diff options
Diffstat (limited to 'src')
5 files changed, 70 insertions, 270 deletions
diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp index 08e27abf050..1b32bb16b2c 100755 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp @@ -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 - { - 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; - } - else if (cur_dist < MIN_QUIET_DISTANCE) + float dist, angle; + if (dist_from_caster < MIN_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, 1.3f)*(MIN_QUIET_DISTANCE - dist_from_caster); + angle = angle_to_caster + frand(-M_PI_F/8, M_PI_F/8); } - else if (cur_dist > MAX_QUIET_DISTANCE) + else if(dist_from_caster > MAX_QUIET_DISTANCE) { - 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); + 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 + else // we are inside quiet range { - 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 &); diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h index aec93ad3375..cb3bd1cb69a 100755 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h @@ -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; }; diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp index 311b69c06b7..eaf48150a13 100755 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp @@ -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(); diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp index a922c937b5f..f6f8b1fbafd 100755 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp @@ -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(); + } } diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h index 13be9fee77b..404d3362bab 100755 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h @@ -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 &); |