void WaypointMovementGenerator<Creature>::Initialize(Creature &u) { u.StopMoving(); //i_currentNode = -1; // uint32, become 0 in the first update //i_nextMoveTime.Reset(0); StopedByPlayer = false; if (!path_id) path_id = u.GetWaypointPath(); waypoints = sWaypointMgr->GetPath(path_id); i_currentNode = 0; if (waypoints && waypoints->size()) { node = waypoints->front(); Traveller<Creature> traveller(u); InitTraveller(u, *node); MoveToNextNode(traveller); //Call for creature formation update if (u.GetFormation() && u.GetFormation()->getLeader() == &u) u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else node = NULL; }
std::string parse (const anta::Node<M_>& entry, const std::string& text, const anta::uint_t state_pool_capacity = 1024) { std::stringstream out; // prepare traveller anta::Traveller<M_> traveller(entry); traveller. set_capacity(state_pool_capacity); #if defined(DEBUG_PRINT) traveller. get_observer(). link(& std::cout); #endif // perform parsing out << traveller. run( &* text. begin(), &* text. begin() + text. size()); // extract traces anta::aux::Tracer<M_> tracer(traveller); while (tracer. next()) { out << " |"; while (tracer. step()) { const int label = tracer -> get_arc(). get_label(). get(); if (label != 0) out << ' ' << label; } } // cleanup [not really necessary] tracer. rewind(); traveller. reset(); // return fingerprint return out. str(); }
bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if (creature.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) { i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer creature.ClearUnitState(UNIT_STAT_ROAMING); return true; } i_nextMoveTime.Update(diff); if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly()) creature.ClearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_MOVE); if (!i_destinationHolder.HasArrived() && creature.IsStopped()) creature.AddUnitState(UNIT_STAT_ROAMING); CreatureTraveller traveller(creature); if (i_destinationHolder.UpdateTraveller(traveller, diff, true)) { if (i_nextMoveTime.Passed()) { if (irand(0,RUNNING_CHANCE_RANDOMMV) > 0) creature.AddUnitMovementFlag(MOVEMENTFLAG_WALKING); _setRandomLocation(creature); } else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(),PET_FOLLOW_DIST+2.5f)) { creature.RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); _setRandomLocation(creature); } } return true; }
bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) { if( !&owner || !owner.isAlive() ) return false; // ignore in case other no reaction state if (owner.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_FLEEING)) { owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); return true; } Traveller<T> traveller(owner); i_nextCheckTime.Update(time_diff); if( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() ) { _setTargetLocation(owner); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) { if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost i_destinationHolder.ResetUpdate(50); if(i_nextCheckTime.Passed() && i_destinationHolder.HasArrived()) { _setTargetLocation(owner); return true; } } return true; }
void FlightPathMovementGenerator::Initialize(Player &player) { player.getHostilRefManager().setOnlineOfflineState(false); player.addUnitState(UNIT_STAT_IN_FLIGHT); player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); LoadPath(player); Traveller<Player> traveller(player); // do not send movement, it was sent already i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false); player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd()); // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight. uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the // same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath() m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node }
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { float X, Y, Z, z, nx, ny, nz, ori, dist; creature.GetHomePosition(X, Y, Z, ori); z = creature.GetPositionZ(); Map const* map = creature.GetBaseMap(); // For 2D/3D system selection //bool is_land_ok = creature.canWalk(); //bool is_water_ok = creature.canSwim(); bool is_air_ok = creature.canFly(); for (uint32 i = 0; ; ++i) { const float angle = (float)rand_norm()*static_cast<float>(M_PI*2); const float range = (float)rand_norm()*wander_distance; const float distanceX = range * cos(angle); const float distanceY = range * sin(angle); nx = X + distanceX; ny = Y + distanceY; // prevent invalid coordinates generation Trillium::NormalizeMapCoord(nx); Trillium::NormalizeMapCoord(ny); dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y); if (i == 5) { nz = Z; break; } if (is_air_ok) // 3D system above ground and above water (flying mode) { const float distanceZ = (float)(rand_norm()) * sqrtf(dist)/2; // Limit height change nz = Z + distanceZ; float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height. float wz = map->GetWaterLevel(nx, ny); if (tz >= nz || wz >= nz) continue; // Problem here, we must fly above the ground and water, not under. Let's try on next tick } //else if (is_water_ok) // 3D system under water and above ground (swimming mode) else // 2D only { dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE) // The fastest way to get an accurate result 90% of the time. // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long. nz = map->GetHeight(nx, ny, Z+dist-2.0f, false); // Map check if (fabs(nz-Z)>dist) { nz = map->GetHeight(nx, ny, Z-2.0f, true); // Vmap Horizontal or above if (fabs(nz-Z)>dist) { nz = map->GetHeight(nx, ny, Z+dist-2.0f, true); // Vmap Higher if (fabs(nz-Z)>dist) continue; // let's forget this bad coords where a z cannot be find and retry at next tick } } } break; } Traveller<Creature> traveller(creature); creature.SetOrientation(creature.GetAngle(nx, ny)); i_destinationHolder.SetDestination(traveller, nx, ny, nz); creature.AddUnitState(UNIT_STAT_ROAMING); if (is_air_ok) { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } //else if (is_water_ok) // Swimming mode to be done with more than this check else { i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 5000+i_destinationHolder.GetTotalTravelTime())); creature.AddUnitMovementFlag(MOVEMENTFLAG_WALKING); } //Call for creature group update if (creature.GetFormation() && creature.GetFormation()->getLeader() == &creature) { creature.GetFormation()->LeaderMoveTo(nx, ny, nz); } }
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if (!&creature) return true; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (creature.hasUnitState(UNIT_STAT_NOT_MOVE)) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } if (i_currentNode >= i_path->size()) i_currentNode = 0; CreatureTraveller traveller(creature); i_nextMoveTime.Update(diff); if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true)) { if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost } // creature has been stopped in middle of the waypoint segment if (!i_destinationHolder.HasArrived() && creature.IsStopped()) { // Timer has elapsed, meaning this part controlled it if (i_nextMoveTime.Passed()) { SetStoppedByPlayer(false); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); // Now we re-set destination to same node and start travel const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else // if( !i_nextMoveTime.Passed()) { // unexpected end of timer && creature stopped && not at end of segment if (!IsStoppedByPlayer()) { // Put 30 seconds delay i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); SetStoppedByPlayer(true); // Mark we did it } } return true; // Abort here this update } if (creature.IsStopped() && !i_hasDone) // creature is waiting on a waypoint and hasn't done the behavior yet { uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; if (i_path->at(idx).orientation != 100) creature.SetOrientation(i_path->at(idx).orientation); if (WaypointBehavior *behavior = i_path->at(idx).behavior) { if (behavior->emote != 0) creature.HandleEmote(behavior->emote); if (behavior->spell != 0) { creature.CastSpell(&creature, behavior->spell, false); if (!IsActive(creature)) // force stop processing (cast can change movegens list) return true; // not expire now, but already lost } if (behavior->model1 != 0) creature.SetDisplayId(behavior->model1); if (behavior->textid[0]) { // Not only one text is set if (behavior->textid[1]) { // Select one from max 5 texts (0 and 1 already checked) int i = 2; for(; i < MAX_WAYPOINT_TEXT; ++i) { if (!behavior->textid[i]) break; } creature.Say(behavior->textid[rand() % i], 0, 0); } else creature.Say(behavior->textid[0], 0, 0); } } // behavior done i_hasDone = true; MovementInform(creature); if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // prevent a crash at empty waypoint path. if (!i_path || i_path->empty() || i_currentNode >= i_path->size()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } } // i_creature.IsStopped() // This is at the end of waypoint segment or has been stopped by player if (i_nextMoveTime.Passed()) { // If stopped then begin a new move segment if (creature.IsStopped()) { creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; if (i_path->at(idx).orientation != 100) creature.SetOrientation(i_path->at(idx).orientation); if (WaypointBehavior *behavior = i_path->at(idx).behavior) { if (behavior->model2 != 0) creature.SetDisplayId(behavior->model2); creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); } } else { // If not stopped then stop it and set the reset of TimeTracker to waittime creature.StopMoving(); SetStoppedByPlayer(false); i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); ++i_currentNode; i_hasDone = false; if (i_currentNode >= i_path->size()) i_currentNode = 0; } } return true; }
bool TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!&owner || !owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED)) return true; // prevent movement while casting spells with cast time or channel time if (owner.hasUnitState(UNIT_STAT_CASTING)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } // prevent crash after creature killed pet if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget()) return true; if (i_path && (i_path->getPathType() & PATHFIND_NOPATH)) return true; Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); if (i_destinationHolder.UpdateTraveller(traveller, time_diff, i_recalculateTravel || owner.IsStopped())) { // put targeted movement generators on a higher priority if (owner.GetObjectSize()) i_destinationHolder.ResetUpdate(100); float dist = owner.GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); float x,y,z; i_target->GetPosition(x, y, z); PathNode next_point(x, y, z); bool targetMoved = false, needNewDest = false; if (i_path) { PathNode end_point = i_path->getEndPosition(); next_point = i_path->getNextPosition(); needNewDest = i_destinationHolder.HasArrived() && !inRange(next_point, i_path->getActualEndPosition(), dist, dist); // GetClosePoint() will always return a point on the ground, so we need to // handle the difference in elevation when the creature is flying if (owner.GetTypeId() == TYPEID_UNIT && owner.ToCreature()->canFly()) targetMoved = i_target->GetDistanceSqr(end_point.x, end_point.y, end_point.z) >= dist * dist; else targetMoved = i_target->GetDistance2d(end_point.x, end_point.y) >= dist; } // target moved if (!i_path || targetMoved || needNewDest || i_recalculateTravel || owner.IsStopped()) { // (re)calculate path _setTargetLocation(owner); next_point = i_path->getNextPosition(); // Set new Angle For Map:: owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); } // Update the Angle of the target only for Map::, no need to send packet for player else if (!i_angle && !owner.HasInArc(0.01f, next_point.x, next_point.y)) owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); owner.StopMoving(); if (owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(i_target.getTarget(), true); } } // Implemented for PetAI to handle resetting flags when pet owner reached if (i_destinationHolder.HasArrived()) MovementInform(owner); return true; }
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if (!&creature) return true; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (creature.hasUnitState(UNIT_STAT_NOT_MOVE)) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } if (i_currentNode >= i_path->size()) { sLog.outError("WaypointMovement currentNode (%u) is equal or bigger than path size (creature entry %u)", i_currentNode, creature.GetEntry()); i_currentNode = 0; } CreatureTraveller traveller(creature); i_nextMoveTime.Update(diff); if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true)) { if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost } // creature has been stopped in middle of the waypoint segment if (!i_destinationHolder.HasArrived() && creature.IsStopped()) { // Timer has elapsed, meaning this part controlled it if (i_nextMoveTime.Passed()) { SetStoppedByPlayer(false); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); // Now we re-set destination to same node and start travel const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else // if( !i_nextMoveTime.Passed()) { // unexpected end of timer && creature stopped && not at end of segment if (!IsStoppedByPlayer()) { // Put 30 seconds delay i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); SetStoppedByPlayer(true); // Mark we did it } } return true; // Abort here this update } if (creature.IsStopped()) { if (!m_isArrivalDone) { if (i_path->at(i_currentNode).orientation != 100) creature.SetOrientation(i_path->at(i_currentNode).orientation); if (i_path->at(i_currentNode).script_id) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry()); creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature); } // We have reached the destination and can process behavior if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior) { if (behavior->emote != 0) creature.HandleEmote(behavior->emote); if (behavior->spell != 0) { creature.CastSpell(&creature, behavior->spell, false); if (!IsActive(creature)) // force stop processing (cast can change movegens list) return true; // not expire now, but already lost } if (behavior->model1 != 0) creature.SetDisplayId(behavior->model1); if (behavior->textid[0]) { // Not only one text is set if (behavior->textid[1]) { // Select one from max 5 texts (0 and 1 already checked) int i = 2; for(; i < MAX_WAYPOINT_TEXT; ++i) { if (!behavior->textid[i]) break; } creature.Say(behavior->textid[rand() % i], 0, 0); } else creature.Say(behavior->textid[0], 0, 0); } } // wpBehaviour found // Can only do this once for the node m_isArrivalDone = true; // Inform script MovementInform(creature); if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // prevent a crash at empty waypoint path. if (!i_path || i_path->empty() || i_currentNode >= i_path->size()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } } } // i_creature.IsStopped() // This is at the end of waypoint segment (incl. was previously stopped by player, extending the time) if (i_nextMoveTime.Passed()) { // If stopped then begin a new move segment if (creature.IsStopped()) { creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior) { if (behavior->model2 != 0) creature.SetDisplayId(behavior->model2); creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); } // behavior for "departure" of the current node is done m_isArrivalDone = false; // Proceed with increment current node and then send to the next destination ++i_currentNode; // Oops, end of the line so need to start from the beginning if (i_currentNode >= i_path->size()) i_currentNode = 0; if (i_path->at(i_currentNode).orientation != 100) creature.SetOrientation(i_path->at(i_currentNode).orientation); const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else { // If not stopped then stop it creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); SetStoppedByPlayer(false); // Set TimeTracker to waittime for the current node i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); } } return true; }
bool TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!&owner || !owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED)) return true; // prevent movement while casting spells with cast time or channel time if (owner.hasUnitState(UNIT_STAT_CASTING)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } // prevent crash after creature killed pet if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget()) return true; Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); else if (owner.IsStopped() && !i_destinationHolder.HasArrived()) { owner.addUnitState(UNIT_STAT_CHASE); i_destinationHolder.StartTravel(traveller); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff)) { // put targeted movement generators on a higher priority //if (owner.GetObjectSize()) //i_destinationHolder.ResetUpdate(50); // target moved if (i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY() || i_targetZ != i_target->GetPositionZ()) { if (_setTargetLocation(owner) || !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.SetInFront(i_target.getTarget()); i_target->GetPosition(i_targetX, i_targetY, i_targetZ); } if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetInFront(i_target.getTarget()); owner.StopMoving(); if (owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(i_target.getTarget(),true); } } // Implemented for PetAI to handle resetting flags when pet owner reached if (i_destinationHolder.HasArrived()) MovementInform(owner); return true; }
bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff) { if(!&unit) return true; // ignore in case other no reaction state if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_CONFUSED)) return true; if (i_nextMoveTime.Passed()) { // currently moving, update location unit.addUnitState(UNIT_STAT_CONFUSED_MOVE); Traveller<T> traveller(unit); if (i_destinationHolder.UpdateTraveller(traveller, diff, false)) { if (!IsActive(unit)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost if (i_destinationHolder.HasArrived()) { // arrived, stop and wait a bit unit.StopMoving(); i_nextMoveTime.Reset(urand(800, 1500)); } } } else { // waiting for next move i_nextMoveTime.Update(diff); if(i_nextMoveTime.Passed()) { // start moving unit.addUnitState(UNIT_STAT_CONFUSED_MOVE); float x = i_x + 10.0f*(rand_norm_f() - 0.5f); float y = i_y + 10.0f*(rand_norm_f() - 0.5f); float z = i_z; unit.UpdateAllowedPositionZ(x, y, z); Traveller<T> traveller(unit); PathInfo path(&unit, x, y, z); if(!(path.getPathType() & PATHFIND_NORMAL)) { i_nextMoveTime.Reset(urand(800, 1000)); return true; } PointPath pointPath = path.getFullPath(); float speed = traveller.Speed() * 0.001f; // in ms uint32 traveltime = uint32(pointPath.GetTotalLength() / speed); SplineFlags flags = (unit.GetTypeId() == TYPEID_UNIT) ? ((Creature*)&unit)->GetSplineFlags() : SPLINEFLAG_WALKMODE; unit.SendMonsterMoveByPath(pointPath, 1, std::min<uint32>(pointPath.size(), 5), flags, traveltime); PathNode p = pointPath[std::min<uint32>(pointPath.size()-1, 4)]; // we do not really need it with mmaps active unit.UpdateAllowedPositionZ(p.x, p.y, p.z); i_destinationHolder.SetDestination(traveller, p.x, p.y, p.z, false); } } return true; }
void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) { if (!i_target.isValid() || !i_target->IsInWorld()) return; if (owner.hasUnitState(UNIT_STAT_NOT_MOVE)) return; float x, y, z; // prevent redundant micro-movement for pets, other followers. if (i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset)) { if (i_destinationHolder.HasDestination()) return; owner.GetPosition(x, y, z); } else if (!i_offset) { // to nearest contact position i_target->GetContactPoint( &owner, x, y, z ); } else { // to at i_offset distance from target and i_angle from target facing i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle, &owner); } /* We MUST not check the distance difference and avoid setting the new location for smaller distances. By that we risk having far too many GetContactPoint() calls freezing the whole system. In TargetedMovementGenerator<T>::Update() we check the distance to the target and at some range we calculate a new position. The calculation takes some processor cycles due to vmaps. If the distance to the target it too large to ignore, but the distance to the new contact point is short enough to be ignored, we will calculate a new contact point each update loop, but will never move to it. The system will freeze. ralf //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize float bothObjectSize = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + CONTACT_DISTANCE; if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize ) return; */ //ACE_High_Res_Timer timer = ACE_High_Res_Timer(); //ACE_hrtime_t elapsed; //timer.start(); bool forceDest = false; // allow pets following their master to cheat while generating paths if(owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet() && owner.hasUnitState(UNIT_STAT_FOLLOW)) forceDest = true; bool newPathCalculated = true; if(!i_path) i_path = new PathInfo(&owner, x, y, z, false, forceDest); else newPathCalculated = i_path->Update(x, y, z, false, forceDest); //timer.stop(); //timer.elapsed_microseconds(elapsed); //sLog.outDebug("Path found in %llu microseconds", elapsed); // nothing we can do here ... if(i_path->getPathType() & PATHFIND_NOPATH) return; PointPath pointPath = i_path->getFullPath(); if (i_destinationHolder.HasArrived() && m_pathPointsSent) --m_pathPointsSent; Traveller<T> traveller(owner); i_path->getNextPosition(x, y, z); i_destinationHolder.SetDestination(traveller, x, y, z, false); // send the path if: // we have brand new path // we have visited almost all of the previously sent points // movespeed has changed // the owner is stopped (caused by some movement effects) if (newPathCalculated || m_pathPointsSent < 2 || i_recalculateTravel || owner.IsStopped()) { // send 10 nodes, or send all nodes if there are less than 10 left m_pathPointsSent = std::min<uint32>(10, pointPath.size() - 1); uint32 endIndex = m_pathPointsSent + 1; // dist to next node + world-unit length of the path x -= owner.GetPositionX(); y -= owner.GetPositionY(); z -= owner.GetPositionZ(); float dist = sqrt(x*x + y*y + z*z) + pointPath.GetTotalLength(1, endIndex); // calculate travel time, set spline, then send path uint32 traveltime = uint32(dist / (traveller.Speed()*0.001f)); SplineFlags flags = (owner.GetTypeId() == TYPEID_UNIT) ? ((Creature*)&owner)->GetSplineFlags() : SPLINEFLAG_WALKMODE; owner.SendMonsterMoveByPath(pointPath, 1, endIndex, flags, traveltime); } D::_addUnitStateMove(owner); if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly()) ((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING); }
bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_NOT_MOVE)) { D::_clearUnitStateMove(owner); return true; } // prevent movement while casting spells with cast time or channel time if (owner.IsNonMeleeSpellCasted(false, false, true)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } // prevent crash after creature killed pet if (static_cast<D*>(this)->_lostTarget(owner)) { D::_clearUnitStateMove(owner); return true; } if (i_path && (i_path->getPathType() & PATHFIND_NOPATH)) return true; Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); if (owner.IsStopped() && !i_destinationHolder.HasArrived()) { D::_addUnitStateMove(owner); if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly()) ((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING); i_destinationHolder.StartTravel(traveller); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff, i_recalculateTravel || owner.IsStopped())) { if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // put targeted movement generators on a higher priority if (owner.GetObjectBoundingRadius()) i_destinationHolder.ResetUpdate(100); //More distance let have better performance, less distance let have more sensitive reaction at target move. float dist = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE); float x,y,z; i_target->GetPosition(x, y, z); PathNode next_point(x, y, z); bool targetMoved = false, needNewDest = false; if (i_path) { PathNode end_point = i_path->getEndPosition(); next_point = i_path->getNextPosition(); needNewDest = i_destinationHolder.HasArrived() && !inRange(next_point, i_path->getActualEndPosition(), dist, dist); // GetClosePoint() will always return a point on the ground, so we need to // handle the difference in elevation when the creature is flying if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly()) targetMoved = i_target->GetDistanceSqr(end_point.x, end_point.y, end_point.z) >= dist*dist; else targetMoved = i_target->GetDistance2d(end_point.x, end_point.y) >= dist; } if (!i_path || targetMoved || needNewDest || i_recalculateTravel || owner.IsStopped()) { // (re)calculate path _setTargetLocation(owner); next_point = i_path->getNextPosition(); // Set new Angle For Map:: owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); } // Update the Angle of the target only for Map::, no need to send packet for player else if (!i_angle && !owner.HasInArc(0.01f, next_point.x, next_point.y)) owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); owner.StopMoving(); static_cast<D*>(this)->_reachTarget(owner); } } return true; }
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist; creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance); z = creature.GetPositionZ(); Map const* map = creature.GetBaseMap(); // For 2D/3D system selection //bool is_land_ok = creature.canWalk(); // not used? //bool is_water_ok = creature.canSwim(); // not used? bool is_air_ok = creature.canFly(); const float angle = rand_norm_f()*(M_PI_F*2.0f); const float range = rand_norm_f()*wander_distance; const float distanceX = range * cos(angle); const float distanceY = range * sin(angle); nx = X + distanceX; ny = Y + distanceY; // prevent invalid coordinates generation MaNGOS::NormalizeMapCoord(nx); MaNGOS::NormalizeMapCoord(ny); dist = distanceX*distanceX + distanceY*distanceY; if (is_air_ok) // 3D system above ground and above water (flying mode) { // Limit height change const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f; nz = Z + distanceZ; float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height. float wz = map->GetWaterLevel(nx, ny); // Problem here, we must fly above the ground and water, not under. Let's try on next tick if (tz >= nz || wz >= nz) return; } //else if (is_water_ok) // 3D system under water and above ground (swimming mode) else // 2D only { nz = Z; if (!map->IsNextZcoordOK(nx, ny, nz, dist)) return; // let's forget this bad coords where a z cannot be find and retry at next tick creature.UpdateGroundPositionZ(nx, ny, nz, dist); } Traveller<Creature> traveller(creature); creature.SetOrientation(creature.GetAngle(nx, ny)); i_destinationHolder.SetDestination(traveller, nx, ny, nz); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (is_air_ok && !(creature.canWalk() && creature.IsAtGroundLevel(nx, ny, nz))) { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); } //else if (is_water_ok) // Swimming mode to be done with more than this check else { i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime())); creature.AddSplineFlag(SPLINEFLAG_WALKMODE); } }
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if(!&creature) return true; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED)) return true; // prevent crash at empty waypoint path. if(i_path.Empty()) { return true; } CreatureTraveller traveller(creature); /* if( npcIsStopped[creature.GetGUID()] ) { i_nextMoveTime.Update(40000); i_destinationHolder.UpdateTraveller(traveller, ((diff)-40000), false); npcIsStopped[creature.GetGUID()] = false; return true; } */ i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, false); if( creature.IsStopped() ) { uint32 wpB = i_currentNode > 0 ? i_currentNode-1 : i_wpBehaviour.size()-1; if( i_wpBehaviour[wpB] != NULL ) { struct WaypointBehavior *tmpBehavior = i_wpBehaviour[wpB]; if (!tmpBehavior->HasDone) { if(tmpBehavior->emote != 0) { creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,tmpBehavior->emote); } if(tmpBehavior->aiscript != "") { WPAIScript(creature, tmpBehavior->aiscript); } //sLog.outDebug("DEBUG: tmpBehavior->text[0] TEST"); if(tmpBehavior->text[0] != "") { //sLog.outDebug("DEBUG: tmpBehavior->text[0] != \"\""); // Only one text is set if( tmpBehavior->text[1] == "" ) { //sLog.outDebug("DEBUG: tmpBehavior->text[1] == NULL"); creature.Say(tmpBehavior->text[0].c_str(), 0, 0); } else { // Select one from max 5 texts for( int i = 0; i < 4; ++i ) { if( tmpBehavior->text[i] == "" ) { //sLog.outDebug("DEBUG: tmpBehavior->text[i] == \"\": %d", i); //sLog.outDebug("DEBUG: rand() % (i): %d", rand() % (i)); creature.Say(tmpBehavior->text[rand() % i].c_str(), 0, 0); break; } } } } if(tmpBehavior->spell != 0) { //sLog.outDebug("DEBUG: wpSys - spell"); creature.CastSpell(&creature,tmpBehavior->spell, false); } if (tmpBehavior->orientation !=100) { //sLog.outDebug("DEBUG: wpSys - orientation"); creature.SetOrientation(tmpBehavior->orientation); } if(tmpBehavior->model1 != 0) { //sLog.outDebug("DEBUG: wpSys - model1"); creature.SetUInt32Value(UNIT_FIELD_DISPLAYID, tmpBehavior->model1); } tmpBehavior->HasDone = true; } // HasDone == false } // wpBehaviour found } // i_creature.IsStopped() if( i_nextMoveTime.Passed() ) { if( creature.IsStopped() ) { assert( i_currentNode < i_path.Size() ); creature.addUnitState(UNIT_STAT_ROAMING); const Path::PathNode &node(i_path(i_currentNode)); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); uint32 wpB = i_currentNode > 0 ? i_currentNode-1 : i_wpBehaviour.size()-1; if( i_wpBehaviour[wpB] != NULL ) { struct WaypointBehavior *tmpBehavior = i_wpBehaviour[wpB]; tmpBehavior->HasDone = false; if(tmpBehavior->model2 != 0) { creature.SetUInt32Value(UNIT_FIELD_DISPLAYID, tmpBehavior->model2); } if (tmpBehavior->orientation !=100) { creature.SetOrientation(tmpBehavior->orientation); } creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); } } else { creature.StopMoving(); i_nextMoveTime.Reset(i_delays[i_currentNode]); ++i_currentNode; if( i_currentNode >= i_path.Size() ) i_currentNode = 0; } } return true; }
bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_NOT_MOVE)) { D::_clearUnitStateMove(owner); return true; } // prevent movement while casting spells with cast time or channel time if (owner.IsNonMeleeSpellCasted(false, false, true)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } // prevent crash after creature killed pet if (static_cast<D*>(this)->_lostTarget(owner)) { D::_clearUnitStateMove(owner); return true; } Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); if (owner.IsStopped() && !i_destinationHolder.HasArrived()) { D::_addUnitStateMove(owner); if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly()) ((Creature&)owner).AddSplineFlag(SPLINEFLAG_UNKNOWN7); i_destinationHolder.StartTravel(traveller); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) { if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // put targeted movement generators on a higher priority if (owner.GetObjectBoundingRadius()) i_destinationHolder.ResetUpdate(50); float dist = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE); //More distance let have better performance, less distance let have more sensitive reaction at target move. // try to counter precision differences if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist) { owner.SetInFront(i_target.getTarget()); // Set new Angle For Map:: _setTargetLocation(owner); //Calculate New Dest and Send data To Player } // Update the Angle of the target only for Map::, no need to send packet for player else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget())) owner.SetInFront(i_target.getTarget()); if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetInFront(i_target.getTarget()); owner.StopMoving(); static_cast<D*>(this)->_reachTarget(owner); } } return true; }
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { float respX, respY, respZ, respO, currZ, destX, destY, destZ, wander_distance, travelDistZ; creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance); currZ = creature.GetPositionZ(); TerrainInfo const* map = creature.GetTerrain(); // For 2D/3D system selection //bool is_land_ok = creature.CanWalk(); // not used? //bool is_water_ok = creature.CanSwim(); // not used? bool is_air_ok = creature.CanFly(); const float angle = rand_norm_f() * (M_PI_F*2.0f); const float range = rand_norm_f() * wander_distance; const float distanceX = range * cos(angle); const float distanceY = range * sin(angle); destX = respX + distanceX; destY = respY + distanceY; // prevent invalid coordinates generation MaNGOS::NormalizeMapCoord(destX); MaNGOS::NormalizeMapCoord(destY); travelDistZ = distanceX*distanceX + distanceY*distanceY; if (is_air_ok) // 3D system above ground and above water (flying mode) { // Limit height change const float distanceZ = rand_norm_f() * sqrtf(travelDistZ)/2.0f; destZ = respZ + distanceZ; float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f); // Problem here, we must fly above the ground and water, not under. Let's try on next tick if (levelZ >= destZ) return; } //else if (is_water_ok) // 3D system under water and above ground (swimming mode) else // 2D only { // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE) travelDistZ = travelDistZ >= 100.0f ? 10.0f : sqrtf(travelDistZ); // The fastest way to get an accurate result 90% of the time. // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long. destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, false); if (fabs(destZ - respZ) > travelDistZ) // Map check { // Vmap Horizontal or above destZ = map->GetHeight(destX, destY, respZ - 2.0f, true); if (fabs(destZ - respZ) > travelDistZ) { // Vmap Higher destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, true); // let's forget this bad coords where a z cannot be find and retry at next tick if (fabs(destZ - respZ) > travelDistZ) return; } } } Traveller<Creature> traveller(creature); creature.SetOrientation(creature.GetAngle(destX, destY)); i_destinationHolder.SetDestination(traveller, destX, destY, destZ); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (is_air_ok) { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); creature.AddSplineFlag(SPLINEFLAG_FLYING); } //else if (is_water_ok) // Swimming mode to be done with more than this check else { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500, 10000)); creature.AddSplineFlag(SPLINEFLAG_WALKMODE); } }
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if(!&creature) return true; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return true; // prevent a crash at empty waypoint path. if(!i_path || i_path->empty()) return true; // i_path was modified by chat commands for example if(i_path->size() != i_hasDone.size()) i_hasDone.resize(i_path->size()); if(i_currentNode >= i_path->size()) i_currentNode = 0; CreatureTraveller traveller(creature); i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, false, true); // creature has been stopped in middle of the waypoint segment if (!i_destinationHolder.HasArrived() && creature.IsStopped()) { if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it { SetStopedByPlayer(false); // Now we re-set destination to same node and start travel creature.addUnitState(UNIT_STAT_ROAMING); if (creature.canFly()) creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else // if( !i_nextMoveTime.Passed()) { // unexpected end of timer && creature stopped && not at end of segment if (!IsStopedByPlayer()) { // Put 30 seconds delay i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); SetStopedByPlayer(true); // Mark we did it } } return true; // Abort here this update } if( creature.IsStopped()) { uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; if (!i_hasDone[idx]) { if (i_path->at(idx).orientation !=100) creature.SetOrientation(i_path->at(idx).orientation); if(WaypointBehavior *behavior = i_path->at(idx).behavior) { if(behavior->emote != 0) creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote); if(behavior->spell != 0) creature.CastSpell(&creature,behavior->spell, false); if(behavior->model1 != 0) creature.SetDisplayId(behavior->model1); if(behavior->textid[0]) { // Not only one text is set if( behavior->textid[1] ) { // Select one from max 5 texts (0 and 1 laready checked) int i = 2; for( ; i < MAX_WAYPOINT_TEXT; ++i ) if( !behavior->textid[i] ) break; creature.Say(behavior->textid[rand() % i], 0, 0); } else creature.Say(behavior->textid[0], 0, 0); } i_hasDone[idx] = true; MovementInform(creature); } // wpBehaviour found } // HasDone == false } // i_creature.IsStopped() if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player { if( creature.IsStopped() ) // If stopped then begin a new move segment { creature.addUnitState(UNIT_STAT_ROAMING); if (creature.canFly()) creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; if (i_path->at(idx).orientation !=100) creature.SetOrientation(i_path->at(idx).orientation); if(WaypointBehavior *behavior = i_path->at(idx).behavior ) { i_hasDone[idx] = false; if(behavior->model2 != 0) creature.SetDisplayId(behavior->model2); creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); } } else // If not stopped then stop it and set the reset of TimeTracker to waittime { creature.StopMoving(); SetStopedByPlayer(false); i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); ++i_currentNode; if( i_currentNode >= i_path->size() ) i_currentNode = 0; } } return true; }
bool TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED)) return true; // prevent movement while casting spells with cast time or channel time if (owner.IsNonMeleeSpellCasted(false, false, true)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } // prevent crash after creature killed pet if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget()) return true; Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); if (owner.IsStopped() && !i_destinationHolder.HasArrived()) { owner.addUnitState(UNIT_STAT_CHASE); if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly()) ((Creature&)owner).AddMonsterMoveFlag(MONSTER_MOVE_FLY); i_destinationHolder.StartTravel(traveller); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) { // put targeted movement generators on a higher priority if (owner.GetObjectSize()) i_destinationHolder.ResetUpdate(50); float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); //More distance let have better performance, less distance let have more sensitive reaction at target move. // try to counter precision differences if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist) { owner.SetInFront(i_target.getTarget()); // Set new Angle For Map:: _setTargetLocation(owner); //Calculate New Dest and Send data To Player } // Update the Angle of the target only for Map::, no need to send packet for player else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget())) owner.SetInFront(i_target.getTarget()); if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetInFront(i_target.getTarget()); owner.StopMoving(); if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(i_target.getTarget(),true); } } return true; }
bool TargetedMovementGenerator<T>::_setTargetLocation(T &owner) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return false; float x, y, z; Traveller<T> traveller(owner); if (i_destinationHolder.HasDestination()) { if (i_destinationHolder.HasArrived()) { // prevent redundant micro-movement if (!i_offset) { if (i_target->IsWithinMeleeRange(&owner)) return false; } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { if (i_target->IsWithinDistInMap(&owner, i_offset)) return false; } else { if (i_target->IsWithinDistInMap(&owner, i_offset + 1.0f)) return false; } } else { bool stop = false; if (!i_offset) { if (i_target->IsWithinMeleeRange(&owner, 0)) stop = true; } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { if (i_target->IsWithinDist(&owner, i_offset * 0.8f)) stop = true; } if (stop) { owner.GetPosition(x, y, z); i_destinationHolder.SetDestination(traveller, x, y, z); i_destinationHolder.StartTravel(traveller, false); owner.StopMoving(); return false; } } if (i_target->GetExactDistSq(i_targetX, i_targetY, i_targetZ) < 0.01f) return false; } if (!i_offset) { // to nearest random contact position i_target->GetRandomContactPoint(&owner, x, y, z, 0, MELEE_RANGE - 0.5f); } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { // caster chase i_target->GetContactPoint(&owner, x, y, z, i_offset * urand(80, 95) * 0.01f); } else { // to at i_offset distance from target and i_angle from target facing i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle); } /* We MUST not check the distance difference and avoid setting the new location for smaller distances. By that we risk having far too many GetContactPoint() calls freezing the whole system. In TargetedMovementGenerator<T>::Update() we check the distance to the target and at some range we calculate a new position. The calculation takes some processor cycles due to vmaps. If the distance to the target it too large to ignore, but the distance to the new contact point is short enough to be ignored, we will calculate a new contact point each update loop, but will never move to it. The system will freeze. ralf //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE; if (i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize) return; */ i_destinationHolder.SetDestination(traveller, x, y, z); owner.addUnitState(UNIT_STAT_CHASE); i_destinationHolder.StartTravel(traveller); return true; }
bool TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (!&owner || !owner.isAlive()) return true; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED)) return true; // prevent movement while casting spells with cast time or channel time if (owner.IsNonMeleeSpellCasted(false, false, true) || owner.hasUnitState(UNIT_STAT_CASTING)) { if (!owner.IsStopped()) owner.StopMoving(); return true; } if (!owner.HasAuraType(SPELL_AURA_MOD_INVISIBILITY) && !owner.canSeeOrDetect(i_target.getTarget(), true)) { owner.AttackStop(); if (owner.GetOwner()) owner.GetMotionMaster()->MoveFollow(owner.GetOwner(), PET_FOLLOW_DIST, owner.GetFollowAngle()); else owner.StopMoving(); return true; } // prevent crash after creature killed pet if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget()) return true; if (m_usePathfinding) { if (i_path && (i_path->getPathType() & PATHFIND_NOPATH)) return true; Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) _setTargetLocation(owner); if (i_destinationHolder.UpdateTraveller(traveller, time_diff, i_recalculateTravel || owner.IsStopped())) { // put targeted movement generators on a higher priority if (owner.GetCombatReach()) i_destinationHolder.ResetUpdate(100); float x,y,z; i_target->GetPosition(x, y, z); PathNode next_point(x, y, z); bool targetMoved = false, needNewDest = false; bool forceRecalc = i_recalculateTravel || owner.IsStopped(); if (i_path && !forceRecalc) { PathNode end_point = i_path->getEndPosition(); next_point = i_path->getNextPosition(); //More distance let have better performance, less distance let have more sensitive reaction at target move. float dist = owner.GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); needNewDest = i_destinationHolder.HasArrived() && (!i_path->inRange(next_point, i_path->getActualEndPosition(), dist, dist) || !owner.IsWithinLOSInMap(i_target.getTarget())); if(!needNewDest) { // GetClosePoint() will always return a point on the ground, so we need to // handle the difference in elevation when the creature is flying if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly()) targetMoved = i_target->GetDistanceSqr(end_point.x, end_point.y, end_point.z) > dist*dist; else targetMoved = i_target->GetDistance2d(end_point.x, end_point.y) > dist; } } // target moved if (!i_path || targetMoved || needNewDest || forceRecalc) { // (re)calculate path _setTargetLocation(owner); next_point = i_path->getNextPosition(); // Set new Angle For Map:: owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); } // Update the Angle of the target only for Map::, no need to send packet for player else if (!i_angle && !owner.HasInArc(0.01f, next_point.x, next_point.y)) owner.SetOrientation(owner.GetAngle(next_point.x, next_point.y)); if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetInFront(i_target.getTarget()); owner.StopMoving(); if(owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(i_target.getTarget(), true); } } } else { Traveller<T> traveller(owner); if (!i_destinationHolder.HasDestination()) { _setTargetLocation(owner); } else if (owner.IsStopped() && !i_destinationHolder.HasArrived()) { owner.addUnitState(UNIT_STAT_CHASE); i_destinationHolder.StartTravel(traveller); return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff)) { // target moved if (i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY() || i_targetZ != i_target->GetPositionZ()) { if(_setTargetLocation(owner) || !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.SetInFront(i_target.getTarget()); i_target->GetPosition(i_targetX, i_targetY, i_targetZ); } if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel) { i_recalculateTravel = false; //Angle update will take place into owner.StopMoving() owner.SetInFront(i_target.getTarget()); owner.StopMoving(); if(owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(i_target.getTarget(),true); } } } // Implemented for PetAI to handle resetting flags when pet owner reached if (i_destinationHolder.HasArrived()) MovementInform(owner); return true; }
bool WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff) { if (!&unit) return true; if (!path_id) return false; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return true; // Clear the generator if the path doesn't exist if (!waypoints || !waypoints->size()) return false; Traveller<Creature> traveller(unit); i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, true); if (i_nextMoveTime.GetExpiry() < TIMEDIFF_NEXT_WP) { if (unit.IsStopped()) { if (StopedByPlayer) { ASSERT(node); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); StopedByPlayer = false; return true; } if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint { if (repeating) // If the movement is repeating i_currentNode = 0; // Start moving all over again else { unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation()); unit.GetMotionMaster()->Initialize(); return false; // Clear the waypoint movement } } else ++i_currentNode; node = waypoints->at(i_currentNode); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); //Call for creature group update if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit) unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else { //Determine waittime if (node->delay) i_nextMoveTime.Reset(node->delay); //note: disable "start" for mtmap if (node->event_id && urand(0,99) < node->event_chance) unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/); i_destinationHolder.ResetTravelTime(); MovementInform(unit); unit.UpdateWaypointID(i_currentNode); unit.ClearUnitState(UNIT_STAT_ROAMING); unit.Relocate(node->x, node->y, node->z); } } else { if (unit.IsStopped() && !i_destinationHolder.HasArrived()) { if (!StopedByPlayer) { i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); StopedByPlayer = true; } } } return true; }
bool TargetedMovementGenerator::Update(Creature &owner, const uint32 & time_diff) { if( !&owner || !owner.isAlive() || !&i_target ) return true; if( owner.hasUnitState(UNIT_STAT_ROOT) || owner.hasUnitState(UNIT_STAT_STUNDED) || owner.hasUnitState(UNIT_STAT_FLEEING)) return true; if( !owner.isInCombat() && !owner.hasUnitState(UNIT_STAT_FOLLOW) ) { //owner.AIM_Initialize(); This case must be the one, when a creature aggroed you. By Initalized a new AI, we prevented to Ai::_stopAttack() to be executed properly. return true; } // prevent crash after creature killed pet if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != &i_target) return true; Traveller<Creature> traveller(owner); if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) { // put targeted movement generators on a higher priority if (owner.GetObjectSize()) i_destinationHolder.ResetUpdate(50); float dist = i_target.GetObjectSize() + owner.GetObjectSize() + OBJECT_CONTACT_DISTANCE; // try to counter precision differences if( i_destinationHolder.GetDistanceFromDestSq(i_target) > dist * dist + 0.1) _setTargetLocation(owner, 0); else if ( !owner.HasInArc( 0.1f, &i_target ) ) { owner.SetInFront(&i_target); if( i_target.GetTypeId() == TYPEID_PLAYER ) owner.SendUpdateToPlayer( (Player*)&i_target ); } if( !owner.IsStopped() && i_destinationHolder.HasArrived()) { owner.StopMoving(); if(owner.canReachWithAttack(&i_target) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(&i_target); } } /* //SpellEntry* spellInfo; if( reach ) { if( owner.GetDistance2dSq( &i_target ) > 0.0f ) { DEBUG_LOG("MOVEMENT : Distance = %f",owner.GetDistance2dSq( &i_target )); owner.addUnitState(UNIT_STAT_CHASE); _setTargetLocation(owner, 0); } else if ( !owner.HasInArc( 0.0f, &i_target ) ) { DEBUG_LOG("MOVEMENT : Orientation = %f",owner.GetAngle(&i_target)); owner.SetInFront(&i_target); if( i_target.GetTypeId() == TYPEID_PLAYER ) owner.SendUpdateToPlayer( (Player*)&i_target ); } if( !owner.isInCombat() ) { owner.AIM_Initialize(); return; } } else if( i_target.isAlive() ) { if( !owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.isInCombat() ) { if( spellInfo = owner.reachWithSpellAttack( &i_target ) ) { _spellAtack(owner, spellInfo); return; } } if( owner.GetDistance2dSq( &i_target ) > 0.0f ) { DEBUG_LOG("MOVEMENT : Distance = %f",owner.GetDistance2dSq( &i_target )); owner.addUnitState(UNIT_STAT_CHASE); _setTargetLocation(owner, 0); } } else if( !i_targetedHome ) { if( !owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.isInCombat() && (spellInfo = owner.reachWithSpellAttack(&i_target)) ) { _spellAtack(owner, spellInfo); return; } _setTargetLocation(owner, 0); if(reach) { if( reach && owner.canReachWithAttack(&i_target) ) { owner.StopMoving(); if(!owner.hasUnitState(UNIT_STAT_FOLLOW)) owner.Attack(&i_target); owner.clearUnitState(UNIT_STAT_CHASE); DEBUG_LOG("UNIT IS THERE"); } else { _setTargetLocation(owner, 0); DEBUG_LOG("Continue to chase"); } } }*/ return true; }
void PointMovementGenerator<T>::Initialize(T &unit) { unit.StopMoving(); Traveller<T> traveller(unit); i_destinationHolder.SetDestination(traveller,x,y,z); }
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist; creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance); z = creature.GetPositionZ(); uint32 mapid=creature.GetMapId(); Map const* map = MapManager::Instance().GetBaseMap(mapid); // For 2D/3D system selection //bool is_land_ok = creature.canWalk(); // not used? //bool is_water_ok = creature.canSwim(); // not used? bool is_air_ok = creature.canFly(); const float angle = rand_norm()*(M_PI*2); const float range = rand_norm()*wander_distance; const float distanceX = range * cos(angle); const float distanceY = range * sin(angle); nx = X + distanceX; ny = Y + distanceY; // prevent invalid coordinates generation MaNGOS::NormalizeMapCoord(nx); MaNGOS::NormalizeMapCoord(ny); dist = distanceX*distanceX + distanceY*distanceY; if (is_air_ok) // 3D system above ground and above water (flying mode) { const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change nz = Z + distanceZ; float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height. float wz = map->GetWaterLevel(nx, ny); if (tz >= nz || wz >= nz) return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick } //else if (is_water_ok) // 3D system under water and above ground (swimming mode) else // 2D only { dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE) // The fastest way to get an accurate result 90% of the time. // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long. nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check if (fabs(nz-Z)>dist) { nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above if (fabs(nz-Z)>dist) { nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher if (fabs(nz-Z)>dist) return; // let's forget this bad coords where a z cannot be find and retry at next tick } } } Traveller<Creature> traveller(creature); creature.SetOrientation(creature.GetAngle(nx,ny)); i_destinationHolder.SetDestination(traveller, nx, ny, nz); creature.addUnitState(UNIT_STAT_ROAMING); if (is_air_ok) { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); creature.AddUnitMovementFlag(MONSTER_MOVE_FLY); } //else if (is_water_ok) // Swimming mode to be done with more than this check else { i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime())); creature.SetUnitMovementFlags(MONSTER_MOVE_WALK); } }
bool TargetedMovementGenerator<T>::_setTargetLocation(T &owner) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return false; float x, y, z; Traveller<T> traveller(owner); if (i_destinationHolder.HasDestination() && !m_pathPointsSent) { if (i_destinationHolder.HasArrived()) { // prevent redundant micro-movement if (!i_offset) { if (i_target->IsWithinMeleeRange(&owner)) return false; } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { if (i_target->IsWithinDistInMap(&owner, i_offset)) return false; } else { if (i_target->IsWithinDistInMap(&owner, i_offset + 1.0f)) return false; } } else { bool stop = false; if (!i_offset) { if (i_target->IsWithinMeleeRange(&owner, 0.0f)) stop = true; } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { if (i_target->IsWithinDist(&owner, i_offset * 0.8f)) stop = true; } if (stop) { owner.GetPosition(x, y, z); if (owner.GetTypeId() == TYPEID_UNIT && (owner.HasUnitMovementFlag(MOVEFLAG_CAN_FLY) || owner.IsInWater() || i_target->IsInWater())) z = i_target->GetPositionZ(); if(m_usePathfinding) { bool newPathCalculated = true; if (!i_path) i_path = new PathInfo(&owner, x, y, z); else newPathCalculated = i_path->Update(x, y, z); // nothing we can do here ... if(i_path->getPathType() & PATHFIND_NOPATH) return true; PointPath pointPath = i_path->getFullPath(); if (i_destinationHolder.HasArrived() && m_pathPointsSent) --m_pathPointsSent; i_path->getNextPosition(x, y, z); i_destinationHolder.SetDestination(traveller, x, y, z, false); // send the path if: // we have brand new path // we have visited almost all of the previously sent points // movespeed has changed // the owner is stopped (caused by some movement effects) if (newPathCalculated || m_pathPointsSent < 2 || i_recalculateTravel || owner.IsStopped()) { // send 10 nodes, or send all nodes if there are less than 10 left m_pathPointsSent = std::min<uint32>(10, pointPath.size() - 1); uint32 endIndex = m_pathPointsSent + 1; // dist to next node + world-unit length of the path x -= owner.GetPositionX(); y -= owner.GetPositionY(); z -= owner.GetPositionZ(); float dist = sqrt(x*x + y*y + z*z) + pointPath.GetTotalLength(1, endIndex); // calculate travel time, set spline, then send path uint32 traveltime = uint32(dist / (traveller.Speed()*0.001f)); owner.SendMonsterMoveByPath(pointPath, 1, endIndex, traveltime); return false; } } else { i_destinationHolder.SetDestination(traveller, x, y, z); i_destinationHolder.StartTravel(traveller, false); owner.StopMoving(); return false; } } } if (i_target->GetExactDistSq(i_targetX, i_targetY, i_targetZ) < 0.01f) return false; } if (!i_offset) { // to nearest random contact position i_target->GetRandomContactPoint(&owner, x, y, z, 0, MELEE_RANGE - 0.5f); } else if (!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW)) { // caster chase i_target->GetContactPoint(&owner, x, y, z, i_offset * urand(80, 95) * 0.01f); } else { // to at i_offset distance from target and i_angle from target facing i_target->GetClosePoint(x, y, z, owner.GetObjectSize(), i_offset,i_angle); } /* We MUST not check the distance difference and avoid setting the new location for smaller distances. By that we risk having far too many GetContactPoint() calls freezing the whole system. In TargetedMovementGenerator<T>::Update() we check the distance to the target and at some range we calculate a new position. The calculation takes some processor cycles due to vmaps. If the distance to the target it too large to ignore, but the distance to the new contact point is short enough to be ignored, we will calculate a new contact point each update loop, but will never move to it. The system will freeze. ralf //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE; if (i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize) return; */ //i_destinationHolder.SetDestination(traveller, x, y, z); if(m_usePathfinding) { bool forceDest = false; // allow pets to cheat while generating paths as they should ALWAYS be able to reach thier target. if (owner.GetTypeId() == TYPEID_UNIT && owner.ToCreature() && owner.ToCreature()->isPet()) forceDest = true; bool newPathCalculated = true; if (!i_path) i_path = new PathInfo(&owner, x, y, z, forceDest); else newPathCalculated = i_path->Update(x, y, z, forceDest); // nothing we can do here ... if (i_path->getPathType() & PATHFIND_NOPATH) return true; if (i_destinationHolder.HasArrived() && m_pathPointsSent) --m_pathPointsSent; i_path->getNextPosition(x, y, z); i_destinationHolder.SetDestination(traveller, x, y, z, false); // send the path if: // we have brand new path // we have visited almost all of the previously sent points // movespeed has changed // the owner is stopped (caused by some movement effects) if (newPathCalculated || m_pathPointsSent < 2 || i_recalculateTravel || owner.IsStopped()) { PointPath pointPath = i_path->getFullPath(); // send 10 nodes, or send all nodes if there are less than 10 left m_pathPointsSent = std::min<uint32>(10, pointPath.size() - 1); uint32 endIndex = m_pathPointsSent + 1; // dist to next node + world-unit length of the path x -= owner.GetPositionX(); y -= owner.GetPositionY(); z -= owner.GetPositionZ(); float dist = sqrt(x*x + y*y + z*z) + pointPath.GetTotalLength(1, endIndex); // calculate travel time, set spline, then send path uint32 traveltime = uint32(dist / (traveller.Speed()*0.001f)); owner.SendMonsterMoveByPath(pointPath, 1, endIndex, traveltime); } owner.addUnitState(UNIT_STAT_CHASE); } else { i_destinationHolder.SetDestination(traveller, x, y, z); owner.addUnitState(UNIT_STAT_CHASE); i_destinationHolder.StartTravel(traveller); } }
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { float respX, respY, respZ, respO, currZ, destX, destY, destZ, wander_distance, travelDistZ; creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance); currZ = creature.GetPositionZ(); TerrainInfo const* map = creature.GetTerrain(); // For 2D/3D system selection //bool is_land_ok = creature.CanWalk(); // not used? //bool is_water_ok = creature.CanSwim(); // not used? bool is_air_ok = creature.CanFly(); const float angle = rand_norm_f() * (M_PI_F*2.0f); const float range = rand_norm_f() * wander_distance; const float distanceX = range * cos(angle); const float distanceY = range * sin(angle); destX = respX + distanceX; destY = respY + distanceY; // prevent invalid coordinates generation MaNGOS::NormalizeMapCoord(destX); MaNGOS::NormalizeMapCoord(destY); travelDistZ = distanceX*distanceX + distanceY*distanceY; if (is_air_ok) // 3D system above ground and above water (flying mode) { // Limit height change const float distanceZ = rand_norm_f() * sqrtf(travelDistZ)/2.0f; destZ = respZ + distanceZ; float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f); // Problem here, we must fly above the ground and water, not under. Let's try on next tick if (levelZ >= destZ) return; } //else if (is_water_ok) // 3D system under water and above ground (swimming mode) else // 2D only { destZ = respZ; if(!map->IsNextZcoordOK(destX, destY, destZ, travelDistZ)) return; // let's forget this bad coords where a z cannot be find and retry at next tick creature.UpdateGroundPositionZ(destX, destY, destZ, travelDistZ); } Traveller<Creature> traveller(creature); creature.SetOrientation(creature.GetAngle(destX, destY)); i_destinationHolder.SetDestination(traveller, destX, destY, destZ); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (is_air_ok) { i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); } //else if (is_water_ok) // Swimming mode to be done with more than this check else { i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime())); creature.AddSplineFlag(SPLINEFLAG_WALKMODE); } }