movementgenerator mmaps usage.

Signed-off-by: Venugh <venugh@gmx.net>
This commit is contained in:
Venugh
2012-04-09 16:11:17 +02:00
parent d047200d04
commit 119a3ff5fc
5 changed files with 70 additions and 270 deletions

View File

@@ -20,6 +20,7 @@
#include "CreatureAI.h"
#include "MapManager.h"
#include "FleeingMovementGenerator.h"
#include "PathFinderMovementGenerator.h"
#include "ObjectAccessor.h"
#include "MoveSplineInit.h"
#include "MoveSpline.h"
@@ -36,19 +37,26 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
return;
if (!_setMoveData(owner))
return;
float x, y, z;
if (!_getPoint(owner, x, y, z))
return;
owner.AddUnitState(UNIT_STATE_FLEEING_MOVE);
PathFinderMovementGenerator path(&owner);
path.setPathLengthLimit(30.0f);
path.calculate(x, y, z);
if (path.getPathType() & PATHFIND_NOPATH)
{
i_nextCheckTime.Reset(urand(1000, 1500));
return;
}
Movement::MoveSplineInit init(owner);
init.MoveTo(x,y,z);
init.MovebyPath(path.getPath());
init.SetWalk(false);
init.Launch();
int32 traveltime = init.Launch();
i_nextCheckTime.Reset(traveltime + urand(800, 1500));
}
template<class T>
@@ -57,221 +65,46 @@ bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float
if (!&owner)
return false;
x = owner.GetPositionX();
y = owner.GetPositionY();
z = owner.GetPositionZ();
float temp_x, temp_y, angle;
const Map* _map = owner.GetBaseMap();
// primitive path-finding
for (uint8 i = 0; i < 18; ++i)
{
if (i_only_forward && i > 2)
break;
float distance = 5.0f;
switch (i)
{
case 0:
angle = i_cur_angle;
break;
case 1:
angle = i_cur_angle;
distance /= 2;
break;
case 2:
angle = i_cur_angle;
distance /= 4;
break;
case 3:
angle = i_cur_angle + static_cast<float>(M_PI/4);
break;
case 4:
angle = i_cur_angle - static_cast<float>(M_PI/4);
break;
case 5:
angle = i_cur_angle + static_cast<float>(M_PI/4);
distance /= 2;
break;
case 6:
angle = i_cur_angle - static_cast<float>(M_PI/4);
distance /= 2;
break;
case 7:
angle = i_cur_angle + static_cast<float>(M_PI/2);
break;
case 8:
angle = i_cur_angle - static_cast<float>(M_PI/2);
break;
case 9:
angle = i_cur_angle + static_cast<float>(M_PI/2);
distance /= 2;
break;
case 10:
angle = i_cur_angle - static_cast<float>(M_PI/2);
distance /= 2;
break;
case 11:
angle = i_cur_angle + static_cast<float>(M_PI/4);
distance /= 4;
break;
case 12:
angle = i_cur_angle - static_cast<float>(M_PI/4);
distance /= 4;
break;
case 13:
angle = i_cur_angle + static_cast<float>(M_PI/2);
distance /= 4;
break;
case 14:
angle = i_cur_angle - static_cast<float>(M_PI/2);
distance /= 4;
break;
case 15:
angle = i_cur_angle + static_cast<float>(3*M_PI/4);
distance /= 2;
break;
case 16:
angle = i_cur_angle - static_cast<float>(3*M_PI/4);
distance /= 2;
break;
case 17:
angle = i_cur_angle + static_cast<float>(M_PI);
distance /= 2;
break;
}
temp_x = x + distance * cos(angle);
temp_y = y + distance * sin(angle);
Trinity::NormalizeMapCoord(temp_x);
Trinity::NormalizeMapCoord(temp_y);
if (owner.IsWithinLOS(temp_x, temp_y, z))
{
bool is_water_now = _map->IsInWater(x,y,z);
if (is_water_now && _map->IsInWater(temp_x,temp_y,z))
{
x = temp_x;
y = temp_y;
return true;
}
float new_z = _map->GetHeight(owner.GetPhaseMask(), temp_x, temp_y, z, true);
if (new_z <= INVALID_HEIGHT)
continue;
bool is_water_next = _map->IsInWater(temp_x, temp_y, new_z);
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
continue;
if (!(new_z - z) || distance / fabs(new_z - z) > 1.0f)
{
float new_z_left = _map->GetHeight(owner.GetPhaseMask(), temp_x + 1.0f*cos(angle+static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle+static_cast<float>(M_PI/2)),z,true);
float new_z_right = _map->GetHeight(owner.GetPhaseMask(), temp_x + 1.0f*cos(angle-static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle-static_cast<float>(M_PI/2)),z,true);
if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
{
x = temp_x;
y = temp_y;
z = new_z;
return true;
}
}
}
}
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500,1000));
return false;
}
template<class T>
bool FleeingMovementGenerator<T>::_setMoveData(T &owner)
{
float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z);
if (i_to_distance_from_caster > 0.0f)
{
if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
// if we reach lower distance
(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
// if we can't be close
(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
// if we reach bigger distance
(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
// if we leave 'quiet zone'
{
// we are very far or too close, stopping
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500,1000));
return false;
}
else
{
// now we are running, continue
i_last_distance_from_caster = cur_dist_xyz;
return true;
}
}
float cur_dist;
float angle_to_caster;
float dist_from_caster, angle_to_caster;
if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
{
cur_dist = fright->GetDistance(&owner);
if (cur_dist < cur_dist_xyz)
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
i_caster_z = fright->GetPositionZ();
dist_from_caster = fright->GetDistance(&owner);
if (dist_from_caster > 0.2f)
angle_to_caster = fright->GetAngle(&owner);
}
else
{
cur_dist = cur_dist_xyz;
angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
}
angle_to_caster = frand(0, 2*M_PI_F);
}
else
{
cur_dist = cur_dist_xyz;
angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
dist_from_caster = 0.0f;
angle_to_caster = frand(0, 2*M_PI_F);
}
// if we too close may use 'path-finding' else just stop
i_only_forward = cur_dist >= MIN_QUIET_DISTANCE/3;
//get angle and 'distance from caster' to run
float angle;
if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
float dist, angle;
if (dist_from_caster < MIN_QUIET_DISTANCE)
{
angle = (float)rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * static_cast<float>(M_PI/3) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE;
i_only_forward = true;
dist = frand(0.4f, 1.3f)*(MIN_QUIET_DISTANCE - dist_from_caster);
angle = angle_to_caster + frand(-M_PI_F/8, M_PI_F/8);
}
else if (cur_dist < MIN_QUIET_DISTANCE)
else if(dist_from_caster > MAX_QUIET_DISTANCE)
{
angle = static_cast<float>(M_PI/6) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
i_to_distance_from_caster = cur_dist*2/3 + (float)rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3);
dist = frand(0.4f, 1.0f)*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = -angle_to_caster + frand(-M_PI_F/4, M_PI_F/4);
}
else if (cur_dist > MAX_QUIET_DISTANCE)
else // we are inside quiet range
{
angle = (float)rand_norm()*static_cast<float>(M_PI/3) + static_cast<float>(M_PI*2/3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
}
else
{
angle = (float)rand_norm()*static_cast<float>(M_PI);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
dist = frand(0.6f, 1.2f)*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
angle = frand(0, 2*M_PI_F);
}
int8 sign = (float)rand_norm() > 0.5f ? 1 : -1;
i_cur_angle = sign*angle + angle_to_caster;
float curr_x, curr_y, curr_z;
owner.GetPosition(curr_x, curr_y, curr_z);
// current distance
i_last_distance_from_caster = cur_dist;
x = curr_x + dist*cos(angle);
y = curr_y + dist*sin(angle);
z = curr_z;
owner.UpdateAllowedPositionZ(x, y, z);
return true;
}
@@ -285,44 +118,10 @@ void FleeingMovementGenerator<T>::Initialize(T &owner)
owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner.AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
_Init(owner);
if (Unit *fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
i_caster_z = fright->GetPositionZ();
}
else
{
i_caster_x = owner.GetPositionX();
i_caster_y = owner.GetPositionY();
i_caster_z = owner.GetPositionZ();
}
i_only_forward = true;
i_cur_angle = 0.0f;
i_last_distance_from_caster = 0.0f;
i_to_distance_from_caster = 0.0f;
_setTargetLocation(owner);
}
template<>
void FleeingMovementGenerator<Creature>::_Init(Creature &owner)
{
if (!&owner)
if (owner.GetTypeId() == TYPEID_UNIT)
return;
//owner.SetTargetGuid(ObjectGuid());
is_water_ok = owner.canSwim();
is_land_ok = owner.canWalk();
}
template<>
void FleeingMovementGenerator<Player>::_Init(Player &)
{
is_water_ok = true;
is_land_ok = true;
_setTargetLocation(owner);
}
template<>
@@ -330,6 +129,7 @@ void FleeingMovementGenerator<Player>::Finalize(Player &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
owner.StopMoving();
}
template<>
@@ -367,8 +167,6 @@ bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
template void FleeingMovementGenerator<Player>::Initialize(Player &);
template void FleeingMovementGenerator<Creature>::Initialize(Creature &);
template bool FleeingMovementGenerator<Player>::_setMoveData(Player &);
template bool FleeingMovementGenerator<Creature>::_setMoveData(Creature &);
template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, float &, float &);
template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &);
template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &);

View File

@@ -37,19 +37,7 @@ class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovem
private:
void _setTargetLocation(T &owner);
bool _getPoint(T &owner, float &x, float &y, float &z);
bool _setMoveData(T &owner);
void _Init(T &);
bool is_water_ok :1;
bool is_land_ok :1;
bool i_only_forward:1;
float i_caster_x;
float i_caster_y;
float i_caster_z;
float i_last_distance_from_caster;
float i_to_distance_from_caster;
float i_cur_angle;
uint64 i_frightGUID;
TimeTracker i_nextCheckTime;
};

View File

@@ -25,10 +25,22 @@
void HomeMovementGenerator<Creature>::Initialize(Creature & owner)
{
owner.SetWalk(false);
owner.AddUnitState(UNIT_STATE_EVADE);
_setTargetLocation(owner);
}
void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
if (arrived)
{
owner.ClearUnitState(UNIT_STAT_EVADE);
owner.SetWalk(true);
owner.LoadCreaturesAddon(true);
owner.AI()->JustReachedHome();
}
}
void HomeMovementGenerator<Creature>::Reset(Creature &)
{
}
@@ -41,11 +53,11 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
Movement::MoveSplineInit init(owner);
float x, y, z, o;
// at apply we can select more nice return points base at current movegen
//if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z))
//{
owner.GetHomePosition(x, y, z, o);
init.SetFacing(o);
//}
if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z))
{
owner.GetHomePosition(x, y, z, o);
init.SetFacing(o);
}
init.MoveTo(x,y,z);
init.SetWalk(false);
init.Launch();

View File

@@ -34,7 +34,7 @@ void PointMovementGenerator<T>::Initialize(T &unit)
unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.MoveTo(i_x, i_y, i_z);
init.MoveTo(i_x, i_y, i_z, m_generatePath);
if (speed > 0.0f)
init.SetVelocity(speed);
init.Launch();
@@ -59,7 +59,8 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/)
template<class T>
void PointMovementGenerator<T>::Finalize(T &unit)
{
unit.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
if (unit.HasUnitState(UNIT_STAT_CHARGING))
unit.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
if (unit.movespline->Finalized())
MovementInform(unit);
@@ -120,11 +121,11 @@ void EffectMovementGenerator::Finalize(Unit &unit)
if (((Creature&)unit).AI())
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
// Need restore previous movement since we have no proper states system
//if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_FLEEING))
//{
// if (Unit * victim = unit.getVictim())
// unit.GetMotionMaster()->MoveChase(victim);
// else
// unit.GetMotionMaster()->Initialize();
//}
if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING))
{
if (Unit* victim = unit.getVictim())
unit.GetMotionMaster()->MoveChase(victim);
else
unit.GetMotionMaster()->Initialize();
}
}

View File

@@ -26,8 +26,8 @@ template<class T>
class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
public:
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id),
i_x(_x), i_y(_y), i_z(_z), speed(_speed) {}
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f) : id(_id),
i_x(_x), i_y(_y), i_z(_z), m_generatePath(_generatePath), speed(_speed) {}
void Initialize(T &);
void Finalize(T &);
@@ -43,13 +43,14 @@ class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementG
uint32 id;
float i_x, i_y, i_z;
float speed;
bool m_generatePath;
};
class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
{
public:
AssistanceMovementGenerator(float _x, float _y, float _z) :
PointMovementGenerator<Creature>(0, _x, _y, _z) {}
PointMovementGenerator<Creature>(0, _x, _y, _z, true) {}
MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
void Finalize(Unit &);