Files
CypherCore/Source/Game/Movement/Generators/TargetMovement.cs
T
2018-05-27 15:40:06 -04:00

402 lines
14 KiB
C#

/*
* Copyright (C) 2012-2018 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.Entities;
using System;
namespace Game.Movement
{
public interface TargetedMovementGeneratorBase
{
FollowerReference reftarget { get; set; }
void stopFollowing();
}
public abstract class TargetedMovementGeneratorMedium<T> : MovementGeneratorMedium<T>, TargetedMovementGeneratorBase where T : Unit
{
public FollowerReference reftarget { get; set; }
public Unit target
{
get { return reftarget.getTarget(); }
}
public void stopFollowing() { }
protected TargetedMovementGeneratorMedium(Unit _target, float _offset = 0, float _angle = 0)
{
reftarget = new FollowerReference();
reftarget.link(_target, this);
recheckDistance = new TimeTrackerSmall();
offset = _offset;
angle = _angle;
recalculateTravel = false;
targetReached = false;
}
public override bool DoUpdate(T owner, uint time_diff)
{
if (!reftarget.isValid() || !target.IsInWorld)
return false;
if (owner == null || !owner.IsAlive())
return false;
if (owner.HasUnitState(UnitState.NotMove))
{
_clearUnitStateMove(owner);
return true;
}
// prevent movement while casting spells with cast time or channel time
if (owner.IsMovementPreventedByCasting())
{
if (!owner.isStopped())
owner.StopMoving();
return true;
}
// prevent crash after creature killed pet
if (_lostTarget(owner))
{
_clearUnitStateMove(owner);
return true;
}
bool targetMoved = false;
recheckDistance.Update((int)time_diff);
if (recheckDistance.Passed())
{
recheckDistance.Reset(100);
//More distance let have better performance, less distance let have more sensitive reaction at target move.
float allowed_dist = 0.0f;// owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
if (owner.IsPet() && (owner.GetCharmerOrOwnerGUID() == target.GetGUID()))
allowed_dist = 1.0f; // pet following owner
else
allowed_dist = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
Vector3 dest = owner.moveSpline.FinalDestination();
if (owner.moveSpline.onTransport)
{
float o = 0;
ITransport transport = owner.GetDirectTransport();
if (transport != null)
transport.CalculatePassengerPosition(ref dest.X, ref dest.Y, ref dest.Z, ref o);
}
// First check distance
if (owner.IsTypeId(TypeId.Unit) && (owner.ToCreature().CanFly() || owner.ToCreature().CanSwim()))
targetMoved = !target.IsWithinDist3d(dest.X, dest.Y, dest.Z, allowed_dist);
else
targetMoved = !target.IsWithinDist2d(dest.X, dest.Y, allowed_dist);
// then, if the target is in range, check also Line of Sight.
if (!targetMoved)
targetMoved = !target.IsWithinLOSInMap(owner);
}
if (recalculateTravel || targetMoved)
_setTargetLocation(owner, targetMoved);
if (owner.moveSpline.Finalized())
{
MovementInform(owner);
if (angle == 0.0f && !owner.HasInArc(0.01f, target))
owner.SetInFront(target);
if (!targetReached)
{
targetReached = true;
_reachTarget(owner);
}
}
return true;
}
public override void unitSpeedChanged()
{
recalculateTravel = true;
}
public void _setTargetLocation(T owner, bool updateDestination)
{
if (!reftarget.isValid() || !target.IsInWorld)
return;
if (owner.HasUnitState(UnitState.NotMove))
return;
if (owner.IsMovementPreventedByCasting())
return;
if (owner.IsTypeId(TypeId.Unit) && !target.isInAccessiblePlaceFor(owner.ToCreature()))
{
owner.ToCreature().SetCannotReachTarget(true);
return;
}
if (owner.IsTypeId(TypeId.Unit) && owner.ToCreature().IsFocusing(null, true))
return;
float x, y, z;
if (updateDestination || i_path == null)
{
if (offset == 0)
{
if (target.IsWithinDistInMap(owner, SharedConst.ContactDistance))
return;
// to nearest contact position
target.GetContactPoint(owner, out x, out y, out z);
}
else
{
float dist = 0;
float size = 0;
// Pets need special handling.
// We need to subtract GetObjectSize() because it gets added back further down the chain
// and that makes pets too far away. Subtracting it allows pets to properly
// be (GetCombatReach() + i_offset) away.
// Only applies when i_target is pet's owner otherwise pets and mobs end up
// doing a "dance" while fighting
if (owner.IsPet() && target.IsTypeId(TypeId.Player))
{
dist = 1.0f;// target.GetCombatReach();
size = 1.0f;// target.GetCombatReach() - target.GetObjectSize();
}
else
{
dist = offset + 1.0f;
size = owner.GetObjectSize();
}
if (target.IsWithinDistInMap(owner, dist))
return;
// to at i_offset distance from target and i_angle from target facing
target.GetClosePoint(out x, out y, out z, size, offset, angle);
}
}
else
{
// the destination has not changed, we just need to refresh the path (usually speed change)
var end = i_path.GetEndPosition();
x = end.X;
y = end.Y;
z = end.Z;
}
if (i_path == null)
i_path = new PathGenerator(owner);
// allow pets to use shortcut if no path found when following their master
bool forceDest = (owner.IsTypeId(TypeId.Unit) && owner.IsPet()
&& owner.HasUnitState(UnitState.Follow));
bool result = i_path.CalculatePath(x, y, z, forceDest);
if (!result && Convert.ToBoolean(i_path.GetPathType() & PathType.NoPath))
{
// Can't reach target
recalculateTravel = true;
if (owner.IsTypeId(TypeId.Unit))
owner.ToCreature().SetCannotReachTarget(true);
return;
}
_addUnitStateMove(owner);
targetReached = false;
recalculateTravel = false;
owner.AddUnitState(UnitState.Chase);
if (owner.IsTypeId(TypeId.Unit))
owner.ToCreature().SetCannotReachTarget(false);
MoveSplineInit init = new MoveSplineInit(owner);
init.MovebyPath(i_path.GetPath());
init.SetWalk(EnableWalking());
// Using the same condition for facing target as the one that is used for SetInFront on movement end
// - applies to ChaseMovementGenerator mostly
if (angle == 0.0f)
init.SetFacing(target);
init.Launch();
}
public void UpdateFinalDistance(float fDistance)
{
if (typeof(T) == typeof(Player))
return;
offset = fDistance;
recalculateTravel = true;
}
bool IsReachable() { return (i_path != null) ? Convert.ToBoolean(i_path.GetPathType() & PathType.Normal) : true; }
public abstract void MovementInform(T unit);
public abstract bool _lostTarget(T u);
public abstract void _clearUnitStateMove(T u);
public abstract void _addUnitStateMove(T u);
public abstract void _reachTarget(T owner);
public abstract bool EnableWalking();
public abstract void _updateSpeed(T u);
#region Fields
PathGenerator i_path;
TimeTrackerSmall recheckDistance;
float offset;
float angle;
public bool recalculateTravel;
bool targetReached;
#endregion
}
public class ChaseMovementGenerator<T> : TargetedMovementGeneratorMedium<T> where T : Unit
{
public ChaseMovementGenerator(Unit target)
: base(target)
{
}
public ChaseMovementGenerator(Unit target, float offset, float angle)
: base(target, offset, angle)
{
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
public override void DoInitialize(T owner)
{
if (owner.IsTypeId(TypeId.Unit))
owner.SetWalk(false);
owner.AddUnitState(UnitState.Chase | UnitState.ChaseMove);
_setTargetLocation(owner, true);
}
public override void DoFinalize(T owner)
{
owner.ClearUnitState(UnitState.Chase | UnitState.ChaseMove);
}
public override void DoReset(T owner)
{
DoInitialize(owner);
}
public override bool _lostTarget(T u)
{
return u.GetVictim() != target;
}
public override void _clearUnitStateMove(T u)
{
u.ClearUnitState(UnitState.ChaseMove);
}
public override void _addUnitStateMove(T u)
{
u.AddUnitState(UnitState.ChaseMove);
}
public override bool EnableWalking() { return false; }
public override void _updateSpeed(T u) { }
public override void _reachTarget(T owner)
{
_clearUnitStateMove(owner);
if (owner.IsWithinMeleeRange(target))
owner.Attack(target, true);
if (owner.IsTypeId(TypeId.Unit))
owner.ToCreature().SetCannotReachTarget(false);
}
public override void MovementInform(T unit)
{
if (unit.IsTypeId(TypeId.Unit))
{
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (unit.ToCreature().GetAI() != null)
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
}
}
}
public class FollowMovementGenerator<T> : TargetedMovementGeneratorMedium<T> where T : Unit
{
public FollowMovementGenerator(Unit target) : base(target) { }
public FollowMovementGenerator(Unit target, float offset, float angle) : base(target, offset, angle) { }
public override MovementGeneratorType GetMovementGeneratorType()
{
return MovementGeneratorType.Follow;
}
public override void _clearUnitStateMove(T u)
{
u.ClearUnitState(UnitState.FollowMove);
}
public override void _addUnitStateMove(T u)
{
u.AddUnitState(UnitState.FollowMove);
}
public override void DoReset(T owner)
{
DoInitialize(owner);
}
public override bool _lostTarget(T u) { return false; }
public override void _reachTarget(T u) { }
public override void DoInitialize(T owner)
{
owner.AddUnitState(UnitState.Follow | UnitState.FollowMove);
_updateSpeed(owner);
_setTargetLocation(owner, true);
}
public override void DoFinalize(T owner)
{
owner.ClearUnitState(UnitState.Follow | UnitState.FollowMove);
_updateSpeed(owner);
}
public override void MovementInform(T unit)
{
if (unit.IsTypeId(TypeId.Player))
return;
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
if (unit.ToCreature().GetAI() != null)
unit.ToCreature().GetAI().MovementInform(MovementGeneratorType.Follow, (uint)target.GetGUID().GetCounter());
}
public override bool EnableWalking()
{
if (typeof(T) == typeof(Player))
return false;
else
return reftarget.isValid() && target.IsWalking();
}
public override void _updateSpeed(T owner)
{
if (owner.IsTypeId(TypeId.Player))
return;
if (!owner.IsPet() || !owner.IsInWorld || !reftarget.isValid() && target.GetGUID() != owner.GetOwnerGUID())
return;
owner.UpdateSpeed(UnitMoveType.Run);
owner.UpdateSpeed(UnitMoveType.Walk);
owner.UpdateSpeed(UnitMoveType.Swim);
}
}
}