da8b685c14
Port From (https://github.com/TrinityCore/TrinityCore/commit/cf1ab7b4142f1d070d999c4141109a6c6c46d06d)
683 lines
28 KiB
C#
683 lines
28 KiB
C#
// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Constants;
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using Game.AI;
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using Game.Entities;
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using Game.Scripting.v2;
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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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using System.Numerics;
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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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uint _pathId;
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WaypointPath _path;
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int _currentNode;
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TimeTracker _duration;
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float? _speed;
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MovementWalkRunSpeedSelectionMode _speedSelectionMode;
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(TimeSpan min, TimeSpan max)? _waitTimeRangeAtPathEnd;
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float? _wanderDistanceAtPathEnds;
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bool? _followPathBackwardsFromEndToStart;
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bool? _exactSplinePath;
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bool _repeating;
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bool _generatePath;
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TimeTracker _moveTimer;
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TimeTracker _nextMoveTime;
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List<int> _waypointTransitionSplinePoints = new();
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bool _isReturningToStart;
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static TimeSpan SEND_NEXT_POINT_EARLY_DELTA = TimeSpan.FromMilliseconds(1500);
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public WaypointMovementGenerator(uint pathId = 0, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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{
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_nextMoveTime = new TimeTracker(0);
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_pathId = pathId;
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_repeating = repeating;
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_speed = speed;
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_speedSelectionMode = speedSelectionMode;
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_exactSplinePath = exactSplinePath;
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_generatePath = generatePath;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Roaming;
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ScriptResult = scriptResult;
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if (duration.HasValue)
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_duration = new(duration.Value);
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_path.BuildSegments();
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}
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public WaypointMovementGenerator(WaypointPath path, bool repeating = true, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool? followPathBackwardsFromEndToStart = null, bool? exactSplinePath = null, bool generatePath = true, ActionResultSetter<MovementStopReason> scriptResult = null)
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{
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_nextMoveTime = new TimeTracker(0);
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_repeating = repeating;
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_path = path;
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_speed = speed;
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_speedSelectionMode = speedSelectionMode;
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_waitTimeRangeAtPathEnd = waitTimeRangeAtPathEnd;
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_wanderDistanceAtPathEnds = wanderDistanceAtPathEnds;
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_followPathBackwardsFromEndToStart = followPathBackwardsFromEndToStart;
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_exactSplinePath = exactSplinePath;
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_generatePath = generatePath;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Roaming;
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ScriptResult = scriptResult;
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if (duration.HasValue)
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_duration = new(duration.Value);
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}
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public override void Pause(uint timer)
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{
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if (timer != 0)
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{
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// Don't try to paused an already paused generator
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if (HasFlag(MovementGeneratorFlags.Paused))
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return;
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AddFlag(MovementGeneratorFlags.TimedPaused);
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_nextMoveTime.Reset(timer);
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RemoveFlag(MovementGeneratorFlags.Paused);
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}
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else
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{
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AddFlag(MovementGeneratorFlags.Paused);
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_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
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RemoveFlag(MovementGeneratorFlags.TimedPaused);
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}
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}
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public override void Resume(uint overrideTimer)
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{
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if (overrideTimer != 0)
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_nextMoveTime.Reset(overrideTimer);
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if (_nextMoveTime.Passed())
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_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
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RemoveFlag(MovementGeneratorFlags.Paused);
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}
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public override bool GetResetPosition(Unit owner, 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.Nodes.Empty())
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return false;
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator::GetResetPosition: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
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x = waypoint.X;
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y = waypoint.Y;
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z = waypoint.Z;
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return true;
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}
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public override void DoInitialize(Creature owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
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if (IsLoadedFromDB())
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{
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if (_pathId == 0)
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_pathId = owner.GetWaypointPathId();
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_path = Global.WaypointMgr.GetPath(_pathId);
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}
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if (_path == null)
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{
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Log.outError(LogFilter.Sql, $"WaypointMovementGenerator::DoInitialize: couldn't load path for creature ({owner.GetGUID()}) (_pathId: {_pathId})");
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return;
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}
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if (_path.Nodes.Count == 1)
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_repeating = false;
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owner.StopMoving();
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_nextMoveTime.Reset(1000);
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}
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public override void DoReset(Creature owner)
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{
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RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.Deactivated);
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owner.StopMoving();
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if (!HasFlag(MovementGeneratorFlags.Finalized) && _nextMoveTime.Passed())
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_nextMoveTime.Reset(1); // Needed so that Update does not behave as if node was reached
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}
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public override bool DoUpdate(Creature owner, uint diff)
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{
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if (owner == null || !owner.IsAlive())
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return true;
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if (HasFlag(MovementGeneratorFlags.Finalized | MovementGeneratorFlags.Paused))
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return true;
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if (_path == null || _path.Nodes.Empty())
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return true;
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if (_duration != null)
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{
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_duration.Update(diff);
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if (_duration.Passed())
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{
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RemoveFlag(MovementGeneratorFlags.Transitory);
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AddFlag(MovementGeneratorFlags.InformEnabled);
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AddFlag(MovementGeneratorFlags.Finalized);
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owner.UpdateCurrentWaypointInfo(0, 0);
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SetScriptResult(MovementStopReason.Finished);
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return false;
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}
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}
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if (owner.HasUnitState(UnitState.NotMove | UnitState.LostControl) || owner.IsMovementPreventedByCasting())
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{
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AddFlag(MovementGeneratorFlags.Interrupted);
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owner.StopMoving();
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return true;
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}
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if (HasFlag(MovementGeneratorFlags.Interrupted))
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{
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/*
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* relaunch only if
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* - has a tiner? -> was it interrupted while not waiting aka moving? need to check both:
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* -> has a timer - is it because its waiting to start next node?
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* -> has a timer - is it because something set it while moving (like timed pause)?
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*
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* - doesnt have a timer? -> is movement valid?
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*
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* TODO: ((_nextMoveTime.Passed() && VALID_MOVEMENT) || (!_nextMoveTime.Passed() && !HasFlag(MOVEMENTGENERATOR_FLAG_INFORM_ENABLED)))
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*/
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if (HasFlag(MovementGeneratorFlags.Initialized) && (_nextMoveTime.Passed() || !HasFlag(MovementGeneratorFlags.InformEnabled)))
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{
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StartMove(owner, true);
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return true;
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}
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RemoveFlag(MovementGeneratorFlags.Interrupted);
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}
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// if it's moving
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if (!UpdateMoveTimer(diff))
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{
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// set home position at place (every MotionMaster::UpdateMotion)
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if (owner.GetTransGUID().IsEmpty())
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owner.SetHomePosition(owner.GetPosition());
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// handle switching points in continuous segments
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if (IsExactSplinePath())
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{
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if (_waypointTransitionSplinePoints.Count > 1 && owner.MoveSpline.CurrentPathIdx() >= _waypointTransitionSplinePoints.First())
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{
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OnArrived(owner);
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_waypointTransitionSplinePoints.Remove(_waypointTransitionSplinePoints.First());
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if (ComputeNextNode())
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{
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
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}
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}
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}
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// relaunch movement if its speed has changed
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if (HasFlag(MovementGeneratorFlags.SpeedUpdatePending))
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StartMove(owner, true);
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}
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else if (!_nextMoveTime.Passed()) // it's not moving, is there a timer?
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{
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if (UpdateWaitTimer(diff))
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{
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if (!HasFlag(MovementGeneratorFlags.Initialized)) // initial movement call
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{
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StartMove(owner);
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return true;
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}
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else if (!HasFlag(MovementGeneratorFlags.InformEnabled)) // timer set before node was reached, resume now
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{
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StartMove(owner, true);
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return true;
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}
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}
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else
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return true; // keep waiting
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}
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else // not moving, no timer
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{
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if (HasFlag(MovementGeneratorFlags.Initialized) && !HasFlag(MovementGeneratorFlags.InformEnabled))
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{
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OnArrived(owner); // hooks and wait timer reset (if necessary)
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AddFlag(MovementGeneratorFlags.InformEnabled); // signals to future StartMove that it reached a node
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}
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if (_nextMoveTime.Passed()) // OnArrived might have set a timer
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StartMove(owner); // check path status, get next point and move if necessary & can
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}
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return true;
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}
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public override void DoDeactivate(Creature owner)
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{
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AddFlag(MovementGeneratorFlags.Deactivated);
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owner.ClearUnitState(UnitState.RoamingMove);
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}
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public override void DoFinalize(Creature owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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if (active)
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{
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owner.ClearUnitState(UnitState.RoamingMove);
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// TODO: Research if this modification is needed, which most likely isnt
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owner.SetWalk(false);
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}
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if (movementInform)
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SetScriptResult(MovementStopReason.Finished);
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}
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public void MovementInform(Creature owner)
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{
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WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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{
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ai.MovementInform(MovementGeneratorType.Waypoint, waypoint.Id);
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ai.WaypointReached(waypoint.Id, _path.Id);
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}
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}
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void OnArrived(Creature owner)
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{
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if (_path == null || _path.Nodes.Empty())
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return;
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.OnArrived: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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WaypointNode waypoint = _path.Nodes.ElementAt(_currentNode);
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if (waypoint.Delay != TimeSpan.Zero)
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{
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owner.ClearUnitState(UnitState.RoamingMove);
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_nextMoveTime.Reset(waypoint.Delay);
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}
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if (_waitTimeRangeAtPathEnd.HasValue && IsFollowingPathBackwardsFromEndToStart()
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&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.Nodes.Count - 1)))
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{
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owner.ClearUnitState(UnitState.RoamingMove);
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TimeSpan waitTime = RandomHelper.RandTime(_waitTimeRangeAtPathEnd.Value.min, _waitTimeRangeAtPathEnd.Value.max);
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if (_duration != null)
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_duration.Update(waitTime); // count the random movement time as part of waypoing movement action
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if (_wanderDistanceAtPathEnds.HasValue)
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owner.GetMotionMaster().MoveRandom(_wanderDistanceAtPathEnds.Value, waitTime, MovementSlot.Active);
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else
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_nextMoveTime.Reset(waitTime);
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}
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MovementInform(owner);
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owner.UpdateCurrentWaypointInfo(waypoint.Id, _path.Id);
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}
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void StartMove(Creature owner, bool relaunch = false)
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{
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// sanity checks
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if (owner == null || !owner.IsAlive() || HasFlag(MovementGeneratorFlags.Finalized) || (relaunch && (HasFlag(MovementGeneratorFlags.InformEnabled) || !HasFlag(MovementGeneratorFlags.Initialized))))
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return;
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if (_path == null || _path.Nodes.Empty())
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return;
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if (owner.HasUnitState(UnitState.NotMove) || owner.IsMovementPreventedByCasting() || (owner.IsFormationLeader() && !owner.IsFormationLeaderMoveAllowed())) // if cannot move OR cannot move because of formation
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{
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_nextMoveTime.Reset(1000); // delay 1s
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return;
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}
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bool transportPath = !owner.GetTransGUID().IsEmpty();
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int previousNode = _currentNode;
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if (HasFlag(MovementGeneratorFlags.InformEnabled) && HasFlag(MovementGeneratorFlags.Initialized))
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{
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if (ComputeNextNode())
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{
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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// inform AI
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
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}
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else
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{
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WaypointNode currentWaypoint = _path.Nodes[_currentNode];
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float x = currentWaypoint.X;
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float y = currentWaypoint.Y;
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float z = currentWaypoint.Z;
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float o = owner.GetOrientation();
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if (!transportPath)
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owner.SetHomePosition(x, y, z, o);
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else
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{
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ITransport trans = owner.GetTransport();
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if (trans != null)
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{
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o -= trans.GetTransportOrientation();
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owner.SetTransportHomePosition(x, y, z, o);
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trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
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owner.SetHomePosition(x, y, z, o);
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}
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// else if (vehicle != null) - this should never happen, vehicle offsets are const
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}
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AddFlag(MovementGeneratorFlags.Finalized);
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owner.UpdateCurrentWaypointInfo(0, 0);
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// inform AI
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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ai.WaypointPathEnded(currentWaypoint.Id, _path.Id);
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SetScriptResult(MovementStopReason.Finished);
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return;
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}
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}
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else if (!HasFlag(MovementGeneratorFlags.Initialized))
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{
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AddFlag(MovementGeneratorFlags.Initialized);
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// inform AI
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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ai.WaypointStarted(_path.Nodes[_currentNode].Id, _path.Id);
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}
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Cypher.Assert(_currentNode < _path.Nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.Id})");
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WaypointNode lastWaypointForSegment = _path.Nodes[_currentNode];
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List<Vector3> points = new();
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if (IsExactSplinePath())
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CreateMergedPath(owner, _path, previousNode, _currentNode, _isReturningToStart, false,
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points, _waypointTransitionSplinePoints, ref lastWaypointForSegment);
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else
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CreateSingularPointPath(owner, _path, _currentNode, _generatePath, points, _waypointTransitionSplinePoints);
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RemoveFlag(MovementGeneratorFlags.Transitory | MovementGeneratorFlags.InformEnabled | MovementGeneratorFlags.TimedPaused);
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owner.AddUnitState(UnitState.RoamingMove);
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MoveSplineInit init = new(owner);
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// because steering flag can cause position on client to not be perfectly accurate, dont do it in combat
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if (!owner.IsInCombat())
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init.SetSteering();
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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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init.DisableTransportPathTransformations();
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init.MovebyPath(points.ToArray());
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if (lastWaypointForSegment.Orientation.HasValue
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&& (lastWaypointForSegment.Delay != TimeSpan.Zero || (_isReturningToStart ? _currentNode == 0 : _currentNode == _path.Nodes.Count - 1)))
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init.SetFacing(lastWaypointForSegment.Orientation.Value);
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switch (_path.MoveType)
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{
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case WaypointMoveType.Land:
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init.SetAnimation(AnimTier.Ground);
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init.SetFly();
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break;
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case WaypointMoveType.Takeoff:
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init.SetAnimation(AnimTier.Fly);
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init.SetFly();
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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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switch (_speedSelectionMode) // overrides move type from each waypoint if set
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{
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case MovementWalkRunSpeedSelectionMode.Default:
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break;
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case MovementWalkRunSpeedSelectionMode.ForceRun:
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init.SetWalk(false);
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break;
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case MovementWalkRunSpeedSelectionMode.ForceWalk:
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init.SetWalk(true);
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break;
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default:
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break;
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}
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if (_path.Velocity.HasValue && !_speed.HasValue)
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_speed = _path.Velocity;
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if (_speed.HasValue)
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init.SetVelocity(_speed.Value);
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if (init.Path().Count > 2)
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{
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Vector3 mid = (init.Path().First() + init.Path().Last()) / 2.0f;
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var index = 0;// init.Path()[1..];
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var endIndex = (init.Path().Count - 2);
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while (index != endIndex)
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{
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Vector3 offset = init.Path()[index] - mid;
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if (MathF.Abs(offset.X) >= 128.0f || MathF.Abs(offset.Y) >= 128.0f || MathF.Abs(offset.Z) >= 64.0f)
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{
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// when distance is too great, send path in uncompressed state otherwise too much precision is lost on each point
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init.SetUncompressed();
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break;
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}
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|
++index;
|
|
}
|
|
}
|
|
|
|
TimeSpan duration = TimeSpan.FromMilliseconds(init.Launch());
|
|
|
|
if (!IsExactSplinePath()
|
|
&& duration > 2 * SEND_NEXT_POINT_EARLY_DELTA
|
|
&& lastWaypointForSegment.Delay == TimeSpan.Zero
|
|
// don't cut movement short at ends of path if its not a looping path or if it can be traversed backwards
|
|
&& ((_currentNode != 0 && _currentNode != _path.Nodes.Count - 1) || (!IsFollowingPathBackwardsFromEndToStart() && _repeating)))
|
|
duration -= SEND_NEXT_POINT_EARLY_DELTA;
|
|
|
|
_moveTimer.Reset(duration);
|
|
|
|
// inform formation
|
|
owner.SignalFormationMovement();
|
|
}
|
|
|
|
bool ComputeNextNode()
|
|
{
|
|
if ((_currentNode == _path.Nodes.Count - 1) && !_repeating)
|
|
return false;
|
|
|
|
if (!IsFollowingPathBackwardsFromEndToStart() || _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;
|
|
}
|
|
|
|
bool IsFollowingPathBackwardsFromEndToStart()
|
|
{
|
|
if (_followPathBackwardsFromEndToStart.HasValue)
|
|
return _followPathBackwardsFromEndToStart.Value;
|
|
|
|
return _path.Flags.HasFlag(WaypointPathFlags.FollowPathBackwardsFromEndToStart);
|
|
}
|
|
|
|
bool IsExactSplinePath()
|
|
{
|
|
if (_exactSplinePath.HasValue)
|
|
return _exactSplinePath.Value;
|
|
|
|
return _path.Flags.HasFlag(WaypointPathFlags.ExactSplinePath);
|
|
}
|
|
|
|
public override string GetDebugInfo()
|
|
{
|
|
return $"Current Node: {_currentNode}\n{base.GetDebugInfo()}";
|
|
}
|
|
|
|
bool UpdateMoveTimer(uint diff) { return UpdateTimer(_moveTimer, diff); }
|
|
|
|
bool UpdateWaitTimer(uint diff) { return UpdateTimer(_nextMoveTime, diff); }
|
|
|
|
bool UpdateTimer(TimeTracker timer, uint diff)
|
|
{
|
|
timer.Update(diff);
|
|
if (timer.Passed())
|
|
{
|
|
timer.Reset(0);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
|
|
|
|
public override void UnitSpeedChanged() { AddFlag(MovementGeneratorFlags.SpeedUpdatePending); }
|
|
|
|
bool IsLoadedFromDB() { return _path != null; }
|
|
|
|
void CreateSingularPointPath(Unit owner, WaypointPath path, int currentNode, bool generatePath, List<Vector3> points, List<int> waypointTransitionSplinePoints)
|
|
{
|
|
WaypointNode waypoint = path.Nodes[currentNode];
|
|
points.Add(new Vector3(owner.GetPositionX(), owner.GetPositionY(), owner.GetPositionZ()));
|
|
|
|
if (generatePath)
|
|
{
|
|
PathGenerator generator = new(owner);
|
|
bool result = generator.CalculatePath(waypoint.X, waypoint.Y, waypoint.Z);
|
|
if (result && (generator.GetPathType() & PathType.NoPath) == 0)
|
|
points.AddRange(generator.GetPath()[1..]);
|
|
else
|
|
points.Add(new Vector3(waypoint.X, waypoint.Y, waypoint.Z));
|
|
}
|
|
else
|
|
points.Add(new Vector3(waypoint.X, waypoint.Y, waypoint.Z));
|
|
|
|
waypointTransitionSplinePoints.Add(points.Count - 1);
|
|
}
|
|
|
|
void CreateMergedPath(Unit owner, WaypointPath path, int previousNode, int currentNode, bool isReturningToStart, bool generatePath, List<Vector3> points, List<int> waypointTransitionSplinePoints, ref WaypointNode lastWaypointOnPath)
|
|
{
|
|
var segment = new Func<List<WaypointNode>>(() =>
|
|
{
|
|
// find the continuous segment that our destination waypoint is on
|
|
var segmentItr = path.ContinuousSegments.Find(segmentRange =>
|
|
{
|
|
bool isInSegmentRange(int node) => node >= segmentRange.First && node < segmentRange.First + segmentRange.Last;
|
|
return isInSegmentRange(currentNode) && isInSegmentRange(previousNode);
|
|
});
|
|
|
|
// handle path returning directly from last point to first
|
|
if (segmentItr == null)
|
|
{
|
|
if (currentNode != 0 || previousNode != path.Nodes.Count - 1)
|
|
return path.Nodes[currentNode..1];
|
|
|
|
segmentItr = path.ContinuousSegments[0];
|
|
}
|
|
|
|
if (!isReturningToStart)
|
|
return path.Nodes[currentNode..(segmentItr.Last - (currentNode - segmentItr.First))];
|
|
|
|
return path.Nodes[segmentItr.First..(currentNode - segmentItr.First + 1)];
|
|
})();
|
|
|
|
lastWaypointOnPath = !isReturningToStart ? segment.Last() : segment.First();
|
|
|
|
waypointTransitionSplinePoints.Clear();
|
|
|
|
void fillPath(List<WaypointNode> list)
|
|
{
|
|
PathGenerator generator = null;
|
|
if (_generatePath)
|
|
generator = new(owner);
|
|
|
|
Position source = owner.GetPosition();
|
|
points.Add(new Vector3(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ()));
|
|
|
|
foreach (var node in list)
|
|
{
|
|
if (generator != null)
|
|
{
|
|
bool result = generator.CalculatePath(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ(), node.X, node.Y, node.Z);
|
|
if (result && (generator.GetPathType() & PathType.NoPath) == 0)
|
|
points.AddRange(generator.GetPath()[1..]);
|
|
else
|
|
generator = null; // when path generation to a waypoint fails, add all remaining points without pathfinding (preserve legacy behavior of MoveSplineInit::MoveTo)
|
|
}
|
|
|
|
if (generator == null)
|
|
points.Add(new Vector3(node.X, node.Y, node.Z));
|
|
|
|
_waypointTransitionSplinePoints.Add(points.Count - 1);
|
|
|
|
source.Relocate(node.X, node.Y, node.Z);
|
|
}
|
|
};
|
|
|
|
if (!isReturningToStart)
|
|
fillPath(segment);
|
|
else
|
|
fillPath(segment[^0..]);
|
|
}
|
|
}
|
|
}
|