Files
CypherCore/Game/Movement/Generators/SplineChainMovementGenerator.cs
T
2017-06-19 17:30:18 -04:00

187 lines
7.2 KiB
C#

/*
* Copyright (C) 2012-2017 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;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.Linq;
namespace Game.Movement
{
public class SplineChainMovementGenerator : IMovementGenerator
{
public SplineChainMovementGenerator(uint id, List<SplineChainLink> chain, bool walk = false)
{
_id = id;
_chain = chain;
_chainSize = (byte)chain.Count;
_walk = walk;
}
public SplineChainMovementGenerator(SplineChainResumeInfo info)
{
_id = info.PointID;
_chain = info.Chain;
_chainSize = (byte)info.Chain.Count;
_walk = info.IsWalkMode;
finished = info.SplineIndex >= info.Chain.Count;
_nextIndex = info.SplineIndex;
_nextFirstWP = info.PointIndex;
_msToNext = info.TimeToNext;
}
uint SendPathSpline(Unit me, List<Vector3> wp)
{
int numWp = wp.Count;
Contract.Assert(numWp > 1, "Every path must have source & destination");
MoveSplineInit init = new MoveSplineInit(me);
if (numWp > 2)
init.MovebyPath(wp.ToArray());
else
init.MoveTo(wp[1], false, true);
init.SetWalk(_walk);
return (uint)init.Launch();
}
void SendSplineFor(Unit me, int index, uint toNext)
{
Contract.Assert(index < _chainSize);
Log.outDebug(LogFilter.Movement, "{0}: Sending spline for {1}.", me.GetGUID().ToString(), index);
SplineChainLink thisLink = _chain[index];
uint actualDuration = SendPathSpline(me, thisLink.Points);
if (actualDuration != thisLink.ExpectedDuration)
{
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms. Expected was {3} ms (delta {4} ms). Adjusting.", me.GetGUID().ToString(), index, actualDuration, thisLink.ExpectedDuration, actualDuration - thisLink.ExpectedDuration);
toNext = (uint)(actualDuration / thisLink.ExpectedDuration * toNext);
}
else
{
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms.", me.GetGUID().ToString(), index, actualDuration);
}
}
public override void Initialize(Unit me)
{
if (_chainSize != 0)
{
if (_nextFirstWP != 0) // this is a resumed movegen that has to start with a partial spline
{
if (finished)
return;
SplineChainLink thisLink = _chain[_nextIndex];
if (_nextFirstWP >= thisLink.Points.Count)
{
Log.outError(LogFilter.Movement, "{0}: Attempted to resume spline chain from invalid resume state ({1}, {2}).", me.GetGUID().ToString(), _nextIndex, _nextFirstWP);
_nextFirstWP = (byte)(thisLink.Points.Count - 1);
}
List<Vector3> partial = new List<Vector3>();
partial.AddRange(thisLink.Points.Skip(_nextFirstWP - 1).ToArray());
SendPathSpline(me, partial);
Log.outDebug(LogFilter.Movement, "{0}: Resumed spline chain generator from resume state.", me.GetGUID().ToString());
++_nextIndex;
if (_msToNext == 0)
_msToNext = 1;
_nextFirstWP = 0;
}
else
{
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
SendSplineFor(me, _nextIndex, _msToNext);
++_nextIndex;
if (_nextIndex >= _chainSize)
_msToNext = 0;
}
}
else
{
Log.outError(LogFilter.Movement, "SplineChainMovementGenerator.Initialize - empty spline chain passed for {0}.", me.GetGUID().ToString());
}
}
public override void Finalize(Unit me)
{
if (!finished)
return;
Creature cMe = me.ToCreature();
if (cMe && cMe.IsAIEnabled)
cMe.GetAI().MovementInform(MovementGeneratorType.SplineChain, _id);
}
public override bool Update(Unit me, uint diff)
{
if (finished)
return false;
// _msToNext being zero here means we're on the final spline
if (_msToNext == 0)
{
finished = me.moveSpline.Finalized();
return !finished;
}
if (_msToNext <= diff)
{
// Send next spline
Log.outDebug(LogFilter.Movement, "{0}: Should send spline {1} ({2} ms late).", me.GetGUID().ToString(), _nextIndex, diff - _msToNext);
_msToNext = Math.Max(_chain[_nextIndex].TimeToNext, 1u);
SendSplineFor(me, _nextIndex, _msToNext);
++_nextIndex;
if (_nextIndex >= _chainSize)
{
// We have reached the final spline, once it finalizes we should also finalize the movegen (start checking on next update)
_msToNext = 0;
return true;
}
}
else
_msToNext -= diff;
return true;
}
SplineChainResumeInfo GetResumeInfo(Unit me)
{
if (_nextIndex == 0)
return new SplineChainResumeInfo(_id, _chain, _walk, 0, 0, _msToNext);
if (me.moveSpline.Finalized())
{
if (_nextIndex < _chainSize)
return new SplineChainResumeInfo(_id, _chain, _walk, _nextIndex, 0, 1u);
else
return new SplineChainResumeInfo();
}
return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)(me.moveSpline._currentSplineIdx()), _msToNext);
}
public override void Reset(Unit owner) { }
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.SplineChain; }
uint _id;
List<SplineChainLink> _chain = new List<SplineChainLink>();
byte _chainSize;
bool _walk;
bool finished;
byte _nextIndex;
byte _nextFirstWP; // only used for resuming
uint _msToNext;
}
}