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Initial project location adjustment
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "TargetedMovementGenerator.h"
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#include "ByteBuffer.h"
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#include "Errors.h"
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#include "PathFinder.h"
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#include "Unit.h"
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#include "Creature.h"
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#include "Player.h"
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#include "World.h"
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#include "movement/MoveSplineInit.h"
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#include "movement/MoveSpline.h"
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//-----------------------------------------------//
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template<class T, typename D>
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void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T& owner, bool updateDestination)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return;
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if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
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return;
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float x, y, z;
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// i_path can be NULL in case this is the first call for this MMGen (via Update)
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// Can happen for example if no path was created on MMGen-Initialize because of the owner being stunned
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if (updateDestination || !i_path)
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{
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owner.GetPosition(x, y, z);
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// prevent redundant micro-movement for pets, other followers.
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if (!RequiresNewPosition(owner, x, y, z))
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{
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if (!owner.movespline->Finalized())
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return;
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}
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// Chase Movement and angle == 0 case: Chase to current angle
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else if (this->GetMovementGeneratorType() == CHASE_MOTION_TYPE && i_angle == 0.0f)
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{
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i_target->GetNearPoint(&owner, x, y, z, owner.GetObjectBoundingRadius(), this->GetDynamicTargetDistance(owner, false), i_target->GetAngle(&owner));
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}
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// Targeted movement to at i_offset distance from target and i_angle from target facing
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else
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{
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i_target->GetNearPoint(&owner, x, y, z, owner.GetObjectBoundingRadius(), this->GetDynamicTargetDistance(owner, false), i_target->GetOrientation() + i_angle);
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}
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}
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else
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{
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// the destination has not changed, we just need to refresh the path (usually speed change)
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G3D::Vector3 end = i_path->getEndPosition();
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x = end.x;
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y = end.y;
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z = end.z;
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}
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if (!i_path)
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i_path = new PathFinder(&owner);
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// allow pets following their master to cheat while generating paths
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bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
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&& owner.hasUnitState(UNIT_STAT_FOLLOW));
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i_path->calculate(x, y, z, forceDest);
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if (i_path->getPathType() & PATHFIND_NOPATH)
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return;
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D::_addUnitStateMove(owner);
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i_targetReached = false;
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m_speedChanged = false;
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Movement::MoveSplineInit init(owner);
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init.MovebyPath(i_path->getPath());
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init.SetWalk(((D*)this)->EnableWalking());
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init.Launch();
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T, D>::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.isAlive())
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return true;
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if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
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{
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D::_clearUnitStateMove(owner);
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return true;
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}
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if (this->GetMovementGeneratorType() == CHASE_MOTION_TYPE && owner.hasUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT))
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{
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D::_clearUnitStateMove(owner);
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return true;
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}
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// prevent movement while casting spells with cast time or channel time
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if (owner.IsNonMeleeSpellCasted(false, false, true))
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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 (static_cast<D*>(this)->_lostTarget(owner))
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{
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D::_clearUnitStateMove(owner);
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return true;
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}
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bool targetMoved = false;
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i_recheckDistance.Update(time_diff);
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if (i_recheckDistance.Passed())
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{
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i_recheckDistance.Reset(this->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE ? 50 : 100);
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G3D::Vector3 dest = owner.movespline->FinalDestination();
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targetMoved = RequiresNewPosition(owner, dest.x, dest.y, dest.z);
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}
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if (m_speedChanged || targetMoved)
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_setTargetLocation(owner, targetMoved);
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if (owner.movespline->Finalized())
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{
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if (i_angle == 0.f && !owner.HasInArc(0.01f, i_target.getTarget()))
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owner.SetInFront(i_target.getTarget());
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if (!i_targetReached)
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{
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i_targetReached = true;
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static_cast<D*>(this)->_reachTarget(owner);
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}
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}
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return true;
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T, D>::IsReachable() const
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{
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return (i_path) ? (i_path->getPathType() & PATHFIND_NORMAL) : true;
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T, D>::RequiresNewPosition(T& owner, float x, float y, float z) const
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{
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// More distance let have better performance, less distance let have more sensitive reaction at target move.
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
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return !i_target->IsWithinDist3d(x, y, z, this->GetDynamicTargetDistance(owner, true));
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else
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return !i_target->IsWithinDist2d(x, y, this->GetDynamicTargetDistance(owner, true));
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}
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//-----------------------------------------------//
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template<class T>
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void ChaseMovementGenerator<T>::_clearUnitStateMove(T& u) { u.clearUnitState(UNIT_STAT_CHASE_MOVE); }
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template<class T>
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void ChaseMovementGenerator<T>::_addUnitStateMove(T& u) { u.addUnitState(UNIT_STAT_CHASE_MOVE); }
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template<class T>
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bool ChaseMovementGenerator<T>::_lostTarget(T& u) const
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{
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return u.getVictim() != this->GetTarget();
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}
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template<class T>
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void ChaseMovementGenerator<T>::_reachTarget(T& owner)
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{
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if (owner.CanReachWithMeleeAttack(this->i_target.getTarget()))
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owner.Attack(this->i_target.getTarget(), true);
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}
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template<>
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void ChaseMovementGenerator<Player>::Initialize(Player& owner)
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{
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owner.addUnitState(UNIT_STAT_CHASE); // _MOVE set in _SetTargetLocation after required checks
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_setTargetLocation(owner, true);
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}
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template<>
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void ChaseMovementGenerator<Creature>::Initialize(Creature& owner)
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{
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owner.SetWalk(false, false); // Chase movement is running
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owner.addUnitState(UNIT_STAT_CHASE); // _MOVE set in _SetTargetLocation after required checks
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_setTargetLocation(owner, true);
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}
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template<class T>
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void ChaseMovementGenerator<T>::Finalize(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_CHASE | UNIT_STAT_CHASE_MOVE);
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}
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template<class T>
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void ChaseMovementGenerator<T>::Interrupt(T& owner)
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{
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owner.InterruptMoving();
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owner.clearUnitState(UNIT_STAT_CHASE | UNIT_STAT_CHASE_MOVE);
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}
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template<class T>
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void ChaseMovementGenerator<T>::Reset(T& owner)
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{
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Initialize(owner);
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}
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// Chase-Movement: These factors depend on combat-reach distance
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#define CHASE_DEFAULT_RANGE_FACTOR 0.5f
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#define CHASE_RECHASE_RANGE_FACTOR 0.75f
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template<class T>
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float ChaseMovementGenerator<T>::GetDynamicTargetDistance(T& owner, bool forRangeCheck) const
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{
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if (!forRangeCheck)
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return this->i_offset + CHASE_DEFAULT_RANGE_FACTOR * this->i_target->GetCombatReach(&owner);
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return CHASE_RECHASE_RANGE_FACTOR * this->i_target->GetCombatReach(&owner) - this->i_target->GetObjectBoundingRadius();
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}
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//-----------------------------------------------//
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template<class T>
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void FollowMovementGenerator<T>::_clearUnitStateMove(T& u) { u.clearUnitState(UNIT_STAT_FOLLOW_MOVE); }
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template<class T>
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void FollowMovementGenerator<T>::_addUnitStateMove(T& u) { u.addUnitState(UNIT_STAT_FOLLOW_MOVE); }
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template<>
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bool FollowMovementGenerator<Creature>::EnableWalking() const
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{
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return i_target.isValid() && i_target->IsWalking();
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}
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template<>
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bool FollowMovementGenerator<Player>::EnableWalking() const
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{
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return false;
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}
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template<>
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void FollowMovementGenerator<Player>::_updateSpeed(Player &/*u*/)
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{
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// nothing to do for Player
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}
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template<>
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void FollowMovementGenerator<Creature>::_updateSpeed(Creature& u)
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{
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// pet only sync speed with owner
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if (!((Creature&)u).IsPet() || !i_target.isValid() || i_target->GetObjectGuid() != u.GetOwnerGuid())
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return;
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u.UpdateSpeed(MOVE_RUN, true);
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u.UpdateSpeed(MOVE_WALK, true);
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u.UpdateSpeed(MOVE_SWIM, true);
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}
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template<>
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void FollowMovementGenerator<Player>::Initialize(Player& owner)
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{
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owner.addUnitState(UNIT_STAT_FOLLOW); // _MOVE set in _SetTargetLocation after required checks
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_updateSpeed(owner);
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_setTargetLocation(owner, true);
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}
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template<>
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void FollowMovementGenerator<Creature>::Initialize(Creature& owner)
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{
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owner.addUnitState(UNIT_STAT_FOLLOW); // _MOVE set in _SetTargetLocation after required checks
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_updateSpeed(owner);
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_setTargetLocation(owner, true);
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}
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template<class T>
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void FollowMovementGenerator<T>::Finalize(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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}
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template<class T>
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void FollowMovementGenerator<T>::Interrupt(T& owner)
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{
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owner.InterruptMoving();
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owner.clearUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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}
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template<class T>
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void FollowMovementGenerator<T>::Reset(T& owner)
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{
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Initialize(owner);
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}
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// This factor defines how much of the bounding-radius (as measurement of size) will be used for recalculating a new following position
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// The smaller, the more micro movement, the bigger, possibly no proper movement updates
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#define FOLLOW_RECALCULATE_FACTOR 0.1f
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// This factor defines when the distance of a follower will have impact onto following-position updates
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#define FOLLOW_DIST_GAP_FOR_DIST_FACTOR 3.0f
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// This factor defines how much of the follow-distance will be used as sloppyness value (if the above distance is exceeded)
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#define FOLLOW_DIST_RECALCULATE_FACTOR 0.1f
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template<class T>
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float FollowMovementGenerator<T>::GetDynamicTargetDistance(T& owner, bool forRangeCheck) const
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{
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if (!forRangeCheck)
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return this->i_offset + owner.GetObjectBoundingRadius() + this->i_target->GetObjectBoundingRadius();
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float allowed_dist = sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE) - this->i_target->GetObjectBoundingRadius();
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allowed_dist += FOLLOW_RECALCULATE_FACTOR * (owner.GetObjectBoundingRadius() + this->i_target->GetObjectBoundingRadius());
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if (this->i_offset > FOLLOW_DIST_GAP_FOR_DIST_FACTOR)
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allowed_dist += FOLLOW_DIST_RECALCULATE_FACTOR * this->i_offset;
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return allowed_dist;
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}
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//-----------------------------------------------//
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template void TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::_setTargetLocation(Player&, bool);
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template void TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::_setTargetLocation(Player&, bool);
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template void TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature&, bool);
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template void TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::_setTargetLocation(Creature&, bool);
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template bool TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::Update(Player&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::Update(Player&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::Update(Creature&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::Update(Creature&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::IsReachable() const;
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template bool TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::IsReachable() const;
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template bool TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::IsReachable() const;
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template bool TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::IsReachable() const;
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template void ChaseMovementGenerator<Player>::_clearUnitStateMove(Player& u);
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template void ChaseMovementGenerator<Creature>::_addUnitStateMove(Creature& u);
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template bool ChaseMovementGenerator<Player>::_lostTarget(Player& u) const;
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template bool ChaseMovementGenerator<Creature>::_lostTarget(Creature& u) const;
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template void ChaseMovementGenerator<Player>::_reachTarget(Player&);
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template void ChaseMovementGenerator<Creature>::_reachTarget(Creature&);
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template void ChaseMovementGenerator<Player>::Finalize(Player&);
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template void ChaseMovementGenerator<Creature>::Finalize(Creature&);
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template void ChaseMovementGenerator<Player>::Interrupt(Player&);
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template void ChaseMovementGenerator<Creature>::Interrupt(Creature&);
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template void ChaseMovementGenerator<Player>::Reset(Player&);
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template void ChaseMovementGenerator<Creature>::Reset(Creature&);
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template float ChaseMovementGenerator<Creature>::GetDynamicTargetDistance(Creature&, bool) const;
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template float ChaseMovementGenerator<Player>::GetDynamicTargetDistance(Player&, bool) const;
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template void FollowMovementGenerator<Player>::_clearUnitStateMove(Player& u);
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template void FollowMovementGenerator<Creature>::_addUnitStateMove(Creature& u);
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template void FollowMovementGenerator<Player>::Finalize(Player&);
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template void FollowMovementGenerator<Creature>::Finalize(Creature&);
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template void FollowMovementGenerator<Player>::Interrupt(Player&);
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template void FollowMovementGenerator<Creature>::Interrupt(Creature&);
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template void FollowMovementGenerator<Player>::Reset(Player&);
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template void FollowMovementGenerator<Creature>::Reset(Creature&);
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template float FollowMovementGenerator<Creature>::GetDynamicTargetDistance(Creature&, bool) const;
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template float FollowMovementGenerator<Player>::GetDynamicTargetDistance(Player&, bool) const;
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