mangos/src/game/MotionGenerators/TargetedMovementGenerator.cpp

394 lines
16 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) 2005-2016 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 "TargetedMovementGenerator.h"
#include "ByteBuffer.h"
#include "Errors.h"
#include "PathFinder.h"
#include "Unit.h"
#include "Creature.h"
#include "Player.h"
#include "World.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
//-----------------------------------------------//
template<class T, typename D>
void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T& owner, bool updateDestination)
{
if (!i_target.isValid() || !i_target->IsInWorld())
{ return; }
if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
{ return; }
float x, y, z;
// i_path can be NULL in case this is the first call for this MMGen (via Update)
// Can happen for example if no path was created on MMGen-Initialize because of the owner being stunned
if (updateDestination || !i_path)
{
owner.GetPosition(x, y, z);
// prevent redundant micro-movement for pets, other followers.
if (!RequiresNewPosition(owner, x, y, z))
{
if (!owner.movespline->Finalized())
{ return; }
}
// Chase Movement and angle == 0 case: Chase to current angle
else if (this->GetMovementGeneratorType() == CHASE_MOTION_TYPE && i_angle == 0.0f)
{
i_target->GetNearPoint(&owner, x, y, z, owner.GetObjectBoundingRadius(), this->GetDynamicTargetDistance(owner, false), i_target->GetAngle(&owner));
}
// Targeted movement to at i_offset distance from target and i_angle from target facing
else
{
i_target->GetNearPoint(&owner, x, y, z, owner.GetObjectBoundingRadius(), this->GetDynamicTargetDistance(owner, false), i_target->GetOrientation() + i_angle);
}
}
else
{
// the destination has not changed, we just need to refresh the path (usually speed change)
G3D::Vector3 end = i_path->getEndPosition();
x = end.x;
y = end.y;
z = end.z;
}
if (!i_path)
{ i_path = new PathFinder(&owner); }
// allow pets following their master to cheat while generating paths
bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
&& owner.hasUnitState(UNIT_STAT_FOLLOW));
i_path->calculate(x, y, z, forceDest);
if (i_path->getPathType() & PATHFIND_NOPATH)
{ return; }
D::_addUnitStateMove(owner);
i_targetReached = false;
m_speedChanged = false;
Movement::MoveSplineInit init(owner);
init.MovebyPath(i_path->getPath());
init.SetWalk(((D*)this)->EnableWalking());
init.Launch();
}
template<class T, typename D>
bool TargetedMovementGeneratorMedium<T, D>::Update(T& owner, const uint32& time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld())
{ return false; }
if (!owner.IsAlive())
{ return true; }
if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
{
D::_clearUnitStateMove(owner);
return true;
}
if (this->GetMovementGeneratorType() == CHASE_MOTION_TYPE && owner.hasUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT))
{
D::_clearUnitStateMove(owner);
return true;
}
// prevent movement while casting spells with cast time or channel time
if (owner.IsNonMeleeSpellCasted(false, false, true))
{
if (!owner.IsStopped())
{ owner.StopMoving(); }
return true;
}
// prevent crash after creature killed pet
if (static_cast<D*>(this)->_lostTarget(owner))
{
D::_clearUnitStateMove(owner);
return true;
}
bool targetMoved = false;
i_recheckDistance.Update(time_diff);
if (i_recheckDistance.Passed())
{
i_recheckDistance.Reset(this->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE ? 50 : 100);
G3D::Vector3 dest = owner.movespline->FinalDestination();
targetMoved = RequiresNewPosition(owner, dest.x, dest.y, dest.z);
if (!targetMoved)
{
// This unit is in hitbox of target
// howewer we have to check if the target not moved a bit to update the orientation
// client do it automatically 'visually' but it need this new orientation send or it will retrieve old orientation in some case (like stun)
G3D::Vector3 currTargetPos;
i_target->GetPosition(currTargetPos.x, currTargetPos.y, currTargetPos.z);
if (owner.movespline->Finalized() && currTargetPos != m_prevTargetPos)
{
// position changed we need to adjust owner orientation to continue facing it
m_prevTargetPos = currTargetPos;
owner.SetInFront(i_target.getTarget()); // set movementinfo orientation, needed for next movement if any
float angle = owner.GetAngle(i_target.getTarget());
owner.SetFacingTo(angle); // inform client that orientation changed
}
}
}
if (m_speedChanged || targetMoved)
{ _setTargetLocation(owner, targetMoved); }
if (owner.movespline->Finalized())
{
if (!i_targetReached)
{
i_targetReached = true;
static_cast<D*>(this)->_reachTarget(owner);
}
}
return true;
}
template<class T, typename D>
bool TargetedMovementGeneratorMedium<T, D>::IsReachable() const
{
return (i_path) ? (i_path->getPathType() & PATHFIND_NORMAL) : true;
}
template<class T, typename D>
bool TargetedMovementGeneratorMedium<T, D>::RequiresNewPosition(T& owner, float x, float y, float z) const
{
// More distance let have better performance, less distance let have more sensitive reaction at target move.
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
{ return !i_target->IsWithinDist3d(x, y, z, this->GetDynamicTargetDistance(owner, true)); }
else
{ return !i_target->IsWithinDist2d(x, y, this->GetDynamicTargetDistance(owner, true)); }
}
//-----------------------------------------------//
template<class T>
void ChaseMovementGenerator<T>::_clearUnitStateMove(T& u) { u.clearUnitState(UNIT_STAT_CHASE_MOVE); }
template<class T>
void ChaseMovementGenerator<T>::_addUnitStateMove(T& u) { u.addUnitState(UNIT_STAT_CHASE_MOVE); }
template<class T>
bool ChaseMovementGenerator<T>::_lostTarget(T& u) const
{
return u.getVictim() != this->GetTarget();
}
template<class T>
void ChaseMovementGenerator<T>::_reachTarget(T& owner)
{
if (owner.CanReachWithMeleeAttack(this->i_target.getTarget()))
{ owner.Attack(this->i_target.getTarget(), true); }
}
template<>
void ChaseMovementGenerator<Player>::Initialize(Player& owner)
{
owner.addUnitState(UNIT_STAT_CHASE); // _MOVE set in _SetTargetLocation after required checks
_setTargetLocation(owner, true);
i_target->GetPosition(m_prevTargetPos.x, m_prevTargetPos.y, m_prevTargetPos.z);
}
template<>
void ChaseMovementGenerator<Creature>::Initialize(Creature& owner)
{
owner.SetWalk(false, false); // Chase movement is running
owner.addUnitState(UNIT_STAT_CHASE); // _MOVE set in _SetTargetLocation after required checks
_setTargetLocation(owner, true);
i_target->GetPosition(m_prevTargetPos.x, m_prevTargetPos.y, m_prevTargetPos.z);
}
template<class T>
void ChaseMovementGenerator<T>::Finalize(T& owner)
{
owner.clearUnitState(UNIT_STAT_CHASE | UNIT_STAT_CHASE_MOVE);
}
template<class T>
void ChaseMovementGenerator<T>::Interrupt(T& owner)
{
owner.InterruptMoving();
owner.clearUnitState(UNIT_STAT_CHASE | UNIT_STAT_CHASE_MOVE);
}
template<class T>
void ChaseMovementGenerator<T>::Reset(T& owner)
{
Initialize(owner);
}
// Chase-Movement: These factors depend on combat-reach distance
#define CHASE_DEFAULT_RANGE_FACTOR 0.5f
#define CHASE_RECHASE_RANGE_FACTOR 0.75f
template<class T>
float ChaseMovementGenerator<T>::GetDynamicTargetDistance(T& owner, bool forRangeCheck) const
{
if (!forRangeCheck)
{ return this->i_offset + CHASE_DEFAULT_RANGE_FACTOR * this->i_target->GetCombatReach(&owner); }
return CHASE_RECHASE_RANGE_FACTOR * this->i_target->GetCombatReach(&owner) - this->i_target->GetObjectBoundingRadius();
}
//-----------------------------------------------//
template<class T>
void FollowMovementGenerator<T>::_clearUnitStateMove(T& u) { u.clearUnitState(UNIT_STAT_FOLLOW_MOVE); }
template<class T>
void FollowMovementGenerator<T>::_addUnitStateMove(T& u) { u.addUnitState(UNIT_STAT_FOLLOW_MOVE); }
template<>
bool FollowMovementGenerator<Creature>::EnableWalking() const
{
return i_target.isValid() && i_target->IsWalking();
}
template<>
bool FollowMovementGenerator<Player>::EnableWalking() const
{
return false;
}
template<>
void FollowMovementGenerator<Player>::_updateSpeed(Player& /*u*/)
{
// nothing to do for Player
}
template<>
void FollowMovementGenerator<Creature>::_updateSpeed(Creature& u)
{
// pet only sync speed with owner
if (!((Creature&)u).IsPet() || !i_target.isValid() || i_target->GetObjectGuid() != u.GetOwnerGuid())
{ return; }
u.UpdateSpeed(MOVE_RUN, true);
u.UpdateSpeed(MOVE_WALK, true);
u.UpdateSpeed(MOVE_SWIM, true);
}
template<>
void FollowMovementGenerator<Player>::Initialize(Player& owner)
{
owner.addUnitState(UNIT_STAT_FOLLOW); // _MOVE set in _SetTargetLocation after required checks
_updateSpeed(owner);
_setTargetLocation(owner, true);
}
template<>
void FollowMovementGenerator<Creature>::Initialize(Creature& owner)
{
owner.addUnitState(UNIT_STAT_FOLLOW); // _MOVE set in _SetTargetLocation after required checks
_updateSpeed(owner);
_setTargetLocation(owner, true);
}
template<class T>
void FollowMovementGenerator<T>::Finalize(T& owner)
{
owner.clearUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::Interrupt(T& owner)
{
owner.InterruptMoving();
owner.clearUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::Reset(T& owner)
{
Initialize(owner);
}
// This factor defines how much of the bounding-radius (as measurement of size) will be used for recalculating a new following position
// The smaller, the more micro movement, the bigger, possibly no proper movement updates
#define FOLLOW_RECALCULATE_FACTOR 1.0f
// This factor defines when the distance of a follower will have impact onto following-position updates
#define FOLLOW_DIST_GAP_FOR_DIST_FACTOR 3.0f
// This factor defines how much of the follow-distance will be used as sloppyness value (if the above distance is exceeded)
#define FOLLOW_DIST_RECALCULATE_FACTOR 1.0f
template<class T>
float FollowMovementGenerator<T>::GetDynamicTargetDistance(T& owner, bool forRangeCheck) const
{
if (!forRangeCheck)
{ return this->i_offset + owner.GetObjectBoundingRadius() + this->i_target->GetObjectBoundingRadius(); }
float allowed_dist = sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE) - this->i_target->GetObjectBoundingRadius();
allowed_dist += FOLLOW_RECALCULATE_FACTOR * (owner.GetObjectBoundingRadius() + this->i_target->GetObjectBoundingRadius());
if (this->i_offset > FOLLOW_DIST_GAP_FOR_DIST_FACTOR)
{ allowed_dist += FOLLOW_DIST_RECALCULATE_FACTOR * this->i_offset; }
return allowed_dist;
}
//-----------------------------------------------//
template void TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::_setTargetLocation(Player&, bool);
template void TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::_setTargetLocation(Player&, bool);
template void TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature&, bool);
template void TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::_setTargetLocation(Creature&, bool);
template bool TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::Update(Player&, const uint32&);
template bool TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::Update(Player&, const uint32&);
template bool TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::Update(Creature&, const uint32&);
template bool TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::Update(Creature&, const uint32&);
template bool TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::IsReachable() const;
template bool TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::IsReachable() const;
template bool TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::IsReachable() const;
template bool TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::IsReachable() const;
template void ChaseMovementGenerator<Player>::_clearUnitStateMove(Player& u);
template void ChaseMovementGenerator<Creature>::_addUnitStateMove(Creature& u);
template bool ChaseMovementGenerator<Player>::_lostTarget(Player& u) const;
template bool ChaseMovementGenerator<Creature>::_lostTarget(Creature& u) const;
template void ChaseMovementGenerator<Player>::_reachTarget(Player&);
template void ChaseMovementGenerator<Creature>::_reachTarget(Creature&);
template void ChaseMovementGenerator<Player>::Finalize(Player&);
template void ChaseMovementGenerator<Creature>::Finalize(Creature&);
template void ChaseMovementGenerator<Player>::Interrupt(Player&);
template void ChaseMovementGenerator<Creature>::Interrupt(Creature&);
template void ChaseMovementGenerator<Player>::Reset(Player&);
template void ChaseMovementGenerator<Creature>::Reset(Creature&);
template float ChaseMovementGenerator<Creature>::GetDynamicTargetDistance(Creature&, bool) const;
template float ChaseMovementGenerator<Player>::GetDynamicTargetDistance(Player&, bool) const;
template void FollowMovementGenerator<Player>::_clearUnitStateMove(Player& u);
template void FollowMovementGenerator<Creature>::_addUnitStateMove(Creature& u);
template void FollowMovementGenerator<Player>::Finalize(Player&);
template void FollowMovementGenerator<Creature>::Finalize(Creature&);
template void FollowMovementGenerator<Player>::Interrupt(Player&);
template void FollowMovementGenerator<Creature>::Interrupt(Creature&);
template void FollowMovementGenerator<Player>::Reset(Player&);
template void FollowMovementGenerator<Creature>::Reset(Creature&);
template float FollowMovementGenerator<Creature>::GetDynamicTargetDistance(Creature&, bool) const;
template float FollowMovementGenerator<Player>::GetDynamicTargetDistance(Player&, bool) const;