), MovementSlot.Controlled);
}
public void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint id = EventId.Charge, bool generatePath = false, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
if (Impl[(int)MovementSlot.Controlled] != null && Impl[(int)MovementSlot.Controlled].GetMovementGeneratorType() != MovementGeneratorType.Distract)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
else
StartMovement(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MovementSlot.Controlled);
}
public void MoveCharge(PathGenerator path, float speed = SPEED_CHARGE, Unit target = null, SpellEffectExtraData spellEffectExtraData = null)
{
Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.X, dest.Y, dest.Z, SPEED_CHARGE, EventId.ChargePrepath);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
MoveSplineInit init = new MoveSplineInit(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target != null)
init.SetFacing(target);
if (spellEffectExtraData != null)
init.SetSpellEffectExtraData(spellEffectExtraData);
init.Launch();
}
public void MoveSeekAssistance(float x, float y, float z)
{
if (_owner.IsTypeId(TypeId.Player))
@@ -513,22 +557,6 @@ namespace Game.Movement
StartMovement(new AssistanceDistractMovementGenerator(time), MovementSlot.Active);
}
public void MoveFleeing(Unit enemy, uint time)
{
if (!enemy)
return;
if (_owner.IsTypeId(TypeId.Player))
StartMovement(new FleeingGenerator<Player>(enemy.GetGUID()), MovementSlot.Controlled);
else
{
if (time != 0)
StartMovement(new TimedFleeingGenerator(enemy.GetGUID(), time), MovementSlot.Controlled);
else
StartMovement(new FleeingGenerator<Creature>(enemy.GetGUID()), MovementSlot.Controlled);
}
}
public void MoveTaxiFlight(uint path, uint pathnode)
{
if (_owner.IsTypeId(TypeId.Player))
@@ -555,45 +583,23 @@ namespace Game.Movement
public void MoveDistract(uint timer)
{
if (Impl[(int)MovementSlot.Controlled] != null)
if (_slot[(int)MovementSlot.Controlled] != null)
return;
StartMovement(new DistractMovementGenerator(timer), MovementSlot.Controlled);
}
void StartMovement(IMovementGenerator m, MovementSlot slot)
{
int _slot = (int)slot;
IMovementGenerator curr = Impl[_slot];
if (curr != null)
{
Impl[_slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == _slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < _slot)
{
_top = _slot;
}
Impl[_slot] = m;
if (_top > _slot)
_needInit[_slot] = true;
else
{
_needInit[_slot] = false;
m.Initialize(_owner);
}
}
public void MovePath(uint path_id, bool repeatable)
{
if (path_id == 0)
return;
StartMovement(new WaypointMovementGenerator<Creature>(path_id, repeatable), MovementSlot.Idle);
StartMovement(new WaypointMovementGenerator(path_id, repeatable), MovementSlot.Idle);
}
public void MovePath(WaypointPath path, bool repeatable)
{
StartMovement(new WaypointMovementGenerator(path, repeatable), MovementSlot.Idle);
}
void MoveRotate(uint time, RotateDirection direction)
@@ -604,90 +610,133 @@ namespace Game.Movement
StartMovement(new RotateMovementGenerator(time, direction), MovementSlot.Active);
}
public void propagateSpeedChange()
{
for (int i = 0; i <= _top; ++i)
{
if (Impl[i] != null)
Impl[i].unitSpeedChanged();
}
}
public MovementGeneratorType GetCurrentMovementGeneratorType()
void pop()
{
if (empty())
return MovementGeneratorType.Idle;
return;
return top().GetMovementGeneratorType();
_slot[_top] = null;
while (!empty() && top() == null)
--_top;
}
public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
bool NeedInitTop()
{
if (Impl[(int)slot] == null)
return MovementGeneratorType.Null;
else
return Impl[(int)slot].GetMovementGeneratorType();
if (empty())
return false;
return _initialize[_top];
}
void InitTop()
{
top().Initialize(_owner);
_needInit[_top] = false;
_initialize[_top] = false;
}
void StartMovement(IMovementGenerator m, MovementSlot slot)
{
IMovementGenerator curr = _slot[(int)slot];
if (curr != null)
{
_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < (int)slot)
{
_top = (int)slot;
}
_slot[(int)slot] = m;
if (_top > (int)slot)
_initialize[(int)slot] = true;
else
{
_initialize[(int)slot] = false;
m.Initialize(_owner);
}
}
void DirectClean(bool reset)
{
while (size() > 1)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DirectDelete(curr);
}
if (empty())
return;
if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedClean()
{
while (size() > 1)
{
IMovementGenerator curr = top();
pop();
if (curr != null)
DelayedDelete(curr);
}
}
void DirectExpire(bool reset)
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DirectDelete(curr);
}
while (!empty() && top() == null)//not sure this will work
--_top;
if (empty())
Initialize();
else if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
}
void DelayedExpire()
{
if (size() > 1)
{
IMovementGenerator curr = top();
pop();
DelayedDelete(curr);
}
while (!empty() && top() == null)
--_top;
}
void DirectDelete(IMovementGenerator curr)
{
if (isStatic(curr))
if (IsStatic(curr))
return;
curr.Finalize(_owner);
}
void DelayedDelete(IMovementGenerator curr)
{
if (isStatic(curr))
if (IsStatic(curr))
return;
if (_expList == null)
_expList = new List<IMovementGenerator>();
_expList.Add(curr);
}
public bool GetDestination(out float x, out float y, out float z)
{
x = 0f;
y = 0f;
z = 0f;
if (_owner.moveSpline.Finalized())
return false;
Vector3 dest = _owner.moveSpline.FinalDestination();
x = dest.X;
y = dest.Y;
z = dest.Z;
return true;
}
void pop()
{
if (empty())
return;
Impl[_top] = null;
while (!empty() && top() == null)
--_top;
}
void push(IMovementGenerator _Val)
{
++_top;
Impl[_top] = _Val;
}
bool needInitTop()
{
if (empty())
return false;
return _needInit[_top];
if (_expireList == null)
_expireList = new List<IMovementGenerator>();
_expireList.Add(curr);
}
public bool empty() { return (_top < 0); }
@@ -697,41 +746,7 @@ namespace Game.Movement
public IMovementGenerator top()
{
Contract.Assert(!empty());
return Impl[_top];
}
public IMovementGenerator GetMotionSlot(int slot)
{
Contract.Assert(slot >= 0);
return Impl[slot];
}
public void Clear(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedClean();
}
else
DirectClean(reset);
}
public void MovementExpired(bool reset = true)
{
if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
{
if (reset)
_cleanFlag |= MMCleanFlag.Reset;
else
_cleanFlag &= ~MMCleanFlag.Reset;
DelayedExpire();
}
else
DirectExpire(reset);
return _slot[_top];
}
public static uint SplineId
@@ -739,14 +754,19 @@ namespace Game.Movement
get { return splineId++; }
}
bool IsStatic(IMovementGenerator movement)
{
return (movement == staticIdleMovement);
}
static uint splineId = 0;
public Unit _owner { get; private set; }
protected IMovementGenerator[] Impl = new IMovementGenerator[(int)MovementSlot.Max];
protected IMovementGenerator[] _slot = new IMovementGenerator[(int)MovementSlot.Max];
MMCleanFlag _cleanFlag;
bool[] _needInit = new bool[(int)MovementSlot.Max];
bool[] _initialize = new bool[(int)MovementSlot.Max];
int _top;
List<IMovementGenerator> _expList = new List<IMovementGenerator>();
List<IMovementGenerator> _expireList = new List<IMovementGenerator>();
}
public class JumpArrivalCastArgs
+57 -23
View File
@@ -25,7 +25,7 @@ namespace Game
{
WaypointManager()
{
_waypointStore = new MultiMap<uint, WaypointData>();
_waypointStore = new Dictionary<uint, WaypointPath>();
}
public void Load()
@@ -45,8 +45,6 @@ namespace Game
do
{
WaypointData wp = new WaypointData();
uint pathId = result.Read<uint>(0);
float x = result.Read<float>(2);
@@ -57,23 +55,28 @@ namespace Game
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = result.Read<uint>(1);
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.movetype = (WaypointMoveType)result.Read<uint>(6);
if (wp.movetype >= WaypointMoveType.Max)
wp.moveType = (WaypointMoveType)result.Read<uint>(6);
if (wp.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, "Waypoint {0} in waypoint_data has invalid move_type, ignoring", wp.id);
continue;
}
wp.delay = result.Read<uint>(7);
wp.event_id = result.Read<uint>(8);
wp.event_chance = result.Read<byte>(9);
wp.eventId = result.Read<uint>(8);
wp.eventChance = result.Read<byte>(9);
_waypointStore.Add(pathId, wp);
if (!_waypointStore.ContainsKey(pathId))
_waypointStore[pathId] = new WaypointPath();
_waypointStore[pathId].nodes.Add(wp);
++count;
} while (result.NextRow());
@@ -82,8 +85,7 @@ namespace Game
public void ReloadPath(uint id)
{
if (_waypointStore.ContainsKey(id))
_waypointStore.Remove(id);
_waypointStore.Remove(id);
PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.SEL_WAYPOINT_DATA_BY_ID);
stmt.AddValue(0, id);
@@ -94,8 +96,6 @@ namespace Game
do
{
WaypointData wp = new WaypointData();
float x = result.Read<float>(1);
float y = result.Read<float>(2);
float z = result.Read<float>(3);
@@ -104,45 +104,79 @@ namespace Game
GridDefines.NormalizeMapCoord(ref x);
GridDefines.NormalizeMapCoord(ref y);
WaypointNode wp = new WaypointNode();
wp.id = result.Read<uint>(0);
wp.x = x;
wp.y = y;
wp.z = z;
wp.orientation = o;
wp.movetype = (WaypointMoveType)result.Read<uint>(5);
wp.moveType = (WaypointMoveType)result.Read<uint>(5);
if (wp.movetype >= WaypointMoveType.Max)
if (wp.moveType >= WaypointMoveType.Max)
{
Log.outError(LogFilter.Sql, "Waypoint {0} in waypoint_data has invalid move_type, ignoring", wp.id);
continue;
}
wp.delay = result.Read<uint>(6);
wp.event_id = result.Read<uint>(7);
wp.event_chance = result.Read<byte>(8);
wp.eventId = result.Read<uint>(7);
wp.eventChance = result.Read<byte>(8);
_waypointStore.Add(id, wp);
if (!_waypointStore.ContainsKey(id))
_waypointStore[id] = new WaypointPath();
_waypointStore[id].nodes.Add(wp);
}
while (result.NextRow());
}
public List<WaypointData> GetPath(uint id)
public WaypointPath GetPath(uint id)
{
return _waypointStore.LookupByKey(id);
}
MultiMap<uint, WaypointData> _waypointStore;
Dictionary<uint, WaypointPath> _waypointStore;
}
public struct WaypointData
public class WaypointNode
{
public WaypointNode() { moveType = WaypointMoveType.Run; }
public WaypointNode(uint _id, float _x, float _y, float _z, float _orientation = 0.0f, uint _delay = 0)
{
id = _id;
x = _x;
y = _y;
z = _z;
orientation = _orientation;
delay = _delay;
eventId = 0;
moveType = WaypointMoveType.Walk;
eventChance = 100;
}
public uint id;
public float x, y, z, orientation;
public uint delay;
public uint event_id;
public WaypointMoveType movetype;
public byte event_chance;
public uint eventId;
public WaypointMoveType moveType;
public byte eventChance;
}
public class WaypointPath
{
public WaypointPath()
{
nodes = new List<WaypointNode>();
}
public WaypointPath(uint _id, List<WaypointNode> _nodes)
{
id = _id;
nodes = _nodes;
}
public List<WaypointNode> nodes;
public uint id;
}
public enum WaypointMoveType