mirror of
https://github.com/TrinityCore/TrinityCore.git
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282 lines
9.5 KiB
C++
282 lines
9.5 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ByteBuffer.h"
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#include "TargetedMovementGenerator.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "DestinationHolderImp.h"
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#include "World.h"
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#define SMALL_ALPHA 0.05f
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#include <cmath>
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/*
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struct StackCleaner
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{
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Creature &i_creature;
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StackCleaner(Creature &creature) : i_creature(creature) {}
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void Done(void) { i_creature.StopMoving(); }
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~StackCleaner()
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{
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i_creature->Clear();
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}
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};
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*/
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template<class T>
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TargetedMovementGenerator<T>::TargetedMovementGenerator(Unit &target, float offset, float angle)
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: TargetedMovementGeneratorBase(target)
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, i_offset(offset), i_angle(angle), i_recalculateTravel(false)
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{
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target.GetPosition(i_targetX, i_targetY, i_targetZ);
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}
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template<class T>
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bool
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TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) )
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return false;
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float x, y, z;
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Traveller<T> traveller(owner);
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if(i_destinationHolder.HasDestination())
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{
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if(i_destinationHolder.HasArrived())
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{
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// prevent redundant micro-movement
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if(!i_offset)
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{
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if(i_target->IsWithinMeleeRange(&owner))
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return false;
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}
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else if(!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW))
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{
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if(i_target->IsWithinDistInMap(&owner, i_offset))
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return false;
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}
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else
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{
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if(i_target->IsWithinDistInMap(&owner, i_offset + 1.0f))
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return false;
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}
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}
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else
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{
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bool stop = false;
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if(!i_offset)
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{
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if(i_target->IsWithinMeleeRange(&owner, 0))
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stop = true;
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}
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else if(!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW))
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{
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if(i_target->IsWithinDist(&owner, i_offset * 0.8f))
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stop = true;
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}
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if(stop)
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{
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owner.GetPosition(x, y, z);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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i_destinationHolder.StartTravel(traveller, false);
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owner.StopMoving();
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return false;
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}
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}
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if(i_target->GetExactDistSq(i_targetX, i_targetY, i_targetZ) < 0.01f)
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return false;
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}
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if(!i_offset)
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{
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// to nearest random contact position
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i_target->GetRandomContactPoint( &owner, x, y, z, 0, MELEE_RANGE - 0.5f );
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}
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else if(!i_angle && !owner.hasUnitState(UNIT_STAT_FOLLOW))
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{
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// caster chase
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i_target->GetContactPoint(&owner, x, y, z, i_offset * urand(80, 95) * 0.01f);
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}
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else
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{
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// to at i_offset distance from target and i_angle from target facing
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i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
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}
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/*
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We MUST not check the distance difference and avoid setting the new location for smaller distances.
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By that we risk having far too many GetContactPoint() calls freezing the whole system.
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In TargetedMovementGenerator<T>::Update() we check the distance to the target and at
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some range we calculate a new position. The calculation takes some processor cycles due to vmaps.
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If the distance to the target it too large to ignore,
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but the distance to the new contact point is short enough to be ignored,
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we will calculate a new contact point each update loop, but will never move to it.
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The system will freeze.
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ralf
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//We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
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float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
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if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
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return;
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*/
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i_destinationHolder.SetDestination(traveller, x, y, z);
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owner.addUnitState(UNIT_STAT_CHASE);
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i_destinationHolder.StartTravel(traveller);
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return true;
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}
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template<class T>
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void
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TargetedMovementGenerator<T>::Initialize(T &owner)
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{
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->HasSearchedAssistance())
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owner.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
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owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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_setTargetLocation(owner);
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}
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template<class T>
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void
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TargetedMovementGenerator<T>::Finalize(T &owner)
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{
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owner.clearUnitState(UNIT_STAT_CHASE);
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}
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template<class T>
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void
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TargetedMovementGenerator<T>::Reset(T &owner)
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{
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Initialize(owner);
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}
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template<class T>
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bool
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TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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if (!&owner || !owner.isAlive())
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return true;
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if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED))
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return true;
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// prevent movement while casting spells with cast time or channel time
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if (owner.hasUnitState(UNIT_STAT_CASTING))
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{
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if (!owner.IsStopped())
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owner.StopMoving();
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return true;
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}
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// prevent crash after creature killed pet
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if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
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return true;
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Traveller<T> traveller(owner);
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if (!i_destinationHolder.HasDestination())
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_setTargetLocation(owner);
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else if (owner.IsStopped() && !i_destinationHolder.HasArrived())
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{
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owner.addUnitState(UNIT_STAT_CHASE);
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i_destinationHolder.StartTravel(traveller);
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return true;
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}
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if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
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{
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// put targeted movement generators on a higher priority
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//if (owner.GetObjectSize())
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//i_destinationHolder.ResetUpdate(50);
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// target moved
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if (i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY()
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|| i_targetZ != i_target->GetPositionZ())
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{
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if(_setTargetLocation(owner) || !owner.hasUnitState(UNIT_STAT_FOLLOW))
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owner.SetInFront(i_target.getTarget());
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i_target->GetPosition(i_targetX, i_targetY, i_targetZ);
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}
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if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
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{
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i_recalculateTravel = false;
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//Angle update will take place into owner.StopMoving()
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owner.SetInFront(i_target.getTarget());
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owner.StopMoving();
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if(owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
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owner.Attack(i_target.getTarget(),true);
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}
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}
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// Implemented for PetAI to handle resetting flags when pet owner reached
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if (i_destinationHolder.HasArrived())
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MovementInform(owner);
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return true;
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}
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template<class T>
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Unit*
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TargetedMovementGenerator<T>::GetTarget() const
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{
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return i_target.getTarget();
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}
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template<class T>
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void TargetedMovementGenerator<T>::MovementInform(T &unit)
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{
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}
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template <> void TargetedMovementGenerator<Creature>::MovementInform(Creature &unit)
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{
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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unit.AI()->MovementInform(TARGETED_MOTION_TYPE, i_target.getTarget()->GetGUIDLow());
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}
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template void TargetedMovementGenerator<Player>::MovementInform(Player&); // Not implemented for players
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template TargetedMovementGenerator<Player>::TargetedMovementGenerator(Unit &target, float offset, float angle);
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template TargetedMovementGenerator<Creature>::TargetedMovementGenerator(Unit &target, float offset, float angle);
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template bool TargetedMovementGenerator<Player>::_setTargetLocation(Player &);
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template bool TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &);
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template void TargetedMovementGenerator<Player>::Initialize(Player &);
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template void TargetedMovementGenerator<Creature>::Initialize(Creature &);
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template void TargetedMovementGenerator<Player>::Finalize(Player &);
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template void TargetedMovementGenerator<Creature>::Finalize(Creature &);
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template void TargetedMovementGenerator<Player>::Reset(Player &);
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template void TargetedMovementGenerator<Creature>::Reset(Creature &);
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template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &);
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template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &);
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template Unit* TargetedMovementGenerator<Player>::GetTarget() const;
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template Unit* TargetedMovementGenerator<Creature>::GetTarget() const;
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