/* * 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 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 { 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); } 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; 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); Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); creature.GetAI().WaypointReached(_path.nodes[_currentNode].id, _path.id); } creature.UpdateWaypointID((uint)_currentNode); } 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) { if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint { WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode); 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; return true; } _currentNode = (_currentNode + 1) % _path.nodes.Count; // inform AI if (creature.IsAIEnabled) { Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})"); creature.GetAI().WaypointStarted(_path.nodes[(int)_currentNode].id, _path.id); } } WaypointNode waypoint = _path.nodes.ElementAt(_currentNode); Position formationDest = new Position(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 MoveSplineInit(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) ? true : false); 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()) { _nextMoveTime.Update((int)diff); if (_nextMoveTime.Passed()) return StartMoveNow(creature); } else { // Set home position at place on waypoint movement. if (creature.GetTransGUID().IsEmpty()) creature.SetHomePosition(creature.GetPosition()); if (creature.MoveSpline.Finalized()) { OnArrived(creature); _isArrivalDone = true; if (_nextMoveTime.Passed()) return StartMove(creature); } else 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; 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 ? false : true; _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; } public class FlightPathMovementGenerator : MovementGeneratorMedium { uint GetPathAtMapEnd() { if (_currentNode >= _path.Count) return (uint)_path.Count; uint curMapId = _path[_currentNode].ContinentID; for (int i = _currentNode; i < _path.Count; ++i) { if (_path[i].ContinentID != curMapId) return (uint)i; } return (uint)_path.Count; } bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2) { return p1.ContinentID != p2.ContinentID || Math.Pow(p1.Loc.X - p2.Loc.X, 2) + Math.Pow(p1.Loc.Y - p2.Loc.Y, 2) > (40.0f * 40.0f); } public void LoadPath(Player player, uint startNode = 0) { _path.Clear(); _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 || _path.Empty() || IsNodeIncludedInShortenedPath(_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; _path.Add(nodes[i]); } } else { _path.RemoveAt(_path.Count - 1); _pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1; } } } _pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(_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.RemoveUnitFlag(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.SetFallInformation(0, owner.GetPositionZ()); } owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark); owner.RestoreDisplayId(); } public override void DoReset(Player owner) { owner.GetHostileRefManager().SetOnlineOfflineState(false); owner.AddUnitState(UnitState.InFlight); owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); MoveSplineInit init = new MoveSplineInit(owner); uint end = GetPathAtMapEnd(); init.args.path = new Vector3[end]; for (int i = (int)GetCurrentNode(); i != end; ++i) { Vector3 vertice = new Vector3(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z); init.args.path[i] = vertice; } init.SetFirstPointId((int)GetCurrentNode()); 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 > _currentNode) { bool departureEvent = true; do { DoEventIfAny(player, _path[_currentNode], departureEvent); while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= _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 == _currentNode) break; if (_currentNode == _preloadTargetNode) PreloadEndGrid(); _currentNode += (departureEvent ? 1 : 0); departureEvent = !departureEvent; } while (true); } return _currentNode < (_path.Count - 1); } public void SetCurrentNodeAfterTeleport() { if (_path.Empty() || _currentNode >= _path.Count) return; uint map0 = _path[_currentNode].ContinentID; for (int i = _currentNode + 1; i < _path.Count; ++i) { if (_path[i].ContinentID != map0) { _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 = _path[_currentNode]; x = node.Loc.X; y = node.Loc.Y; z = node.Loc.Z; return true; } void InitEndGridInfo() { int nodeCount = _path.Count; //! Number of nodes in path. _endMapId = _path[nodeCount - 1].ContinentID; //! MapId of last node _preloadTargetNode = (uint)nodeCount - 3; _endGridX = _path[nodeCount - 1].Loc.X; _endGridY = _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, _path.Count - 1); endMap.LoadGrid(_endGridX, _endGridY); } else Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid"); } public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; } public List GetPath() { return _path; } bool HasArrived() { return (_currentNode >= _path.Count); } public void SkipCurrentNode() { ++_currentNode; } public uint GetCurrentNode() { return (uint)_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 List _path = new List(); int _currentNode; 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; } } }