mangos/src/game/MotionGenerators/FleeingMovementGenerator.cpp
2017-01-20 23:20:46 +00:00

240 lines
7.6 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) 2005-2017 MaNGOS project <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 "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<class T>
void FleeingMovementGenerator<T>::_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<class T>
bool FleeingMovementGenerator<T>::_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<class T>
void FleeingMovementGenerator<T>::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<Player>::Finalize(Player& owner)
{
owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE);
owner.StopMoving();
}
template<>
void FleeingMovementGenerator<Creature>::Finalize(Creature& owner)
{
owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE), false);
owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE);
}
template<class T>
void FleeingMovementGenerator<T>::Interrupt(T& owner)
{
owner.InterruptMoving();
// flee state still applied while movegen disabled
owner.clearUnitState(UNIT_STAT_FLEEING_MOVE);
}
template<class T>
void FleeingMovementGenerator<T>::Reset(T& owner)
{
Initialize(owner);
}
template<class T>
bool FleeingMovementGenerator<T>::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<Player>::Initialize(Player&);
template void FleeingMovementGenerator<Creature>::Initialize(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&);
template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature&);
template void FleeingMovementGenerator<Player>::Interrupt(Player&);
template void FleeingMovementGenerator<Creature>::Interrupt(Creature&);
template void FleeingMovementGenerator<Player>::Reset(Player&);
template void FleeingMovementGenerator<Creature>::Reset(Creature&);
template bool FleeingMovementGenerator<Player>::Update(Player&, const uint32&);
template bool FleeingMovementGenerator<Creature>::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<Creature> >::Update(owner, time_diff);
}