/* * Copyright (C) 2012-2017 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 Framework.GameMath; using Game.DataStorage; using Game.Entities; using Game.Maps; using System; using System.Collections.Generic; using System.Linq; namespace Game.Movement { public class WaypointMovementGenerator : MovementGeneratorMedium where T : 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); isArrivalDone = false; pathId = pathid; repeating = _repeating; } public override void DoReset(T owner) { owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove); StartMoveNow(owner); } public override void DoFinalize(T owner) { owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove); owner.SetWalk(false); } public override void DoInitialize(T owner) { LoadPath(owner); owner.AddUnitState(UnitState.Roaming | UnitState.RoamingMove); } public override bool DoUpdate(T owner, uint time_diff) { // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (owner.HasUnitState(UnitState.NotMove)) { owner.ClearUnitState(UnitState.RoamingMove); return true; } // prevent a crash at empty waypoint path. if (path == null || path.Empty()) return false; if (Stopped()) { if (CanMove((int)time_diff)) return StartMove(owner); } else { if (owner.IsStopped()) Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer)); else if (owner.moveSpline.Finalized()) { OnArrived(owner); return StartMove(owner); } } return true; } void MovementInform(Creature creature) { if (creature.IsAIEnabled) creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, currentNode); } void Stop(int time) { nextMoveTime.Reset(time); } bool Stopped() { return !nextMoveTime.Passed(); } bool CanMove(int diff) { nextMoveTime.Update(diff); return nextMoveTime.Passed(); } void StartMoveNow(Creature creature) { nextMoveTime.Reset(0); StartMove(creature); } bool StartMove(Creature creature) { if (path == null || path.Empty()) return false; if (Stopped()) return true; bool transportPath = creature.GetTransport() != null; if (isArrivalDone) { if ((currentNode == path.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; 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 } creature.GetMotionMaster().Initialize(); return false; } currentNode = (uint)((currentNode + 1) % path.Count); } WaypointData node = path.LookupByIndex((int)currentNode); isArrivalDone = false; creature.AddUnitState(UnitState.RoamingMove); MoveSplineInit init = new MoveSplineInit(creature); Position formationDest = new Position(node.x, node.y, node.z); //! 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) 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) { 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(); //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(); path = Global.WaypointMgr.GetPath(pathId); if (path == null) { // No movement found for entry 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); return; } StartMoveNow(creature); } void OnArrived(Creature creature) { if (path == null || path.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) { 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); } // Inform script MovementInform(creature); creature.UpdateWaypointID(currentNode); if (wpData.delay != 0) { creature.ClearUnitState(UnitState.RoamingMove); Stop((int)wpData.delay); } } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; } TimeTrackerSmall nextMoveTime; bool isArrivalDone; uint pathId; bool repeating; List path; uint currentNode; } public class FlightPathMovementGenerator : MovementGeneratorMedium { public FlightPathMovementGenerator() { } public void LoadPath(Player player, uint startNode = 0) { i_path.Clear(); i_currentNode = (int)startNode; _pointsForPathSwitch.Clear(); var taxi = player.m_taxi.GetPath(); float discount = player.GetReputationPriceDiscount(player.m_taxi.GetFlightMasterFactionTemplate()); for (int src = 0, dst = 1; dst < taxi.Count; src = dst++) { uint path, cost; Global.ObjectMgr.GetTaxiPath(taxi[src], taxi[dst], out path, out cost); if (path > CliDB.TaxiPathNodesByPath.Keys.Max()) return; var nodes = CliDB.TaxiPathNodesByPath[path]; if (!nodes.Empty()) { TaxiPathNodeRecord start = nodes[0]; TaxiPathNodeRecord end = nodes[nodes.Length - 1]; bool passedPreviousSegmentProximityCheck = false; for (uint i = 0; i < nodes.Length; ++i) { if (passedPreviousSegmentProximityCheck || src == 0 || i_path.Empty() || IsNodeIncludedInShortenedPath(i_path.Last(), nodes[i])) { if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) && (dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1))) { passedPreviousSegmentProximityCheck = true; i_path.Add(nodes[i]); } } else { i_path.RemoveAt(i_path.Count - 1); _pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1; } } } _pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(i_path.Count - 1), (long)Math.Ceiling(cost * discount))); } } public override void DoInitialize(Player owner) { Reset(owner); InitEndGridInfo(); } public override void DoFinalize(Player owner) { // remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack) owner.ClearUnitState(UnitState.InFlight); owner.Dismount(); owner.RemoveFlag(UnitFields.Flags, UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); if (owner.m_taxi.empty()) { owner.getHostileRefManager().setOnlineOfflineState(true); // update z position to ground and orientation for landing point // this prevent cheating with landing point at lags // when client side flight end early in comparison server side owner.StopMoving(); } owner.RemoveFlag(PlayerFields.Flags, PlayerFlags.TaxiBenchmark); } public override void DoReset(Player owner) { owner.getHostileRefManager().setOnlineOfflineState(false); owner.AddUnitState(UnitState.InFlight); owner.SetFlag(UnitFields.Flags, UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); MoveSplineInit init = new MoveSplineInit(owner); uint end = GetPathAtMapEnd(); init.args.path = new Vector3[end]; for (int i = i_currentNode; i != end; ++i) { Vector3 vertice = new Vector3(i_path[i].Loc.X, i_path[i].Loc.Y, i_path[i].Loc.Z); init.args.path[i] = vertice; } init.SetFirstPointId(i_currentNode); init.SetFly(); init.SetSmooth(); init.SetUncompressed(); init.SetWalk(true); init.SetVelocity(30.0f); init.Launch(); } public override bool DoUpdate(Player player, uint time_diff) { uint pointId = (uint)player.moveSpline.currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { DoEventIfAny(player, i_path[i_currentNode], departureEvent); while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= i_currentNode) { _pointsForPathSwitch.RemoveAt(0); player.m_taxi.NextTaxiDestination(); if (!_pointsForPathSwitch.Empty()) { player.UpdateCriteria(CriteriaTypes.GoldSpentForTravelling, (uint)_pointsForPathSwitch[0].Cost); player.ModifyMoney(-_pointsForPathSwitch[0].Cost); } } if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode) PreloadEndGrid(); i_currentNode += (departureEvent ? 1 : 0); departureEvent = !departureEvent; } while (true); } return i_currentNode < (i_path.Count - 1); } public void SetCurrentNodeAfterTeleport() { if (i_path.Empty() || i_currentNode >= i_path.Count) return; uint map0 = i_path[i_currentNode].MapID; for (int i = i_currentNode + 1; i < i_path.Count; ++i) { if (i_path[i].MapID != map0) { i_currentNode = i; return; } } } void DoEventIfAny(Player player, TaxiPathNodeRecord node, bool departure) { uint eventid = departure ? node.DepartureEventID : node.ArrivalEventID; if (eventid != 0) { Log.outDebug(LogFilter.Scripts, "Taxi {0} event {1} of node {2} of path {3} for player {4}", departure ? "departure" : "arrival", eventid, node.NodeIndex, node.PathID, player.GetName()); player.GetMap().ScriptsStart(ScriptsType.Event, eventid, player, player); } } bool GetResetPos(Player player, out float x, out float y, out float z) { TaxiPathNodeRecord node = i_path[i_currentNode]; x = node.Loc.X; y = node.Loc.Y; z = node.Loc.Z; return true; } void InitEndGridInfo() { int nodeCount = i_path.Count; //! Number of nodes in path. _endMapId = i_path[nodeCount - 1].MapID; //! MapId of last node _preloadTargetNode = (uint)nodeCount - 3; _endGridX = i_path[nodeCount - 1].Loc.X; _endGridY = i_path[nodeCount - 1].Loc.Y; } void PreloadEndGrid() { // used to preload the final grid where the flightmaster is Map endMap = Global.MapMgr.FindBaseNonInstanceMap(_endMapId); // 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); 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].MapID; for (int i = i_currentNode; i < i_path.Count; ++i) { if (i_path[i].MapID != curMapId) return (uint)i; } return (uint)i_path.Count; } bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2) { return p1.MapID != p2.MapID || 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 GetPath() { return i_path; } bool HasArrived() { return (i_currentNode >= i_path.Count); } public void SkipCurrentNode() { ++i_currentNode; } public uint GetCurrentNode() { return (uint)i_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 i_path = new List(); List _pointsForPathSwitch = new List(); //! node indexes and costs where TaxiPath changes class TaxiNodeChangeInfo { public TaxiNodeChangeInfo(uint pathIndex, long cost) { PathIndex = pathIndex; Cost = cost; } public uint PathIndex; public long Cost; } } }