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

498 lines
20 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Game.AI;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.Movement
{
public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
{
TimeTracker _nextMoveTime;
uint _pathId;
bool _repeating;
bool _loadedFromDB;
WaypointPath _path;
int _currentNode;
TimeTracker _duration;
float? _speed;
MovementWalkRunSpeedSelectionMode _speedSelectionMode;
(TimeSpan min, TimeSpan max)? _waitTimeRangeAtPathEnd;
float? _wanderDistanceAtPathEnds;
bool _followPathBackwardsFromEndToStart;
bool _isReturningToStart;
bool _generatePath;
public WaypointMovementGenerator(uint pathId = 0, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool followPathBackwardsFromEndToStart = false, bool generatePath = true)
{
_nextMoveTime = new TimeTracker(0);
_pathId = pathId;
_repeating = repeating;
_loadedFromDB = true;
_speed = speed;
_speedSelectionMode = speedSelectionMode;
_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
_isReturningToStart = false;
_generatePath = generatePath;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Roaming;
if (duration.HasValue)
_duration = new(duration.Value);
}
public WaypointMovementGenerator(WaypointPath path, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool followPathBackwardsFromEndToStart = false, bool generatePath = true)
{
_nextMoveTime = new TimeTracker(0);
_repeating = repeating;
_path = path;
_speed = speed;
_speedSelectionMode = speedSelectionMode;
_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
_isReturningToStart = false;
_generatePath = generatePath;
Mode = MovementGeneratorMode.Default;
Priority = MovementGeneratorPriority.Normal;
Flags = MovementGeneratorFlags.InitializationPending;
BaseUnitState = UnitState.Roaming;
if (duration.HasValue)
_duration = new(duration.Value);
}
public override void Pause(uint timer = 0)
{
if (timer != 0)
{
// Don't try to paused an already paused generator
if (HasFlag(MovementGeneratorFlags.Paused))
return;
AddFlag(MovementGeneratorFlags.TimedPaused);
_nextMoveTime.Reset(timer);
RemoveFlag(MovementGeneratorFlags.Paused);
}
else
{
AddFlag(MovementGeneratorFlags.Paused);
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
RemoveFlag(MovementGeneratorFlags.TimedPaused);
}
}
public override void Resume(uint overrideTimer = 0)
{
if (overrideTimer != 0)
_nextMoveTime.Reset(overrideTimer);
if (_nextMoveTime.Passed())
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
RemoveFlag(MovementGeneratorFlags.Paused);
}
public override bool GetResetPosition(Unit owner, out float x, out float y, out float z)
{
x = y = z = 0;
// prevent a crash at empty waypoint path.
if (_path == null || _path.nodes.Empty())
return false;
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator::GetResetPosition: 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 DoInitialize(Creature owner)
{
RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
if (_loadedFromDB)
{
if (_pathId == 0)
_pathId = owner.GetWaypointPath();
_path = Global.WaypointMgr.GetPath(_pathId);
}
if (_path == null)
{
Log.outError(LogFilter.Sql, $"WaypointMovementGenerator::DoInitialize: couldn't load path for creature ({owner.GetGUID()}) (_pathId: {_pathId})");
return;
}
owner.StopMoving();
_nextMoveTime.Reset(1000);
}
public override void DoReset(Creature owner)
{
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
owner.StopMoving();
if (!HasFlag(MovementGeneratorFlags.Finalized) && _nextMoveTime.Passed())
_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
}
public override bool DoUpdate(Creature owner, uint diff)
{
if (!owner || !owner.IsAlive())
return true;
if (HasFlag(MovementGeneratorFlags.Finalized | MovementGeneratorFlags.Paused) || _path == null || _path.nodes.Empty())
return true;
if (_duration != null)
{
_duration.Update(diff);
if (_duration.Passed())
{
RemoveFlag(MovementGeneratorFlags.Transitory);
AddFlag(MovementGeneratorFlags.InformEnabled);
return false;
}
}
if (owner.HasUnitState(UnitState.NotMove | UnitState.LostControl) || owner.IsMovementPreventedByCasting())
{
AddFlag(MovementGeneratorFlags.Interrupted);
owner.StopMoving();
return true;
}
if (HasFlag(MovementGeneratorFlags.Interrupted))
{
/*
* relaunch only if
* - has a tiner? -> was it interrupted while not waiting aka moving? need to check both:
* -> has a timer - is it because its waiting to start next node?
* -> has a timer - is it because something set it while moving (like timed pause)?
*
* - doesnt have a timer? -> is movement valid?
*
* TODO: ((_nextMoveTime.Passed() && VALID_MOVEMENT) || (!_nextMoveTime.Passed() && !HasFlag(MOVEMENTGENERATOR_FLAG_INFORM_ENABLED)))
*/
if (HasFlag(MovementGeneratorFlags.Initialized) && (_nextMoveTime.Passed() || !HasFlag(MovementGeneratorFlags.InformEnabled)))
{
StartMove(owner, true);
return true;
}
RemoveFlag(MovementGeneratorFlags.Interrupted);
}
// if it's moving
if (!owner.MoveSpline.Finalized())
{
// set home position at place (every MotionMaster::UpdateMotion)
if (owner.GetTransGUID().IsEmpty())
owner.SetHomePosition(owner.GetPosition());
// relaunch movement if its speed has changed
if (HasFlag(MovementGeneratorFlags.SpeedUpdatePending))
StartMove(owner, true);
}
else if (!_nextMoveTime.Passed()) // it's not moving, is there a timer?
{
if (UpdateTimer(diff))
{
if (!HasFlag(MovementGeneratorFlags.Initialized)) // initial movement call
{
StartMove(owner);
return true;
}
else if (!HasFlag(MovementGeneratorFlags.InformEnabled)) // timer set before node was reached, resume now
{
StartMove(owner, true);
return true;
}
}
else
return true; // keep waiting
}
else // not moving, no timer
{
if (HasFlag(MovementGeneratorFlags.Initialized) && !HasFlag(MovementGeneratorFlags.InformEnabled))
{
OnArrived(owner); // hooks and wait timer reset (if necessary)
AddFlag(MovementGeneratorFlags.InformEnabled); // signals to future StartMove that it reached a node
}
if (_nextMoveTime.Passed()) // OnArrived might have set a timer
StartMove(owner); // check path status, get next point and move if necessary & can
}
return true;
}
public override void DoDeactivate(Creature owner)
{
AddFlag(MovementGeneratorFlags.Deactivated);
owner.ClearUnitState(UnitState.RoamingMove);
}
public override void DoFinalize(Creature owner, bool active, bool movementInform)
{
AddFlag(MovementGeneratorFlags.Finalized);
if (active)
{
owner.ClearUnitState(UnitState.RoamingMove);
// TODO: Research if this modification is needed, which most likely isnt
owner.SetWalk(false);
}
}
void MovementInform(Creature owner)
{
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
}
void OnArrived(Creature owner)
{
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(_currentNode);
if (waypoint.delay != 0)
{
owner.ClearUnitState(UnitState.RoamingMove);
_nextMoveTime.Reset(waypoint.delay);
}
if (_waitTimeRangeAtPathEnd.HasValue && _followPathBackwardsFromEndToStart
&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.nodes.Count - 1)))
{
owner.ClearUnitState(UnitState.RoamingMove);
TimeSpan waitTime = RandomHelper.RandTime(_waitTimeRangeAtPathEnd.Value.min, _waitTimeRangeAtPathEnd.Value.max);
if (_duration != null)
_duration.Update(waitTime); // count the random movement time as part of waypoing movement action
if (_wanderDistanceAtPathEnds.HasValue)
owner.GetMotionMaster().MoveRandom(_wanderDistanceAtPathEnds.Value, waitTime, MovementSlot.Active);
else
_nextMoveTime.Reset(waitTime);
}
if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
{
Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {owner.GetGUID()}.");
owner.ClearUnitState(UnitState.RoamingMove);
owner.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, owner, null);
}
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
{
ai.MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
ai.WaypointReached(waypoint.id, _path.id);
}
owner.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
}
void StartMove(Creature owner, bool relaunch = false)
{
// sanity checks
if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || _path == null || _path.nodes.Empty() || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized))))
return;
if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || (owner.IsFormationLeader() && !owner.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation
{
_nextMoveTime.Reset(1000); // delay 1s
return;
}
bool transportPath = !owner.GetTransGUID().IsEmpty();
if (HasFlag(MovementGeneratorFlags.InformEnabled) && HasFlag(MovementGeneratorFlags.Initialized))
{
if (ComputeNextNode())
{
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointStarted(_path.nodes[_currentNode].id, _path.id);
}
else
{
WaypointNode currentWaypoint = _path.nodes[_currentNode];
float x = currentWaypoint.x;
float y = currentWaypoint.y;
float z = currentWaypoint.z;
float o = owner.GetOrientation();
if (!transportPath)
owner.SetHomePosition(x, y, z, o);
else
{
ITransport trans = owner.GetTransport();
if (trans != null)
{
o -= trans.GetTransportOrientation();
owner.SetTransportHomePosition(x, y, z, o);
trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
owner.SetHomePosition(x, y, z, o);
}
// else if (vehicle) - this should never happen, vehicle offsets are const
}
AddFlag(MovementGeneratorFlags.Finalized);
owner.UpdateCurrentWaypointInfo(0, 0);
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointPathEnded(currentWaypoint.id, _path.id);
return;
}
}
else if (!HasFlag(MovementGeneratorFlags.Initialized))
{
AddFlag(MovementGeneratorFlags.Initialized);
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointStarted(_path.nodes[_currentNode].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[_currentNode];
RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
owner.AddUnitState(UnitState.RoamingMove);
MoveSplineInit init = new(owner);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
init.DisableTransportPathTransformations();
//! 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, _generatePath);
if (waypoint.orientation.HasValue && waypoint.delay != 0)
init.SetFacing(waypoint.orientation.Value);
switch (waypoint.moveType)
{
case WaypointMoveType.Land:
init.SetAnimation(AnimTier.Ground);
break;
case WaypointMoveType.Takeoff:
init.SetAnimation(AnimTier.Hover);
break;
case WaypointMoveType.Run:
init.SetWalk(false);
break;
case WaypointMoveType.Walk:
init.SetWalk(true);
break;
}
switch (_speedSelectionMode) // overrides move type from each waypoint if set
{
case MovementWalkRunSpeedSelectionMode.Default:
break;
case MovementWalkRunSpeedSelectionMode.ForceRun:
init.SetWalk(false);
break;
case MovementWalkRunSpeedSelectionMode.ForceWalk:
init.SetWalk(true);
break;
default:
break;
}
if (_speed.HasValue)
init.SetVelocity(_speed.Value);
init.Launch();
// inform formation
owner.SignalFormationMovement();
}
bool ComputeNextNode()
{
if ((_currentNode == _path.nodes.Count - 1) && !_repeating)
return false;
if (!_followPathBackwardsFromEndToStart || _path.nodes.Count < 2)
_currentNode = (_currentNode + 1) % _path.nodes.Count;
else
{
if (!_isReturningToStart)
{
if (++_currentNode >= _path.nodes.Count)
{
_currentNode -= 2;
_isReturningToStart = true;
}
}
else
{
if (_currentNode-- == 0)
{
_currentNode = 1;
_isReturningToStart = false;
}
}
}
return true;
}
public override string GetDebugInfo()
{
return $"Current Node: {_currentNode}\n{base.GetDebugInfo()}";
}
bool UpdateTimer(uint diff)
{
_nextMoveTime.Update(diff);
if (_nextMoveTime.Passed())
{
_nextMoveTime.Reset(0);
return true;
}
return false;
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
}
}