void PathGenerator::CreateFilter() { uint16 includeFlags = 0; uint16 excludeFlags = 0; if (_sourceUnit->GetTypeId() == TYPEID_UNIT) { Creature* creature = (Creature*)_sourceUnit; if (creature->CanWalk()) includeFlags |= NAV_GROUND; // walk // creatures don't take environmental damage if (creature->CanSwim()) includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim } else // assume Player { // perfect support not possible, just stay 'safe' includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA | NAV_SLIME); } _filter.setIncludeFlags(includeFlags); _filter.setExcludeFlags(excludeFlags); UpdateFilter(); }
void PathInfo::createFilter() { unsigned short includeFlags = 0; unsigned short excludeFlags = 0; if (m_sourceUnit->GetTypeId() == TYPEID_UNIT) { Creature* creature = (Creature*)m_sourceUnit; if (creature->CanWalk()) includeFlags |= NAV_GROUND; // walk // creatures don't take environmental damage if (creature->CanSwim()) includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim } else if (m_sourceUnit->GetTypeId() == TYPEID_PLAYER) { // perfect support not possible, just stay 'safe' includeFlags |= (NAV_GROUND | NAV_WATER); } m_filter.setIncludeFlags(includeFlags); m_filter.setExcludeFlags(excludeFlags); updateFilter(); }
dtQueryFilter PathInfo::createFilter() { dtQueryFilter filter; if (m_sourceUnit->GetTypeId() != TYPEID_UNIT) return filter; Creature* creature = (Creature*)m_sourceUnit; unsigned short includeFlags = 0; unsigned short excludeFlags = 0; if (creature->CanWalk()) includeFlags |= NAV_GROUND; // walk // creatures don't take environmental damage if (creature->CanSwim() || creature->IsPet()) includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim // allow creatures to cheat and use different movement types if they are moved // forcefully into terrain they can't normally move in if (creature->IsInWater() || creature->IsUnderWater()) includeFlags |= getNavTerrain(creature->GetPositionX(),creature->GetPositionY(),creature->GetPositionZ()); filter.setIncludeFlags(includeFlags); filter.setExcludeFlags(excludeFlags); return filter; }
void FleeingMovementGenerator<Creature>::_Init(Creature& owner) { owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE); owner.SetTargetGuid(ObjectGuid()); is_water_ok = owner.CanSwim(); is_land_ok = owner.CanWalk(); }
void ConfusedMovementGenerator<Creature>::_InitSpecific(Creature& creature, bool& is_water_ok, bool& is_land_ok) { creature.RemoveSplineFlag(SPLINEFLAG_WALKMODE); is_water_ok = creature.CanSwim(); is_land_ok = creature.CanWalk(); }
void PathInfo::BuildPolyPath(PathNode startPos, PathNode endPos) { // *** getting start/end poly logic *** float distToStartPoly, distToEndPoly; float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x}; float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x}; dtPolyRef startPoly = getPolyByLocation(startPoint, &distToStartPoly); dtPolyRef endPoly = getPolyByLocation(endPoint, &distToEndPoly); // we have a hole in our mesh // make shortcut path and mark it as NOPATH ( with flying exception ) // its up to caller how he will use this info if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n"); BuildShortcut(); m_type = (m_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)m_sourceUnit)->CanFly()) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH; return; } // we may need a better number here bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f); if (farFromPoly) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly); bool buildShotrcut = false; if (m_sourceUnit->GetTypeId() == TYPEID_UNIT) { Creature* owner = (Creature*)m_sourceUnit; PathNode p = (distToStartPoly > 7.0f) ? startPos : endPos; if (m_sourceUnit->GetTerrain()->IsUnderWater(p.x, p.y, p.z)) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: underWater case\n"); if (owner->CanSwim()) buildShotrcut = true; } else { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: flying case\n"); if (owner->CanFly()) buildShotrcut = true; } } if (buildShotrcut) { BuildShortcut(); m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return; } else { float closestPoint[VERTEX_SIZE]; // we may want to use closestPointOnPolyBoundary instead if (DT_SUCCESS == m_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint)) { dtVcopy(endPoint, closestPoint); setActualEndPosition(PathNode(endPoint[2],endPoint[0],endPoint[1])); } m_type = PATHFIND_INCOMPLETE; } } // *** poly path generating logic *** // start and end are on same polygon // just need to move in straight line if (startPoly == endPoly) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == endPoly)\n"); BuildShortcut(); m_pathPolyRefs[0] = startPoly; m_polyLength = 1; m_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL; DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: path type %d\n", m_type); return; } // look for startPoly/endPoly in current path // TODO: we can merge it with getPathPolyByPosition() loop bool startPolyFound = false; bool endPolyFound = false; uint32 pathStartIndex, pathEndIndex; if (m_polyLength) { for (pathStartIndex = 0; pathStartIndex < m_polyLength; ++pathStartIndex) { // here to carch few bugs MANGOS_ASSERT(m_pathPolyRefs[pathStartIndex] != INVALID_POLYREF); if (m_pathPolyRefs[pathStartIndex] == startPoly) { startPolyFound = true; break; } } for (pathEndIndex = m_polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex) if (m_pathPolyRefs[pathEndIndex] == endPoly) { endPolyFound = true; break; } } if (startPolyFound && endPolyFound) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && endPolyFound)\n"); // we moved along the path and the target did not move out of our old poly-path // our path is a simple subpath case, we have all the data we need // just "cut" it out m_polyLength = pathEndIndex - pathStartIndex + 1; memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, m_polyLength*sizeof(dtPolyRef)); } else if (startPolyFound && !endPolyFound) { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n"); // we are moving on the old path but target moved out // so we have atleast part of poly-path ready m_polyLength -= pathStartIndex; // try to adjust the suffix of the path instead of recalculating entire length // at given interval the target cannot get too far from its last location // thus we have less poly to cover // sub-path of optimal path is optimal // take ~80% of the original length // TODO : play with the values here uint32 prefixPolyLength = uint32(m_polyLength*0.8f + 0.5f); memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, prefixPolyLength*sizeof(dtPolyRef)); dtPolyRef suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1]; // we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data float suffixEndPoint[VERTEX_SIZE]; if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint)) { // suffixStartPoly is invalid somehow, or the navmesh is broken => error state sLog.outError("%u's Path Build failed: invalid polyRef in path", m_sourceUnit->GetGUID()); BuildShortcut(); m_type = PATHFIND_NOPATH; return; } // generate suffix uint32 suffixPolyLength = 0; dtStatus dtResult = m_navMeshQuery->findPath( suffixStartPoly, // start polygon endPoly, // end polygon suffixEndPoint, // start position endPoint, // end position &m_filter, // polygon search filter m_pathPolyRefs + prefixPolyLength - 1, // [out] path (int*)&suffixPolyLength, MAX_PATH_LENGTH-prefixPolyLength); // max number of polygons in output path if (!suffixPolyLength || dtResult != DT_SUCCESS) { // this is probably an error state, but we'll leave it // and hopefully recover on the next Update // we still need to copy our preffix sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUID()); } DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n",m_polyLength, prefixPolyLength, suffixPolyLength); // new path = prefix + suffix - overlap m_polyLength = prefixPolyLength + suffixPolyLength - 1; } else { DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)\n"); // either we have no path at all -> first run // or something went really wrong -> we aren't moving along the path to the target // just generate new path // free and invalidate old path data clear(); dtStatus dtResult = m_navMeshQuery->findPath( startPoly, // start polygon endPoly, // end polygon startPoint, // start position endPoint, // end position &m_filter, // polygon search filter m_pathPolyRefs, // [out] path (int*)&m_polyLength, MAX_PATH_LENGTH); // max number of polygons in output path if (!m_polyLength || dtResult != DT_SUCCESS) { // only happens if we passed bad data to findPath(), or navmesh is messed up sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUID()); BuildShortcut(); m_type = PATHFIND_NOPATH; return; } } // by now we know what type of path we can get if (m_pathPolyRefs[m_polyLength - 1] == endPoly && !(m_type & PATHFIND_INCOMPLETE)) m_type = PATHFIND_NORMAL; else m_type = PATHFIND_INCOMPLETE; // generate the point-path out of our up-to-date poly-path BuildPointPath(startPoint, endPoint); }
void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos) { // *** getting start/end poly logic *** float distToStartPoly, distToEndPoly; float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x}; float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x}; dtPolyRef startPoly = GetPolyByLocation(startPoint, &distToStartPoly); dtPolyRef endPoly = GetPolyByLocation(endPoint, &distToEndPoly); // we have a hole in our mesh // make shortcut path and mark it as NOPATH ( with flying and swimming exception ) // its up to caller how he will use this info if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n"); BuildShortcut(); bool path = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanFly(); bool waterPath = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanSwim(); if (waterPath) { // Check both start and end points, if they're both in water, then we can *safely* let the creature move for (uint32 i = 0; i < _pathPoints.size(); ++i) { ZLiquidStatus status = _sourceUnit->GetBaseMap()->getLiquidStatus(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL); // One of the points is not in the water, cancel movement. if (status == LIQUID_MAP_NO_WATER) { waterPath = false; break; } } } _type = (path || waterPath) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH; return; } // we may need a better number here bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f); if (farFromPoly) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly); bool buildShotrcut = false; if (_sourceUnit->GetTypeId() == TYPEID_UNIT) { Creature* owner = (Creature*)_sourceUnit; G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos; if (_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z)) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: underWater case\n"); if (owner->CanSwim()) buildShotrcut = true; } else { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: flying case\n"); if (owner->CanFly()) buildShotrcut = true; } } if (buildShotrcut) { BuildShortcut(); _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return; } else { float closestPoint[VERTEX_SIZE]; // we may want to use closestPointOnPolyBoundary instead if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, NULL))) { dtVcopy(endPoint, closestPoint); SetActualEndPosition(G3D::Vector3(endPoint[2], endPoint[0], endPoint[1])); } _type = PATHFIND_INCOMPLETE; } } // *** poly path generating logic *** // start and end are on same polygon // just need to move in straight line if (startPoly == endPoly) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPoly == endPoly)\n"); BuildShortcut(); _pathPolyRefs[0] = startPoly; _polyLength = 1; _type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL; TC_LOG_DEBUG("maps", "++ BuildPolyPath :: path type %d\n", _type); return; } // look for startPoly/endPoly in current path /// @todo we can merge it with getPathPolyByPosition() loop bool startPolyFound = false; bool endPolyFound = false; uint32 pathStartIndex = 0; uint32 pathEndIndex = 0; if (_polyLength) { for (; pathStartIndex < _polyLength; ++pathStartIndex) { // here to catch few bugs if (_pathPolyRefs[pathStartIndex] == INVALID_POLYREF) { TC_LOG_ERROR("maps", "Invalid poly ref in BuildPolyPath. _polyLength: %u, pathStartIndex: %u," " startPos: %s, endPos: %s, mapid: %u", _polyLength, pathStartIndex, startPos.toString().c_str(), endPos.toString().c_str(), _sourceUnit->GetMapId()); break; } if (_pathPolyRefs[pathStartIndex] == startPoly) { startPolyFound = true; break; } } for (pathEndIndex = _polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex) if (_pathPolyRefs[pathEndIndex] == endPoly) { endPolyFound = true; break; } } if (startPolyFound && endPolyFound) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPolyFound && endPolyFound)\n"); // we moved along the path and the target did not move out of our old poly-path // our path is a simple subpath case, we have all the data we need // just "cut" it out _polyLength = pathEndIndex - pathStartIndex + 1; memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, _polyLength * sizeof(dtPolyRef)); } else if (startPolyFound && !endPolyFound) { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n"); // we are moving on the old path but target moved out // so we have atleast part of poly-path ready _polyLength -= pathStartIndex; // try to adjust the suffix of the path instead of recalculating entire length // at given interval the target cannot get too far from its last location // thus we have less poly to cover // sub-path of optimal path is optimal // take ~80% of the original length /// @todo play with the values here uint32 prefixPolyLength = uint32(_polyLength * 0.8f + 0.5f); memmove(_pathPolyRefs, _pathPolyRefs+pathStartIndex, prefixPolyLength * sizeof(dtPolyRef)); dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength-1]; // we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data float suffixEndPoint[VERTEX_SIZE]; if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL))) { // we can hit offmesh connection as last poly - closestPointOnPoly() don't like that // try to recover by using prev polyref --prefixPolyLength; suffixStartPoly = _pathPolyRefs[prefixPolyLength-1]; if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL))) { // suffixStartPoly is still invalid, error state BuildShortcut(); _type = PATHFIND_NOPATH; return; } } // generate suffix uint32 suffixPolyLength = 0; dtStatus dtResult; if (_straightLine) { float hit = 0; float hitNormal[3]; memset(hitNormal, 0, sizeof(hitNormal)); dtResult = _navMeshQuery->raycast( suffixStartPoly, suffixEndPoint, endPoint, &_filter, &hit, hitNormal, _pathPolyRefs + prefixPolyLength - 1, (int*)&suffixPolyLength, MAX_PATH_LENGTH - prefixPolyLength); // raycast() sets hit to FLT_MAX if there is a ray between start and end if (hit != FLT_MAX) { // the ray hit something, return no path instead of the incomplete one _type = PATHFIND_NOPATH; return; } } else { dtResult = _navMeshQuery->findPath( suffixStartPoly, // start polygon endPoly, // end polygon suffixEndPoint, // start position endPoint, // end position &_filter, // polygon search filter _pathPolyRefs + prefixPolyLength - 1, // [out] path (int*)&suffixPolyLength, MAX_PATH_LENGTH - prefixPolyLength); // max number of polygons in output path } if (!suffixPolyLength || dtStatusFailed(dtResult)) { // this is probably an error state, but we'll leave it // and hopefully recover on the next Update // we still need to copy our preffix TC_LOG_ERROR("maps", "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow()); } TC_LOG_DEBUG("maps", "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n", _polyLength, prefixPolyLength, suffixPolyLength); // new path = prefix + suffix - overlap _polyLength = prefixPolyLength + suffixPolyLength - 1; } else { TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)\n"); // either we have no path at all -> first run // or something went really wrong -> we aren't moving along the path to the target // just generate new path // free and invalidate old path data Clear(); dtStatus dtResult; if (_straightLine) { float hit = 0; float hitNormal[3]; memset(hitNormal, 0, sizeof(hitNormal)); dtResult = _navMeshQuery->raycast( startPoly, startPoint, endPoint, &_filter, &hit, hitNormal, _pathPolyRefs, (int*)&_polyLength, MAX_PATH_LENGTH); // raycast() sets hit to FLT_MAX if there is a ray between start and end if (hit != FLT_MAX) { // the ray hit something, return no path instead of the incomplete one _type = PATHFIND_NOPATH; return; } } else { dtResult = _navMeshQuery->findPath( startPoly, // start polygon endPoly, // end polygon startPoint, // start position endPoint, // end position &_filter, // polygon search filter _pathPolyRefs, // [out] path (int*)&_polyLength, MAX_PATH_LENGTH); // max number of polygons in output path } if (!_polyLength || dtStatusFailed(dtResult)) { // only happens if we passed bad data to findPath(), or navmesh is messed up TC_LOG_ERROR("maps", "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow()); BuildShortcut(); _type = PATHFIND_NOPATH; return; } } // by now we know what type of path we can get if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE)) _type = PATHFIND_NORMAL; else _type = PATHFIND_INCOMPLETE; // generate the point-path out of our up-to-date poly-path BuildPointPath(startPoint, endPoint); }