示例#1
0
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;
}
示例#2
0
////////////////// PathInfo //////////////////
PathInfo::PathInfo(const Unit* owner, const float destX, const float destY, const float destZ, bool useStraightPath) :
    m_pathPolyRefs(NULL), m_polyLength(0), m_type(PATHFIND_BLANK), m_useStraightPath(useStraightPath),
    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, m_sourceUnit->GetMap()->GetHeight(x,y,z,100.0f));
    setStartPosition(startPoint);

    PATH_DEBUG("++ PathInfo::PathInfo for %u \n", m_sourceUnit->GetGUID());

    uint32 mapId = m_sourceUnit->GetMapId();
    MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
    m_navMesh = mmap->GetNavMesh(mapId);
    m_navMeshQuery = mmap->GetNavMeshQuery(mapId);

    if (m_navMesh && m_navMeshQuery)
    {
        BuildPolyPath(startPoint, endPoint);
    }
    else
    {
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }
}
示例#3
0
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;
}
示例#4
0
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;
}
示例#5
0
////////////////// PathInfo //////////////////
PathInfo::PathInfo(const Unit* owner, const float destX, const float destY, const float destZ, bool useStraightPath) :
    m_polyLength(0), m_type(PATHFIND_BLANK), m_useStraightPath(useStraightPath),
    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->GetGUID());

    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 && !m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING))
    {
        BuildPolyPath(startPoint, endPoint);
    }
    else
    {
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }
}
示例#6
0
bool PathInfo::Update(const float destX, const float destY, const float destZ, bool useStraightPath)
{
    PathNode newDest(destX, destY, m_sourceUnit->GetMap()->GetHeight(destX,destY,destZ,100.0f));
    PathNode oldDest = getEndPosition();
    setEndPosition(newDest);

    float x, y, z;
    m_sourceUnit->GetPosition(x, y, z);
    PathNode newStart(x, y, m_sourceUnit->GetMap()->GetHeight(x,y,z,100.0f));
    PathNode oldStart = getStartPosition();
    setStartPosition(newStart);

    m_useStraightPath = useStraightPath;

    PATH_DEBUG("++ PathInfo::Update() for %u \n", m_sourceUnit->GetGUID());

    // make sure navMesh works - we can run on map w/o mmap
    if (!m_navMesh || !m_navMeshQuery)
    {
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
        return true;
    }

    float dist = m_sourceUnit->GetObjectBoundingRadius();
    bool oldDestInRange = inRange(oldDest, newDest, dist, dist);

    // this can happen only if caller did a bad job calculating the need for path update
    if (oldDestInRange && inRange(newStart, oldStart, dist, dist))
    {
        setEndPosition(oldDest);
        setStartPosition(oldStart);
        return false;
    }

    // check if destination moved - if not we can optimize something here
    // we are following old, precalculated path?
    if (oldDestInRange && m_pathPoints.size() > 2)
    {
        // our target is not moving - we just coming closer
        // we are moving on precalculated path - enjoy the ride
        PATH_DEBUG("++ 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 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;
    }
}
示例#8
0
bool PathInfo::Update(const float destX, const float destY, const float destZ,
                      bool useStraightPath, 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_useStraightPath = useStraightPath;
    m_forceDestination = forceDest;

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::Update() for %u \n", m_sourceUnit->GetGUID());

    // make sure navMesh works - we can run on map w/o mmap
    if (!m_navMesh || !m_navMeshQuery || !HaveTiles(newDest) ||
            m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING))
    {
        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, 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 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;
    }
}
示例#10
0
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;
    }
}
示例#11
0
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;
}
示例#12
0
////////////////// PathInfo //////////////////
PathInfo::PathInfo(const Unit* owner, const float destX, const float destY, const float destZ, bool useStraightPath) : m_pathPolyRefs(NULL),
    m_polyLength(0), m_type(PATHFIND_BLANK), m_useStraightPath(useStraightPath), 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);

    PATH_DEBUG("++ PathInfo::PathInfo for %u \n", m_sourceUnit->GetGUID());

    const Map* map = m_sourceUnit->GetMap();
    if (map->IsPathfindingEnabled())
        m_navMesh = map->GetNavMesh();

    if (m_navMesh)
    {
        m_navMeshQuery = dtAllocNavMeshQuery();
        ASSERT(m_navMeshQuery);
        if(DT_SUCCESS != m_navMeshQuery->init(m_navMesh, MESH_MAX_NODES))
        {
            sLog->outError("%u's PathInfo navMeshQuery failed to init", m_sourceUnit->GetGUID());
            return;
        }

        BuildPolyPath(startPoint, endPoint);
    }
    else
    {
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }
}