415d6d84ba
Port From (https://github.com/TrinityCore/TrinityCore/commit/84df2c57a385df4503fc1f8ff5dfdf445ea2e31f)
546 lines
20 KiB
C#
546 lines
20 KiB
C#
/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Movement
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{
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public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
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{
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const int FLIGHT_TRAVEL_UPDATE = 100;
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const int TIMEDIFF_NEXT_WP = 250;
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public WaypointMovementGenerator(uint pathid = 0, bool _repeating = true)
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{
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nextMoveTime = new TimeTrackerSmall(0);
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isArrivalDone = false;
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pathId = pathid;
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repeating = _repeating;
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}
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public override void DoReset(Creature creature)
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{
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creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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StartMoveNow(creature);
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}
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public override void DoFinalize(Creature creature)
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{
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creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
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creature.SetWalk(false);
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}
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public override void DoInitialize(Creature creature)
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{
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LoadPath(creature);
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creature.AddUnitState(UnitState.Roaming | UnitState.RoamingMove);
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}
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public override bool DoUpdate(Creature creature, uint time_diff)
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{
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if (creature.HasUnitState(UnitState.NotMove))
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{
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creature.ClearUnitState(UnitState.RoamingMove);
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return true;
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}
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// prevent a crash at empty waypoint path.
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if (path == null || path.Empty())
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return false;
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if (Stopped())
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{
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if (CanMove((int)time_diff))
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return StartMove(creature);
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}
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else
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{
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// Set home position at place on waypoint movement.
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if (creature.GetTransGUID().IsEmpty())
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creature.SetHomePosition(creature.GetPosition());
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if (creature.IsStopped())
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Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
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else if (creature.MoveSpline.Finalized())
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{
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OnArrived(creature);
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return StartMove(creature);
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}
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}
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return true;
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}
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void MovementInform(Creature creature)
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{
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if (creature.IsAIEnabled)
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, currentNode);
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}
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public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
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{
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x = y = z = 0;
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// prevent a crash at empty waypoint path.
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if (path == null || path.Empty())
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return false;
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var node = path.LookupByIndex((int)currentNode);
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x = node.x;
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y = node.y;
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z = node.z;
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return true;
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}
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void Stop(int time)
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{
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nextMoveTime.Reset(time);
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}
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bool Stopped()
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{
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return !nextMoveTime.Passed();
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}
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bool CanMove(int diff)
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{
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nextMoveTime.Update(diff);
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return nextMoveTime.Passed();
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}
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void StartMoveNow(Creature creature)
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{
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nextMoveTime.Reset(0);
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StartMove(creature);
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}
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bool StartMove(Creature creature)
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{
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if (path == null || path.Empty())
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return false;
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if (Stopped())
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return true;
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bool transportPath = creature.GetTransport() != null;
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if (isArrivalDone)
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{
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if ((currentNode == path.Count - 1) && !repeating) // If that's our last waypoint
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{
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WaypointData waypoint = path.LookupByIndex((int)currentNode);
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float x = waypoint.x;
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float y = waypoint.y;
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float z = waypoint.z;
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float o = creature.GetOrientation();
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if (!transportPath)
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creature.SetHomePosition(x, y, z, o);
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else
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{
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Transport trans = creature.GetTransport();
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if (trans)
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{
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o -= trans.GetOrientation();
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creature.SetTransportHomePosition(x, y, z, o);
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trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
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creature.SetHomePosition(x, y, z, o);
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}
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else
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transportPath = false;
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// else if (vehicle) - this should never happen, vehicle offsets are const
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}
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creature.GetMotionMaster().Initialize();
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return false;
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}
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currentNode = (uint)((currentNode + 1) % path.Count);
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}
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var node = path.LookupByIndex((int)currentNode);
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isArrivalDone = false;
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creature.AddUnitState(UnitState.RoamingMove);
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Position formationDest = new Position(node.x, node.y, node.z, (node.orientation != 0 && node.delay != 0) ? node.orientation : 0.0f);
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MoveSplineInit init = new MoveSplineInit(creature);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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if (transportPath)
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{
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init.DisableTransportPathTransformations();
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ITransport trans = creature.GetDirectTransport();
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if (trans != null)
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{
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float orientation = formationDest.GetOrientation();
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trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation);
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formationDest.SetOrientation(orientation);
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}
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}
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//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
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//! but formationDest contains global coordinates
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init.MoveTo(node.x, node.y, node.z);
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//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
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if (node.orientation != 0 && node.delay != 0)
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init.SetFacing(node.orientation);
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switch (node.moveType)
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{
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case WaypointMoveType.Land:
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init.SetAnimation(AnimType.ToGround);
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break;
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case WaypointMoveType.Takeoff:
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init.SetAnimation(AnimType.ToFly);
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break;
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case WaypointMoveType.Run:
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init.SetWalk(false);
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break;
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case WaypointMoveType.Walk:
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init.SetWalk(true);
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break;
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}
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init.Launch();
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//Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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creature.GetFormation().LeaderMoveTo(formationDest, node.id, (uint)node.moveType, (node.orientation != 0 && node.delay != 0) ? true : false);
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return true;
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}
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void LoadPath(Creature creature)
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{
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if (pathId == 0)
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pathId = creature.GetWaypointPath();
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path = Global.WaypointMgr.GetPath(pathId);
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if (path == null)
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{
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// No movement found for entry
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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);
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return;
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}
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StartMoveNow(creature);
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}
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void OnArrived(Creature creature)
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{
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if (path == null || path.Empty())
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return;
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if (isArrivalDone)
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return;
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isArrivalDone = true;
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var current = path.LookupByIndex((int)currentNode);
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if (current.eventId != 0 && RandomHelper.URand(0, 99) < current.eventChance)
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{
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Log.outDebug(LogFilter.Unit, "Creature movement start script {0} at point {1} for {2}.", current.eventId, currentNode, creature.GetGUID());
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creature.ClearUnitState(UnitState.RoamingMove);
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creature.GetMap().ScriptsStart(ScriptsType.Waypoint, current.eventId, creature, null);
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}
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// Inform script
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MovementInform(creature);
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creature.UpdateWaypointID(currentNode);
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if (current.delay != 0)
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{
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creature.ClearUnitState(UnitState.RoamingMove);
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Stop((int)current.delay);
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}
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Waypoint;
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}
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public uint GetCurrentNode() { return currentNode; }
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TimeTrackerSmall nextMoveTime;
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bool isArrivalDone;
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uint pathId;
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bool repeating;
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List<WaypointData> path;
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uint currentNode;
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}
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public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
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{
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public void LoadPath(Player player, uint startNode = 0)
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{
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i_path.Clear();
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i_currentNode = (int)startNode;
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_pointsForPathSwitch.Clear();
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var taxi = player.m_taxi.GetPath();
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float discount = player.GetReputationPriceDiscount(player.m_taxi.GetFlightMasterFactionTemplate());
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for (int src = 0, dst = 1; dst < taxi.Count; src = dst++)
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{
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uint path, cost;
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Global.ObjectMgr.GetTaxiPath(taxi[src], taxi[dst], out path, out cost);
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if (path > CliDB.TaxiPathNodesByPath.Keys.Max())
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return;
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var nodes = CliDB.TaxiPathNodesByPath[path];
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if (!nodes.Empty())
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{
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TaxiPathNodeRecord start = nodes[0];
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TaxiPathNodeRecord end = nodes[nodes.Length - 1];
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bool passedPreviousSegmentProximityCheck = false;
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for (uint i = 0; i < nodes.Length; ++i)
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{
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if (passedPreviousSegmentProximityCheck || src == 0 || i_path.Empty() || IsNodeIncludedInShortenedPath(i_path.Last(), nodes[i]))
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{
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if ((src == 0 || (IsNodeIncludedInShortenedPath(start, nodes[i]) && i >= 2)) &&
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(dst == taxi.Count - 1 || (IsNodeIncludedInShortenedPath(end, nodes[i]) && i < nodes.Length - 1)))
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{
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passedPreviousSegmentProximityCheck = true;
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i_path.Add(nodes[i]);
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}
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}
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else
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{
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i_path.RemoveAt(i_path.Count - 1);
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_pointsForPathSwitch[_pointsForPathSwitch.Count - 1].PathIndex -= 1;
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}
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}
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}
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_pointsForPathSwitch.Add(new TaxiNodeChangeInfo((uint)(i_path.Count - 1), (long)Math.Ceiling(cost * discount)));
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}
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}
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public override void DoInitialize(Player owner)
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{
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Reset(owner);
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InitEndGridInfo();
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}
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public override void DoFinalize(Player owner)
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{
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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owner.ClearUnitState(UnitState.InFlight);
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owner.Dismount();
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owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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if (owner.m_taxi.Empty())
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{
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owner.GetHostileRefManager().SetOnlineOfflineState(true);
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// update z position to ground and orientation for landing point
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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owner.StopMoving();
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owner.SetFallInformation(0, owner.GetPositionZ());
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}
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owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
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owner.RestoreDisplayId();
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}
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public override void DoReset(Player owner)
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{
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owner.GetHostileRefManager().SetOnlineOfflineState(false);
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owner.AddUnitState(UnitState.InFlight);
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owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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MoveSplineInit init = new MoveSplineInit(owner);
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uint end = GetPathAtMapEnd();
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init.args.path = new Vector3[end];
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for (int i = (int)GetCurrentNode(); i != end; ++i)
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{
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Vector3 vertice = new Vector3(i_path[i].Loc.X, i_path[i].Loc.Y, i_path[i].Loc.Z);
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init.args.path[i] = vertice;
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}
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init.SetFirstPointId((int)GetCurrentNode());
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init.SetFly();
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init.SetSmooth();
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init.SetUncompressed();
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init.SetWalk(true);
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init.SetVelocity(30.0f);
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init.Launch();
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}
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public override bool DoUpdate(Player player, uint time_diff)
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{
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uint pointId = (uint)player.MoveSpline.CurrentPathIdx();
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if (pointId > i_currentNode)
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{
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bool departureEvent = true;
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do
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{
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DoEventIfAny(player, i_path[i_currentNode], departureEvent);
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while (!_pointsForPathSwitch.Empty() && _pointsForPathSwitch[0].PathIndex <= i_currentNode)
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{
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_pointsForPathSwitch.RemoveAt(0);
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player.m_taxi.NextTaxiDestination();
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if (!_pointsForPathSwitch.Empty())
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{
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player.UpdateCriteria(CriteriaTypes.GoldSpentForTravelling, (uint)_pointsForPathSwitch[0].Cost);
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player.ModifyMoney(-_pointsForPathSwitch[0].Cost);
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}
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}
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if (pointId == i_currentNode)
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break;
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if (i_currentNode == _preloadTargetNode)
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PreloadEndGrid();
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i_currentNode += (departureEvent ? 1 : 0);
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departureEvent = !departureEvent;
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}
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while (true);
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}
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return i_currentNode < (i_path.Count - 1);
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}
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public void SetCurrentNodeAfterTeleport()
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{
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if (i_path.Empty() || i_currentNode >= i_path.Count)
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return;
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uint map0 = i_path[i_currentNode].ContinentID;
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for (int i = i_currentNode + 1; i < i_path.Count; ++i)
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{
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if (i_path[i].ContinentID != map0)
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{
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i_currentNode = i;
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return;
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}
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}
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}
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void DoEventIfAny(Player player, TaxiPathNodeRecord node, bool departure)
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{
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uint eventid = departure ? node.DepartureEventID : node.ArrivalEventID;
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if (eventid != 0)
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{
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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());
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player.GetMap().ScriptsStart(ScriptsType.Event, eventid, player, player);
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}
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}
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bool GetResetPos(Player player, out float x, out float y, out float z)
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{
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TaxiPathNodeRecord node = i_path[i_currentNode];
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x = node.Loc.X;
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y = node.Loc.Y;
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z = node.Loc.Z;
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return true;
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}
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void InitEndGridInfo()
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{
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int nodeCount = i_path.Count; //! Number of nodes in path.
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_endMapId = i_path[nodeCount - 1].ContinentID; //! MapId of last node
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_preloadTargetNode = (uint)nodeCount - 3;
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_endGridX = i_path[nodeCount - 1].Loc.X;
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_endGridY = i_path[nodeCount - 1].Loc.Y;
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}
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void PreloadEndGrid()
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{
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// used to preload the final grid where the flightmaster is
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Map endMap = Global.MapMgr.FindBaseNonInstanceMap(_endMapId);
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// Load the grid
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if (endMap != null)
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{
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Log.outInfo(LogFilter.Server, "Preloading grid ({0}, {1}) for map {2} at node index {3}/{4}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, i_path.Count - 1);
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endMap.LoadGrid(_endGridX, _endGridY);
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}
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else
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Log.outInfo(LogFilter.Server, "Unable to determine map to preload flightmaster grid");
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}
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uint GetPathAtMapEnd()
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{
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if (i_currentNode >= i_path.Count)
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return (uint)i_path.Count;
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uint curMapId = i_path[i_currentNode].ContinentID;
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for (int i = i_currentNode; i < i_path.Count; ++i)
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{
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if (i_path[i].ContinentID != curMapId)
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return (uint)i;
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}
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return (uint)i_path.Count;
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}
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bool IsNodeIncludedInShortenedPath(TaxiPathNodeRecord p1, TaxiPathNodeRecord p2)
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{
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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);
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Flight; }
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public List<TaxiPathNodeRecord> GetPath() { return i_path; }
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bool HasArrived() { return (i_currentNode >= i_path.Count); }
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public void SkipCurrentNode() { ++i_currentNode; }
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public uint GetCurrentNode() { return (uint)i_currentNode; }
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float _endGridX; //! X coord of last node location
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float _endGridY; //! Y coord of last node location
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uint _endMapId; //! map Id of last node location
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uint _preloadTargetNode; //! node index where preloading starts
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int i_currentNode;
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List<TaxiPathNodeRecord> i_path = new List<TaxiPathNodeRecord>();
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new List<TaxiNodeChangeInfo>(); //! node indexes and costs where TaxiPath changes
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class TaxiNodeChangeInfo
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{
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public TaxiNodeChangeInfo(uint pathIndex, long cost)
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{
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PathIndex = pathIndex;
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Cost = cost;
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}
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public uint PathIndex;
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public long Cost;
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}
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}
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}
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