Files
CypherCore/Source/Game/Movement/Generators/WaypointMovement.cs
T

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C#

/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/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 <http://www.gnu.org/licenses/>.
*/
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<Creature>
{
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.GetAI() != null)
creature.GetAI().WaypointPathStarted(1, _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 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())
{
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 ? 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<Player>
{
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<TaxiPathNodeRecord> 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<TaxiPathNodeRecord> _path = new List<TaxiPathNodeRecord>();
int _currentNode;
List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! 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;
}
}
}