bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest, bool straightLine) { float x, y, z; _sourceUnit->GetPosition(x, y, z); if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z)) return false; G3D::Vector3 dest(destX, destY, destZ); SetEndPosition(dest); G3D::Vector3 start(x, y, z); SetStartPosition(start); _forceDestination = forceDest; _straightLine = straightLine; TC_LOG_DEBUG("maps", "++ PathGenerator::CalculatePath() for %u \n", _sourceUnit->GetGUIDLow()); // make sure navMesh works - we can run on map w/o mmap // check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?) if (!_navMesh || !_navMeshQuery || _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest)) { BuildShortcut(); _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; } UpdateFilter(); BuildPolyPath(start, dest); return true; }
bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest) { float x, y, z; _sourceUnit->GetPosition(x, y, z); if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z)) return false; Vector3 oldDest = GetEndPosition(); Vector3 dest(destX, destY, destZ); SetEndPosition(dest); Vector3 start(x, y, z); SetStartPosition(start); _forceDestination = forceDest; sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::CalculatePath() for %u \n", _sourceUnit->GetGUIDLow()); // make sure navMesh works - we can run on map w/o mmap // check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?) if (!_navMesh || !_navMeshQuery || _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest)) { BuildShortcut(); _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; } UpdateFilter(); // check if destination moved - if not we can optimize something here // we are following old, precalculated path? float dist = _sourceUnit->GetObjectSize(); if (oldDest != Vector3::zero() && InRange(oldDest, dest, dist, dist) && _pathPoints.size() > 2) { // our target is not moving - we just coming closer // we are moving on precalculated path - enjoy the ride sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::CalculatePath:: precalculated path\n"); _pathPoints.erase(_pathPoints.begin()); return false; } else { // target moved, so we need to update the poly path BuildPolyPath(start, dest); return true; } }
bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool /*forceDest*/) { float x, y, z; _sourceUnit->GetPosition(x, y, z); if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z)) return false; G3D::Vector3 dest(destX, destY, destZ); SetEndPosition(dest); SetActualEndPosition(GetEndPosition()); G3D::Vector3 start(x, y, z); SetStartPosition(start); TC_LOG_DEBUG("maps", "++ PathGenerator::CalculatePath() for %u\n", _sourceUnit->GetGUIDLow()); BuildShortcut(); _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; }