*Cleanups in random movementgenerator - by Silver1ce

--HG--
branch : trunk
This commit is contained in:
Blaymoira
2009-02-21 15:26:10 +01:00
parent 0ad8bd98c5
commit 1fb63e8bfd
2 changed files with 122 additions and 79 deletions

View File

@@ -22,10 +22,7 @@
#include "MapManager.h"
#include "RandomMovementGenerator.h"
#include "Traveller.h"
#include "ObjectAccessor.h"
#include "DestinationHolderImp.h"
#include "Map.h"
#include "Util.h"
#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
@@ -34,9 +31,9 @@ bool
RandomMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
return false;
i_destinationHolder.GetDestination(x, y, z);
return false;
i_destinationHolder.GetDestination(x, y, z);
return true;
}
@@ -44,76 +41,96 @@ template<>
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
float X,Y,Z,z,nx,ny,nz,ori,dist;
float i_x,i_y,i_z,n_x,n_y,n_z,ori,dist;
creature.GetHomePosition(i_x,i_y,i_z,ori);
creature.GetHomePosition(X, Y, Z, ori);
const float angle = 2*M_PI*rand_norm();
const float range = rand_norm()*wander_dist;
const float distX = range*cos(angle);
const float distY = range*sin(angle);
z = creature.GetPositionZ();
uint32 mapid=creature.GetMapId();
Map const* map = MapManager::Instance().GetBaseMap(mapid);
n_x = i_x + distX;
n_y = i_y + distY;
// For 2D/3D system selection
bool is_land_ok = creature.canWalk();
bool is_water_ok = creature.canSwim();
bool is_air_ok = creature.canFly();
Trinity::NormalizeMapCoord(n_x);
Trinity::NormalizeMapCoord(n_y);
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);
Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
nx = X + distanceX;
ny = Y + distanceY;
// prevent invalid coordinates generation
Trinity::NormalizeMapCoord(nx);
Trinity::NormalizeMapCoord(ny);
dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
if (is_air_ok) // 3D system above ground and above water (flying mode)
switch(_InhabitType)
{
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
case INHABIT_AIR:
{
//don't use normalized n_x, n_y because difference is too small.. and this is random movement
dist = sqrtf(distX*distX + distY*distY);
const float distanceZ = rand_norm() * dist/2; // Limit height change
n_z = i_z + distanceZ;
float tz = map->GetHeight(n_x,n_y,n_z - 2.0f,false);
if (tz >= n_z || ground >= n_z)
return;
//creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
break;
}
//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
else // 2D only
case INHABIT_WATER:
{
//some small creatures can swim above water level
float water = map->GetWaterLevel(n_x,n_y) - 1.8f;
float floor = map->GetHeight(n_x,n_y,i_z,false) + 0.2f;
if (water - floor < 0)
return;
float z_diff = 2 * 1.192*creature.GetDistance2d(n_x,n_y); //1.192 = tan(50)
//if(water - floor > z_diff){
n_z = z_diff*(1 - 2*rand_norm()) + creature.GetPositionZ();
n_z = n_z > water ? water : n_z;
n_z = n_z < floor ? floor : n_z;
//}else
//n_z = floor + rand_norm()*(water - floor);
//creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
break;
}
case INHABIT_GROUND:
{
dist = (distX*distX + distY*distY);
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)
n_z = map->GetHeight(n_x,n_y,i_z,false);
if (fabs(n_z - i_z) > dist)
{
nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
if (fabs(nz-Z)>dist)
n_z = map->GetHeight(n_x,n_y,i_z,true); // Vmap Horizontal or above
if (fabs(n_z - i_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
n_z = map->GetHeight(n_x,n_y,i_z + 8.0f,true); // Vmap Higher
if (fabs(n_z - i_z) > dist)
return;
}
}
if (!irand(0,RUNNING_CHANCE_RANDOMMV))
creature.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
break;
}
default:
n_z = i_z;
break;
}
Traveller<Creature> traveller(creature);
creature.SetOrientation(creature.GetAngle(nx,ny));
i_destinationHolder.SetDestination(traveller, nx, ny, nz);
creature.SetOrientation(creature.GetAngle(n_x,n_y));
i_destinationHolder.SetDestination(traveller,n_x,n_y,n_z);
creature.addUnitState(UNIT_STAT_ROAMING);
if (is_air_ok)
{
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
}
//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(MOVEMENTFLAG_WALK_MODE);
}
switch(_InhabitType)
{
case INHABIT_AIR:
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
break;
case INHABIT_WATER:
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,3000));
break;
default:
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,5000));
break;
}
}
template<>
@@ -123,13 +140,47 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
if(!creature.isAlive())
return;
wander_distance = creature.GetRespawnRadius();
wander_dist = creature.GetRespawnRadius();
Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
else
creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
_setRandomLocation(creature);
_InhabitType = creature.GetCreatureInfo()->InhabitType;
// Let's select only one movement type
// TODO: make this check more correct
float water;
if(_InhabitType & (INHABIT_WATER | INHABIT_AIR))
water = map->GetWaterLevel(creature.GetPositionX(),creature.GetPositionY());
if(_InhabitType & INHABIT_AIR)
{
float floor = map->GetHeight(creature.GetPositionX(),creature.GetPositionY(),creature.GetPositionZ(),true);
ground = floor > water ? floor : water;
if(ground + 2.0f < creature.GetPositionZ())
{
_InhabitType = INHABIT_AIR;
creature.addUnitState(UNIT_STAT_IN_FLIGHT);
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
i_nextMoveTime.Reset(urand(0,1000)); //to make them call _setRandomLocation not in one time
//_setRandomLocation(creature);
return;
}else
_InhabitType &= ~INHABIT_AIR;
}
if(_InhabitType & INHABIT_WATER)
{
if (water > creature.GetPositionZ()) //don't use "+2.0f" because under-water creatures already has height <= -1.9(if water level is 0)
{
_InhabitType = INHABIT_WATER;
creature.addUnitState(UNIT_STAT_IN_FLIGHT);
creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
i_nextMoveTime.Reset(urand(0,1000));
//_setRandomLocation(creature);
return;
}else
_InhabitType &= ~INHABIT_WATER;
}
if(_InhabitType & INHABIT_GROUND)
i_nextMoveTime.Reset(urand(0,1000));
//_setRandomLocation(creature);
}
template<>
@@ -156,7 +207,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
i_nextMoveTime.Update(diff);
if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !(_InhabitType & (INHABIT_WATER | INHABIT_AIR)))
creature.clearUnitState(UNIT_STAT_ROAMING);
if(!i_destinationHolder.HasArrived() && creature.IsStopped())
@@ -166,14 +217,8 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
{
if(i_nextMoveTime.Passed())
{
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
else
creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
if(i_nextMoveTime.Passed())
_setRandomLocation(creature);
}
else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
{
creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
@@ -182,4 +227,3 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
}
return true;
}

View File

@@ -30,8 +30,8 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
{
public:
// Wander dist is related on db spawn dist. So what if we wanna set eandom movement on summoned creature?!
RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {}
// Wander dist is related on db spawn dist. So what if we wanna set random movement on summoned creature?!
RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_dist(spawn_dist) {}
void _setRandomLocation(T &);
void Initialize(T &);
@@ -48,8 +48,7 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
TimeTrackerSmall i_nextMoveTime;
DestinationHolder< Traveller<T> > i_destinationHolder;
float wander_distance;
uint32 i_nextMove;
float wander_dist, ground;
uint32 _InhabitType;
};
#endif