bool PathFinder::calculate(float destX, float destY, float destZ, bool forceDest) { Vector3 oldDest = getEndPosition(); Vector3 dest(destX, destY, destZ); setEndPosition(dest); float x, y, z; m_sourceUnit->GetPosition(x, y, z); Vector3 start(x, y, z); setStartPosition(start); m_forceDestination = forceDest; DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest) || m_sourceUnit->m_movementInfo.HasMovementFlag(MOVEFLAG_TAXI)) //for transport { BuildShortcut(); m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; } updateFilter(); BuildPolyPath(start, dest); return true; }
bool PathFinder::calculate(float destX, float destY, float destZ, bool forceDest) { Vector3 oldDest = getEndPosition(); Vector3 dest(destX, destY, destZ); setEndPosition(dest); float x, y, z; m_sourceUnit->GetPosition(x, y, z); Vector3 start(x, y, z); setStartPosition(start); m_forceDestination = forceDest; DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest) || (m_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)m_sourceUnit)->IsLevitating())) { BuildShortcut(); m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; } updateFilter(); { ReadGuard Guard(MMAP::MMapFactory::createOrGetMMapManager()->GetLock(m_sourceUnit->GetMapId())); BuildPolyPath(start, dest); } return true; }
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 PathFinderMovementGenerator::calculate(float destX, float destY, float destZ, bool forceDest) { if (!SkyFire::IsValidMapCoord(destX, destY, destZ) || !SkyFire::IsValidMapCoord(m_sourceUnit->GetPositionX(), m_sourceUnit->GetPositionY(), m_sourceUnit->GetPositionZ())) return false; Vector3 oldDest = getEndPosition(); Vector3 dest(destX, destY, destZ); setEndPosition(dest); float x, y, z; m_sourceUnit->GetPosition(x, y, z); Vector3 start(x, y, z); setStartPosition(start); m_forceDestination = forceDest; sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::calculate() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest)) { BuildShortcut(); m_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 = m_sourceUnit->GetObjectSize(); if (inRange(oldDest, dest, dist, dist) && m_pathPoints.size() > 2) { // our target is not moving - we just coming closer // we are moving on precalculated path - enjoy the ride sLog->outStaticDebug("++ PathFinderMovementGenerator::calculate:: precalculated path\n"); m_pathPoints.erase(m_pathPoints.begin()); return false; } else { // target moved, so we need to update the poly path m_navMeshLock->acquire_read(); BuildPolyPath(start, dest); m_navMeshLock->release(); 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 PathInfo::Update(float destX, float destY, float destZ, bool forceDest) { PathNode newDest(destX, destY, destZ); PathNode oldDest = getEndPosition(); setEndPosition(newDest); float x, y, z; m_sourceUnit->GetPosition(x, y, z); PathNode newStart(x, y, z); PathNode oldStart = getStartPosition(); setStartPosition(newStart); m_forceDestination = forceDest; //DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::Update() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING) || !HaveTile(newStart) || !HaveTile(newDest)) { BuildShortcut(); m_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 = m_sourceUnit->GetCombatReach(); if (inRange(oldDest, newDest, dist, dist) && m_pathPoints.size() > 2) { // our target is not moving - we just coming closer // we are moving on precalculated path - enjoy the ride //DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::Update:: precalculated path\n"); m_pathPoints.crop(1, 0); setNextPosition(m_pathPoints[1]); return false; } else { // target moved, so we need to update the poly path BuildPolyPath(newStart, newDest); return true; } }
bool PathFinder::calculate(float destX, float destY, float destZ, bool forceDest) { Vector3 oldDest = getEndPosition(); Vector3 dest(destX, destY, destZ); setEndPosition(dest); float x, y, z; m_sourceUnit->GetPosition(x, y, z); Vector3 start(x, y, z); setStartPosition(start); m_forceDestination = forceDest; DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING) || !HaveTile(start) || !HaveTile(dest)) { BuildShortcut(); m_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 = m_sourceUnit->GetObjectBoundingRadius(); if (inRange(oldDest, dest, dist, dist) && m_pathPoints.size() > 2) { // our target is not moving - we just coming closer // we are moving on precalculated path - enjoy the ride DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate:: precalculated path\n"); m_pathPoints.erase(m_pathPoints.begin()); return false; } else { // target moved, so we need to update the poly path ReadGuard Guard(MMAP::MMapFactory::createOrGetMMapManager()->GetLock(m_sourceUnit->GetMapId())); BuildPolyPath(start, dest); return true; } }
bool PathInfo::Update(float destX, float destY, float destZ, bool forceDest) { float x, y, z; m_sourceUnit->GetPosition(x, y, z); if (!Oregon::IsValidMapCoord(destX, destY, destZ) || !Oregon::IsValidMapCoord(x, y, z)) { sLog.outMMap("PathInfo::Update() called with invalid map coords, destX: %f destY: %f destZ: %f x: %f y: %f z: %f for creature %u", destX, destY, destZ, x, y, z, m_sourceUnit->GetGUIDLow()); m_type = PATHFIND_NOPATH; return false; } Vector3 oldDest = getEndPosition(); Vector3 newDest(destX, destY, destZ); setEndPosition(newDest); Vector3 newStart(x, y, z); setStartPosition(newStart); m_forceDestination = forceDest; sLog.outMMap("PathInfo::Update() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) || !HaveTile(newStart) || !HaveTile(newDest)) { BuildShortcut(); m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); return true; } updateFilter(); BuildPolyPath(newStart, newDest); return true; }
////////////////// PathInfo ////////////////// PathInfo::PathInfo(const Unit* owner, float destX, float destY, float destZ, bool forceDest) : m_polyLength(0), m_type(PATHFIND_BLANK), m_forceDestination(forceDest), m_pointPathLimit(MAX_POINT_PATH_LENGTH), m_sourceUnit(owner), m_navMesh(NULL), m_navMeshQuery(NULL) { PathNode endPoint(destX, destY, destZ); setEndPosition(endPoint); float x,y,z; m_sourceUnit->GetPosition(x, y, z); PathNode startPoint(x, y, z); setStartPosition(startPoint); //DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::PathInfo for %u \n", m_sourceUnit->GetGUIDLow()); uint32 mapId = m_sourceUnit->GetMapId(); if (MMAP::MMapFactory::IsPathfindingEnabled(mapId)) { MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager(); m_navMesh = mmap->GetNavMesh(mapId); m_navMeshQuery = mmap->GetNavMeshQuery(mapId, m_sourceUnit->GetInstanceId()); } createFilter(); if (m_navMesh && m_navMeshQuery && HaveTile(endPoint) && !m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING)) { BuildPolyPath(startPoint, endPoint); } else { BuildShortcut(); m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH); } }