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

323 lines
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C#

/*
* Copyright (C) 2012-2020 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 Game.Entities;
using System.Collections.Generic;
using System.Linq;
namespace Game.Movement
{
public class WaypointMovementGenerator : MovementGeneratorMedium<Creature>
{
public WaypointMovementGenerator(uint pathId = 0, bool repeating = true)
{
_nextMoveTime = new TimeTrackerSmall(0);
_pathId = pathId;
_repeating = repeating;
_loadedFromDB = true;
}
public WaypointMovementGenerator(WaypointPath path, bool repeating = true)
{
_nextMoveTime = new TimeTrackerSmall(0);
_repeating = repeating;
_path = path;
}
public override void DoInitialize(Creature creature)
{
_done = false;
if (_loadedFromDB)
{
if (_pathId == 0)
_pathId = creature.GetWaypointPath();
_path = Global.WaypointMgr.GetPath(_pathId);
}
if (_path == null)
{
// No path id found for entry
Log.outError(LogFilter.Sql, $"WaypointMovementGenerator.DoInitialize: creature {creature.GetName()} ({creature.GetGUID()} DB GUID: {creature.GetSpawnId()}) doesn't have waypoint path id: {_pathId}");
return;
}
_nextMoveTime.Reset(1000);
// inform AI
if (creature.IsAIEnabled)
creature.GetAI().WaypointPathStarted(_path.id);
}
public override void DoFinalize(Creature creature)
{
creature.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
creature.SetWalk(false);
}
public override void DoReset(Creature creature)
{
if (!_done && _nextMoveTime.Passed() && CanMove(creature))
StartMove(creature);
else if (_done)
{
// mimic IdleMovementGenerator
if (!creature.IsStopped())
creature.StopMoving();
}
}
void OnArrived(Creature creature)
{
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((int)_currentNode);
if (waypoint.delay != 0)
{
creature.ClearUnitState(UnitState.RoamingMove);
_nextMoveTime.Reset((int)waypoint.delay);
}
if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
{
Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {creature.GetGUID()}.");
creature.ClearUnitState(UnitState.RoamingMove);
creature.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, creature, null);
}
// inform AI
if (creature.IsAIEnabled)
{
creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
creature.GetAI().WaypointReached(waypoint.id, _path.id);
}
creature.UpdateCurrentWaypointInfo(waypoint.id, _path.id);
}
void StartMove(Creature creature)
{
if (!creature || !creature.IsAlive())
return;
if (_done || _path == null || _path.nodes.Empty())
return;
// if the owner is the leader of its formation, check members status
if (!CanMove(creature) || (creature.IsFormationLeader() && !creature.IsFormationLeaderMoveAllowed()))
{
_nextMoveTime.Reset(1000);
return;
}
bool transportPath = creature.GetTransport() != null;
if (_isArrivalDone)
{
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.StartMove: tried to reference a node id ({_currentNode}) which is not included in path ({_path.id})");
WaypointNode lastWaypoint = _path.nodes.ElementAt(_currentNode);
if ((_currentNode == _path.nodes.Count - 1) && !_repeating) // If that's our last waypoint
{
float x = lastWaypoint.x;
float y = lastWaypoint.y;
float z = lastWaypoint.z;
float o = creature.GetOrientation();
if (!transportPath)
creature.SetHomePosition(x, y, z, o);
else
{
Transport trans = creature.GetTransport();
if (trans)
{
o -= trans.GetOrientation();
creature.SetTransportHomePosition(x, y, z, o);
trans.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
creature.SetHomePosition(x, y, z, o);
}
else
transportPath = false;
// else if (vehicle) - this should never happen, vehicle offsets are const
}
_done = true;
creature.UpdateCurrentWaypointInfo(0, 0);
// inform AI
if (creature.IsAIEnabled)
creature.GetAI().WaypointPathEnded(lastWaypoint.id, _path.id);
return;
}
_currentNode = (_currentNode + 1) % _path.nodes.Count;
// inform AI
if (creature.IsAIEnabled)
creature.GetAI().WaypointStarted(lastWaypoint.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];
Position formationDest = new(waypoint.x, waypoint.y, waypoint.z, (waypoint.orientation != 0 && waypoint.delay != 0) ? waypoint.orientation : 0.0f);
_isArrivalDone = false;
_recalculateSpeed = false;
creature.AddUnitState(UnitState.RoamingMove);
MoveSplineInit init = new(creature);
//! If creature is on transport, we assume waypoints set in DB are already transport offsets
if (transportPath)
{
init.DisableTransportPathTransformations();
ITransport trans = creature.GetDirectTransport();
if (trans != null)
{
float orientation = formationDest.GetOrientation();
trans.CalculatePassengerPosition(ref formationDest.posX, ref formationDest.posY, ref formationDest.posZ, ref orientation);
formationDest.SetOrientation(orientation);
}
}
//! 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);
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (waypoint.orientation != 0 && waypoint.delay != 0)
init.SetFacing(waypoint.orientation);
switch (waypoint.moveType)
{
case WaypointMoveType.Land:
init.SetAnimation(AnimType.ToGround);
break;
case WaypointMoveType.Takeoff:
init.SetAnimation(AnimType.ToFly);
break;
case WaypointMoveType.Run:
init.SetWalk(false);
break;
case WaypointMoveType.Walk:
init.SetWalk(true);
break;
}
init.Launch();
// inform formation
creature.SignalFormationMovement(formationDest, waypoint.id, waypoint.moveType, (waypoint.orientation != 0 && waypoint.delay != 0));
return;
}
public override bool DoUpdate(Creature creature, uint diff)
{
if (!creature || !creature.IsAlive())
return true;
if (_done || _path == null || _path.nodes.Empty())
return false;
if (_stalled || creature.HasUnitState(UnitState.NotMove) || creature.IsMovementPreventedByCasting())
{
creature.ClearUnitState(UnitState.RoamingMove);
creature.StopMoving();
return true;
}
if (!_nextMoveTime.Passed())
_nextMoveTime.Update((int)diff);
if (creature.HasUnitState(UnitState.RoamingMove) && creature.MoveSpline.Finalized() && !_isArrivalDone)
{
OnArrived(creature);
_isArrivalDone = true;
}
// Set home position at place on waypoint movement.
if (creature.GetTransGUID().IsEmpty())
creature.SetHomePosition(creature.GetPosition());
if (_recalculateSpeed || (_nextMoveTime.Passed() && (!creature.HasUnitState(UnitState.RoamingMove) || creature.MoveSpline.Finalized())))
StartMove(creature);
return true;
}
void MovementInform(Creature creature)
{
if (creature.IsAIEnabled)
creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
}
public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
{
x = y = z = 0;
// prevent a crash at empty waypoint path.
// prevent a crash at empty waypoint path.
if (_path == null || _path.nodes.Empty())
return false;
Cypher.Assert(_currentNode < _path.nodes.Count, $"WaypointMovementGenerator.GetResetPos: 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 Pause(uint timer = 0)
{
_stalled = timer == 0;
_nextMoveTime.Reset(timer != 0 ? (int)timer : 1);
}
public override void Resume(uint overrideTimer = 0)
{
_stalled = false;
if (overrideTimer != 0)
_nextMoveTime.Reset((int)overrideTimer);
}
static bool CanMove(Creature creature)
{
return !creature.HasUnitState(UnitState.NotMove) && !creature.IsMovementPreventedByCasting();
}
public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
public override void UnitSpeedChanged() { _recalculateSpeed = true; }
TimeTrackerSmall _nextMoveTime;
bool _recalculateSpeed;
bool _isArrivalDone;
uint _pathId;
bool _repeating;
bool _loadedFromDB;
bool _stalled;
bool _done;
WaypointPath _path;
int _currentNode;
}
}