/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2017 MaNGOS project * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Creature.h" #include "CreatureAI.h" #include "FleeingMovementGenerator.h" #include "ObjectAccessor.h" #include "movement/MoveSplineInit.h" #include "movement/MoveSpline.h" #include "PathFinder.h" #define MIN_QUIET_DISTANCE 28.0f #define MAX_QUIET_DISTANCE 43.0f template void FleeingMovementGenerator::_setTargetLocation(T& owner) { // ignore in case other no reaction state if (owner.hasUnitState((UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE) & ~UNIT_STAT_FLEEING)) { return; } float x, y, z; if (!_getPoint(owner, x, y, z)) { // random point not found recheck later i_nextCheckTime.Reset(50); return; } owner.addUnitState(UNIT_STAT_FLEEING_MOVE); PathFinder path(&owner); path.setPathLengthLimit(30.0f); path.calculate(x, y, z); if (path.getPathType() & PATHFIND_NOPATH) { // path not found recheck later i_nextCheckTime.Reset(50); return; } Movement::MoveSplineInit init(owner); init.MovebyPath(path.getPath()); init.SetWalk(false); int32 traveltime = init.Launch(); i_nextCheckTime.Reset(traveltime + urand(800, 1500)); } template bool FleeingMovementGenerator::_getPoint(T& owner, float& x, float& y, float& z) { float dist_from_caster, angle_to_caster; if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGuid)) { dist_from_caster = fright->GetDistance(&owner); if (dist_from_caster > 0.2f) { angle_to_caster = fright->GetAngle(&owner); } else { angle_to_caster = frand(0, 2 * M_PI_F); } } else { dist_from_caster = 0.0f; angle_to_caster = frand(0, 2 * M_PI_F); } float dist, angle; if (dist_from_caster < MIN_QUIET_DISTANCE) { 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 (dist_from_caster > MAX_QUIET_DISTANCE) { 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 // we are inside quiet range { dist = frand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE); angle = frand(0, 2 * M_PI_F); } float curr_x, curr_y, curr_z; owner.GetPosition(curr_x, curr_y, curr_z); x = curr_x + dist * cos(angle); y = curr_y + dist * sin(angle); z = curr_z + 0.5f; // try to fix z if (!owner.GetMap()->GetHeightInRange(x, y, z)) return false; if (owner.GetTypeId() == TYPEID_PLAYER) { // check any collision float testZ = z + 0.5f; // needed to avoid some false positive hit detection of terrain or passable little object if (owner.GetMap()->GetHitPosition(curr_x, curr_y, curr_z + 0.5f, x, y, testZ, -0.1f)) { z = testZ; if (!owner.GetMap()->GetHeightInRange(x, y, z)) return false; } } return true; } template void FleeingMovementGenerator::Initialize(T& owner) { owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); owner.StopMoving(); if (owner.GetTypeId() == TYPEID_UNIT) { ((Creature&) owner).SetWalk(false, false); owner.SetTargetGuid(ObjectGuid()); } _setTargetLocation(owner); } template<> void FleeingMovementGenerator::Finalize(Player& owner) { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); owner.StopMoving(); } template<> void FleeingMovementGenerator::Finalize(Creature& owner) { owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE), false); owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); } template void FleeingMovementGenerator::Interrupt(T& owner) { owner.InterruptMoving(); // flee state still applied while movegen disabled owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); } template void FleeingMovementGenerator::Reset(T& owner) { Initialize(owner); } template bool FleeingMovementGenerator::Update(T& owner, const uint32& time_diff) { if (!&owner || !owner.IsAlive()) { return false; } // ignore in case other no reaction state if (owner.hasUnitState((UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE) & ~UNIT_STAT_FLEEING)) { owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); return true; } i_nextCheckTime.Update(time_diff); if (i_nextCheckTime.Passed() && owner.movespline->Finalized()) { _setTargetLocation(owner); } return true; } template void FleeingMovementGenerator::Initialize(Player&); template void FleeingMovementGenerator::Initialize(Creature&); template bool FleeingMovementGenerator::_getPoint(Player&, float&, float&, float&); template bool FleeingMovementGenerator::_getPoint(Creature&, float&, float&, float&); template void FleeingMovementGenerator::_setTargetLocation(Player&); template void FleeingMovementGenerator::_setTargetLocation(Creature&); template void FleeingMovementGenerator::Interrupt(Player&); template void FleeingMovementGenerator::Interrupt(Creature&); template void FleeingMovementGenerator::Reset(Player&); template void FleeingMovementGenerator::Reset(Creature&); template bool FleeingMovementGenerator::Update(Player&, const uint32&); template bool FleeingMovementGenerator::Update(Creature&, const uint32&); void TimedFleeingMovementGenerator::Finalize(Unit& owner) { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); if (Unit* victim = owner.getVictim()) { if (owner.IsAlive()) { owner.AttackStop(true); ((Creature*)&owner)->AI()->AttackStart(victim); } } } bool TimedFleeingMovementGenerator::Update(Unit& owner, const uint32& time_diff) { if (!owner.IsAlive()) { return false; } // ignore in case other no reaction state if (owner.hasUnitState((UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE) & ~UNIT_STAT_FLEEING)) { owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); return true; } i_totalFleeTime.Update(time_diff); if (i_totalFleeTime.Passed()) { return false; } // This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version // This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly return MovementGeneratorMedium< Creature, FleeingMovementGenerator >::Update(owner, time_diff); }