mangos/src/game/MotionGenerators/RandomMovementGenerator.cpp
Meltie2013 1c4e25cba0
Internal Timer Rewrite & Introduce GameTime (#132)
* Implement Update Timer & Remove Ancient Timers
* WorldTime will be replaced by GameTime which is more accurate.
* World Delay Timer can be view in server info command.

Notice:
* Eluna will have to be updated to support this change or build will fail with it.

* Adding missing string for World Delay time display.

* Fixed CMakeList to include Time Folder which was forgotten.
* Fixed code style in UpdateTime constructor.

* Enable Work Around For Eluna
* Update Initialized UpdateTime Constructor Variables

* Implement GameTime
* Attempt to fix undeclared identifier in Auction House Bot

* Attempt to fix unix compile errors

* Another attempt to fix unix compiling error.

* Remove WorldTimer workaround

No longer necessary as of ba7eea4e40

Co-authored-by: Foereaper <Foereaper@users.noreply.github.com>
2021-03-04 20:21:54 +00:00

141 lines
4.3 KiB
C++

/**
* 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) 2005-2021 MaNGOS <https://getmangos.eu>
*
* 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 "RandomMovementGenerator.h"
#include "Map.h"
#include "Util.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
template<>
RandomMovementGenerator<Creature>::RandomMovementGenerator(float x, float y, float z, float radius, float verticalZ) :
i_nextMoveTime(0), i_x(x), i_y(y), i_z(z), i_radius(radius), i_verticalZ(verticalZ)
{
if (radius < 0.1f)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "RandomMovementGenerator<Creature> constructor: wrong value for spawn distance. Set to 0.1f");
i_radius = 0.1f;
}
}
template<>
RandomMovementGenerator<Creature>::RandomMovementGenerator(const Creature& creature)
{
float respX, respY, respZ, respO, wander_distance;
creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance);
i_nextMoveTime = TimeTracker(0);
i_x = respX;
i_y = respY;
i_z = respZ;
i_radius = wander_distance;
}
template<>
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature)
{
float destX = i_x;
float destY = i_y;
float destZ = i_z;
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
// check if new random position is assigned, GetReachableRandomPosition may fail
if (creature.GetMap()->GetReachableRandomPosition(&creature, destX, destY, destZ, i_radius))
{
Movement::MoveSplineInit init(creature);
init.MoveTo(destX, destY, destZ, true);
init.SetWalk(true);
init.Launch();
if (roll_chance_i(MOVEMENT_RANDOM_MMGEN_CHANCE_NO_BREAK))
{
i_nextMoveTime.Reset(50);
}
else
{
i_nextMoveTime.Reset(urand(3000, 10000)); // Keep a short wait time
}
}
else
{
i_nextMoveTime.Reset(50); // Retry later
}
return;
}
template<>
void RandomMovementGenerator<Creature>::Initialize(Creature& creature)
{
creature.addUnitState(UNIT_STAT_ROAMING); // _MOVE set in _setRandomLocation
if (!creature.IsAlive() || creature.hasUnitState(UNIT_STAT_NOT_MOVE))
{
return;
}
_setRandomLocation(creature);
}
template<>
void RandomMovementGenerator<Creature>::Reset(Creature& creature)
{
Initialize(creature);
}
template<>
void RandomMovementGenerator<Creature>::Interrupt(Creature& creature)
{
creature.InterruptMoving();
creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false);
}
template<>
void RandomMovementGenerator<Creature>::Finalize(Creature& creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false);
}
template<>
bool RandomMovementGenerator<Creature>::Update(Creature& creature, const uint32& diff)
{
if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
{
i_nextMoveTime.Reset(0); // Expire the timer
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
if (creature.movespline->Finalized())
{
i_nextMoveTime.Update(diff);
if (i_nextMoveTime.Passed())
{
_setRandomLocation(creature);
}
}
return true;
}