/* * Copyright (C) 2012-2020 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Game.Entities; using System.Collections.Generic; using System.Linq; namespace Game.Movement { public class WaypointMovementGenerator : MovementGeneratorMedium { public WaypointMovementGenerator(uint pathId = 0, bool repeating = true) { _nextMoveTime = new TimeTrackerSmall(0); _pathId = pathId; _repeating = repeating; _loadedFromDB = true; } public WaypointMovementGenerator(WaypointPath path, bool repeating = true) { _nextMoveTime = new TimeTrackerSmall(0); _repeating = repeating; _path = path; } void LoadPath(Creature creature) { if (_loadedFromDB) { if (_pathId == 0) _pathId = creature.GetWaypointPath(); _path = Global.WaypointMgr.GetPath(_pathId); } if (_path == null) { // No path id found for entry Log.outError(LogFilter.Sql, $"WaypointMovementGenerator.LoadPath: creature {creature.GetName()} ({creature.GetGUID()} DB GUID: {creature.GetSpawnId()}) doesn't have waypoint path id: {_pathId}"); return; } _nextMoveTime.Reset(1000); // inform AI if (creature.IsAIEnabled) creature.GetAI().WaypointPathStarted(_path.id); } public override void DoInitialize(Creature creature) { _done = false; LoadPath(creature); } public override void DoFinalize(Creature creature) { creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove); creature.SetWalk(false); } public override void DoReset(Creature creature) { if (!_done && CanMove(creature)) StartMoveNow(creature); else if (_done) { // mimic IdleMovementGenerator if (!creature.IsStopped()) creature.StopMoving(); } } void OnArrived(Creature creature) { if (_path == null || _path.nodes.Empty()) return; Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode waypoint = _path.nodes.ElementAt((int)_currentNode); if (waypoint.delay != 0) { creature.ClearUnitState(UnitState.RoamingMove); _nextMoveTime.Reset((int)waypoint.delay); } if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance) { Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {creature.GetGUID()}."); creature.ClearUnitState(UnitState.RoamingMove); creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null); } // inform AI if (creature.IsAIEnabled) { creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode); creature.GetAI().WaypointReached(waypoint.id, _path.id); } creature.UpdateCurrentWaypointInfo(waypoint.id, _path.id); } bool StartMove(Creature creature) { if (!creature || !creature.IsAlive()) return true; if (_done || _path == null || _path.nodes.Empty()) return true; // if the owner is the leader of its formation, check members status if (creature.IsFormationLeader() && !creature.IsFormationLeaderMoveAllowed()) { _nextMoveTime.Reset(1000); return true; } bool transportPath = creature.GetTransport() != null; if (_isArrivalDone) { Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode); if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint { float x = lastWaypoint.x; float y = lastWaypoint.y; float z = lastWaypoint.z; float o = creature.GetOrientation(); if (!transportPath) creature.SetHomePosition(x, y, z, o); else { Transport trans = creature.GetTransport(); if (trans) { o -= trans.GetOrientation(); creature.SetTransportHomePosition(x, y, z, o); trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o); creature.SetHomePosition(x, y, z, o); } else transportPath = false; // else if (vehicle) - this should never happen, vehicle offsets are const } _done = true; creature.UpdateCurrentWaypointInfo(0, 0); // inform AI if (creature.IsAIEnabled) creature.GetAI().WaypointPathEnded(lastWaypoint.id, _path.id); return true; } _currentNode = (_currentNode + 1) % _path.nodes.Count; // inform AI if (creature.IsAIEnabled) creature.GetAI().WaypointStarted(lastWaypoint.id, _path.id); } 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.ElementAt(_currentNode); Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f); _isArrivalDone = false; _recalculateSpeed = false; creature.AddUnitState(UnitState.RoamingMove); MoveSplineInit init = new(creature); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); ITransport trans = creature.GetDirectTransport(); if (trans != null) { float orientation = formationDest.GetOrientation(); trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation); formationDest.SetOrientation(orientation); } } //! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call //! but formationDest contains global coordinates init.MoveTo(waypoint.x, waypoint.y, waypoint.z); //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table if (waypoint.orientation != 0 && waypoint.delay != 0) init.SetFacing(waypoint.orientation); switch (waypoint.moveType) { case WaypointMoveType.Land: init.SetAnimation(AnimType.ToGround); break; case WaypointMoveType.Takeoff: init.SetAnimation(AnimType.ToFly); break; case WaypointMoveType.Run: init.SetWalk(false); break; case WaypointMoveType.Walk: init.SetWalk(true); break; } init.Launch(); // inform formation creature.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0)); return true; } public override bool DoUpdate(Creature creature, uint diff) { if (!creature || !creature.IsAlive()) return true; if (_done || _path == null || _path.nodes.Empty()) return true; if (_stalled || creature.HasUnitState(UnitState.NotMove) || creature.IsMovementPreventedByCasting()) { creature.StopMoving(); return true; } if (!_nextMoveTime.Passed()) { if (creature.MoveSpline.Finalized()) { _nextMoveTime.Update((int)diff); if (_nextMoveTime.Passed()) return StartMoveNow(creature); } } else { if (creature.MoveSpline.Finalized()) { OnArrived(creature); _isArrivalDone = true; if (_nextMoveTime.Passed()) return StartMove(creature); } else { // Set home position at place on waypoint movement. if (creature.GetTransGUID().IsEmpty()) creature.SetHomePosition(creature.GetPosition()); if (_recalculateSpeed) { if (_nextMoveTime.Passed()) StartMove(creature); } } } return true; } void MovementInform(Creature creature) { if (creature.IsAIEnabled) creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode); } public override bool GetResetPosition(Unit u, out float x, out float y, out float z) { x = y = z = 0; // prevent a crash at empty waypoint path. // prevent a crash at empty waypoint path. if (_path == null || _path.nodes.Empty()) return false; Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.GetResetPos: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); WaypointNode waypoint = _path.nodes.ElementAt(_currentNode); x = waypoint.x; y = waypoint.y; z = waypoint.z; return true; } public override void Pause(uint timer = 0) { _stalled = timer == 0; _nextMoveTime.Reset(timer != 0 ? (int)timer : 1); } public override void Resume(uint overrideTimer = 0) { _stalled = false; if (overrideTimer != 0) _nextMoveTime.Reset((int)overrideTimer); } bool CanMove(Creature creature) { return _nextMoveTime.Passed() && !creature.HasUnitState(UnitState.NotMove) && !creature.IsMovementPreventedByCasting(); } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; } public override void UnitSpeedChanged() { _recalculateSpeed = true; } bool StartMoveNow(Creature creature) { _nextMoveTime.Reset(0); return StartMove(creature); } TimeTrackerSmall _nextMoveTime; bool _recalculateSpeed; bool _isArrivalDone; uint _pathId; bool _repeating; bool _loadedFromDB; bool _stalled; bool _done; WaypointPath _path; int _currentNode; } }