feat(Core/Movement): port smooth waypoint movement from Cataclysm Preservation Project (#25106)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Ovahlord <dreadkiller@gmx.de> Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> Co-authored-by: Kitzunu <Kitzunu@users.noreply.github.com>
This commit is contained in:
@@ -538,9 +538,9 @@ void MotionMaster::MovePath(uint32 path_id, ForcedMovement forcedMovement, PathS
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}
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Movement::PointsArray points;
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for (auto& point : *path)
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for (auto const& node : path->Nodes)
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{
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points.push_back(G3D::Vector3(point.second.x, point.second.y, point.second.z));
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points.push_back(G3D::Vector3(node.X, node.Y, node.Z));
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}
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// pass the new PointsArray* to the appropriate MoveSplinePath function
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@@ -918,7 +918,7 @@ void MotionMaster::MoveWaypoint(uint32 path_id, bool repeatable, PathSource path
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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Mutate(new WaypointMovementGenerator<Creature>(path_id, pathSource, repeatable), MOTION_SLOT_IDLE);
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Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable, pathSource), MOTION_SLOT_IDLE);
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LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
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_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
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@@ -27,181 +27,283 @@
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#include "Player.h"
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#include "Spell.h"
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#include "Transport.h"
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#include "World.h"
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#include "SmartScriptMgr.h"
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#include "World.h"
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void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature)
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inline G3D::Vector3 PositionToVector3(Position const& p) { return { p.GetPositionX(), p.GetPositionY(), p.GetPositionZ() }; }
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WaypointMovementGenerator<Creature>::WaypointMovementGenerator(uint32 pathId, bool repeating, PathSource pathSource) : PathMovementBase((WaypointPath const*)nullptr),
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_lastSplineId(0), _pathId(pathId), _waypointDelay(0),
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_waypointReached(true), _recalculateSpeed(false), _repeating(repeating), _loadedFromDB(true), _stalled(false), _hasBeenStalled(false), _done(false), _pathSource(pathSource),
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_smoothSplineLaunched(false), _lastPassedSplineIdx(0)
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{
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switch (i_pathSource)
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{
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case PathSource::WAYPOINT_MGR:
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{
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if (!path_id)
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path_id = creature->GetWaypointPath();
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}
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i_path = sWaypointMgr->GetPath(path_id);
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break;
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}
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case PathSource::SMART_WAYPOINT_MGR:
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WaypointMovementGenerator<Creature>::WaypointMovementGenerator(WaypointPath& path, bool repeating) : PathMovementBase((WaypointPath const*)nullptr),
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_lastSplineId(0), _pathId(0), _waypointDelay(0),
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_waypointReached(true), _recalculateSpeed(false), _repeating(repeating), _loadedFromDB(false), _stalled(false), _hasBeenStalled(false), _done(false), _pathSource(PathSource::WAYPOINT_MGR),
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_smoothSplineLaunched(false), _lastPassedSplineIdx(0)
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{
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i_path = &path;
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}
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void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
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{
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_done = false;
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if (_loadedFromDB)
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{
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if (!_pathId)
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_pathId = creature->GetWaypointPath();
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switch (_pathSource)
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{
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i_path = sSmartWaypointMgr->GetPath(path_id);
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break;
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default:
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case PathSource::WAYPOINT_MGR:
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i_path = sWaypointMgr->GetPath(_pathId);
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break;
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case PathSource::SMART_WAYPOINT_MGR:
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i_path = sSmartWaypointMgr->GetPath(_pathId);
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break;
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}
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}
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if (!i_path)
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{
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// No movement found for entry
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LOG_ERROR("sql.sql", "WaypointMovementGenerator::LoadPath: creature {} ({}) doesn't have waypoint path id: {}",
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creature->GetName(), creature->GetGUID().ToString(), path_id);
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LOG_ERROR("sql.sql", "WaypointMovementGenerator::DoInitialize: creature {} ({}) doesn't have waypoint path id: {}",
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creature->GetName(), creature->GetGUID().ToString(), _pathId);
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return;
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}
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i_currentNode = i_path->begin()->first;
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// Determine our first waypoint from the creature's stored waypoint
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if (CreatureData const* creatureData = creature->GetCreatureData())
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{
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if (i_path->Nodes.size() > creatureData->currentwaypoint)
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{
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creature->UpdateCurrentWaypointInfo(creatureData->currentwaypoint, i_path->Id);
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i_currentNode = creatureData->currentwaypoint;
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}
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}
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StartMoveNow(creature);
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}
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void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
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{
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LoadPath(creature);
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creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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// Inform AI
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if (CreatureAI* AI = creature->AI())
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AI->WaypointPathStarted(i_path->Id);
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}
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void WaypointMovementGenerator<Creature>::DoFinalize(Creature* creature)
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{
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creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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creature->SetWalk(false);
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}
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void WaypointMovementGenerator<Creature>::DoReset(Creature* creature)
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{
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if (stalled)
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// We did not reach our last waypoint before reset, treat this scenario as resuming movement.
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if (!_done && !_waypointReached)
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_hasBeenStalled = true;
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else if (_done)
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{
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return;
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}
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creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE);
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StartMoveNow(creature);
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}
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void WaypointMovementGenerator<Creature>::OnArrived(Creature* creature)
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{
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if (!i_path || i_path->empty())
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return;
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if (m_isArrivalDone)
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return;
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creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
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m_isArrivalDone = true;
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auto currentNodeItr = i_path->find(i_currentNode);
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if (currentNodeItr->second.event_id && urand(0, 99) < currentNodeItr->second.event_chance)
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{
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LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.",
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currentNodeItr->second.event_id, i_currentNode, creature->GetGUID().ToString());
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creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
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creature->GetMap()->ScriptsStart(sWaypointScripts, currentNodeItr->second.event_id, creature, nullptr);
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}
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// Inform script
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MovementInform(creature);
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creature->UpdateWaypointID(i_currentNode);
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if (currentNodeItr->second.delay)
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{
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creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
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Stop(currentNodeItr->second.delay);
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// mimic IdleMovementGenerator
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if (!creature->IsStopped())
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creature->StopMoving();
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}
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}
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bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
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inline void UpdateHomePosition(Creature* creature, WaypointNode const& waypointNode)
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{
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if (!i_path || i_path->empty())
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return false;
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// Xinef: Dont allow dead creatures to move
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if (!creature->IsAlive())
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return false;
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if (Stopped())
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return true;
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float x = waypointNode.X;
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float y = waypointNode.Y;
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float z = waypointNode.Z;
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float o = creature->GetOrientation();
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bool transportPath = creature->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && creature->GetTransGUID();
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if (m_isArrivalDone)
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if (!transportPath)
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creature->SetHomePosition(x, y, z, o);
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else
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{
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if (Transport* trans = (creature->GetTransport() ? creature->GetTransport()->ToMotionTransport() : nullptr))
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{
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auto currentNodeItr = i_path->find(i_currentNode);
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float x = currentNodeItr->second.x;
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float y = currentNodeItr->second.y;
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float z = currentNodeItr->second.z;
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float o = creature->GetOrientation();
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o -= trans->GetOrientation();
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creature->SetTransportHomePosition(x, y, z, o);
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trans->CalculatePassengerPosition(x, y, z, &o);
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creature->SetHomePosition(x, y, z, o);
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}
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}
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}
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if (!transportPath)
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creature->SetHomePosition(x, y, z, o);
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else
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void WaypointMovementGenerator<Creature>::ProcessWaypointArrival(Creature* creature, WaypointNode const& waypoint)
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{
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if (_waypointReached)
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return;
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if (waypoint.Delay > 0)
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{
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creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
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_waypointDelay = waypoint.Delay;
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}
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// Check if the waypoint path has reached its end and may not repeat. Inform AI.
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if ((i_currentNode == i_path->Nodes.size() - 1) && !_repeating && !_done)
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{
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_done = true;
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creature->UpdateCurrentWaypointInfo(0, 0);
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if (CreatureAI* AI = creature->AI())
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{
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AI->PathEndReached(i_path->Id);
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AI->WaypointPathEnded(waypoint.Id, i_path->Id);
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}
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}
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UpdateHomePosition(creature, waypoint);
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if (waypoint.EventId && urand(0, 99) < waypoint.EventChance)
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{
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LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.",
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waypoint.EventId, i_currentNode, creature->GetGUID().ToString());
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creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
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creature->GetMap()->ScriptsStart(sWaypointScripts, waypoint.EventId, creature, nullptr);
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}
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creature->UpdateWaypointID(waypoint.Id);
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creature->UpdateCurrentWaypointInfo(waypoint.Id, i_path->Id);
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// Inform AI
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if (CreatureAI* AI = creature->AI())
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{
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AI->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
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AI->WaypointReached(waypoint.Id, i_path->Id);
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}
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if (Unit* owner = creature->GetCharmerOrOwner())
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{
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if (UnitAI* AI = owner->GetAI())
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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else
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{
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if (TempSummon* tempSummon = creature->ToTempSummon())
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if (Unit* owner2 = tempSummon->GetSummonerUnit())
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if (UnitAI* AI = owner2->GetAI())
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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// All hooks called and infos updated. Time to increment the waypoint node id
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if (i_path && !i_path->Nodes.empty()) // ensure that the path has not been changed in one of the hooks.
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i_currentNode = (i_currentNode + 1) % i_path->Nodes.size();
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_waypointReached = true;
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}
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void WaypointMovementGenerator<Creature>::StartMove(Creature* creature, bool relaunch /*= false*/)
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{
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// Formation checks. Do not launch a new spline when one of our formation members is currently in combat.
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if (!relaunch)
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{
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if (!IsAllowedToMove(creature) || (creature->IsFormationLeader() && !creature->IsFormationLeaderMoveAllowed()))
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{
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_waypointDelay = 1000;
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return;
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}
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}
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// Dont allow dead creatures to move
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if (!creature->IsAlive())
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return;
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// Step two: node selection is done, build spline data
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creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
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WaypointNode const& waypoint = i_path->Nodes.at(i_currentNode);
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bool const useTransportPath = creature->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && creature->GetTransGUID();
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Movement::MoveSplineInit init(creature);
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//! If the creature is on transport, we assume waypoints set in DB are already transport offsets
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if (useTransportPath)
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init.DisableTransportPathTransformations();
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if (waypoint.SmoothTransition && i_path->Nodes.size() > 2)
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{
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// Build a catmullrom spline segment, stopping at delay waypoints
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init.Path().push_back(PositionToVector3(creature->GetPosition()));
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bool hasDelayInSegment = false;
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uint32 segmentNodes = 0;
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for (uint32 i = 0; i < i_path->Nodes.size(); ++i)
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{
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uint32 idx = (i_currentNode + i) % i_path->Nodes.size();
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WaypointNode const& node = i_path->Nodes.at(idx);
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init.Path().push_back(G3D::Vector3(node.X, node.Y, node.Z));
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segmentNodes++;
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// Stop the segment at a waypoint with a delay
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if (node.Delay > 0)
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{
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if (Transport* trans = (creature->GetTransport() ? creature->GetTransport()->ToMotionTransport() : nullptr))
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{
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o -= trans->GetOrientation();
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creature->SetTransportHomePosition(x, y, z, o);
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trans->CalculatePassengerPosition(x, y, z, &o);
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creature->SetHomePosition(x, y, z, o);
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}
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else
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transportPath = false;
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// else if (vehicle) - this should never happen, vehicle offsets are const
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hasDelayInSegment = true;
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break;
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}
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}
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// Xinef: moved the upper IF here
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uint32 lastPoint = i_path->rbegin()->first;
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if ((i_currentNode == lastPoint) && !repeating) // If that's our last waypoint
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// If no delays found and repeating, add wrap-around points for seamless loop
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if (!hasDelayInSegment && _repeating)
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{
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creature->AI()->PathEndReached(path_id);
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creature->GetMotionMaster()->Initialize();
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return false;
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for (uint32 i = 0; i < std::min<uint32>(3, i_path->Nodes.size()); ++i)
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{
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uint32 idx = (i_currentNode + i) % i_path->Nodes.size();
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WaypointNode const& node = i_path->Nodes.at(idx);
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init.Path().push_back(G3D::Vector3(node.X, node.Y, node.Z));
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}
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}
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++i_currentNode;
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if (lastPoint < i_currentNode)
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i_currentNode = i_path->begin()->first;
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// Need at least 3 waypoints for a meaningful catmullrom spline
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if (segmentNodes >= 3)
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{
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init.SetFirstPointId(i_currentNode);
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init.SetSmooth();
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_smoothSplineLaunched = true;
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_lastPassedSplineIdx = i_currentNode;
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}
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else
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{
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// Too few points for catmullrom, fall back to linear point-to-point
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init.Path().clear();
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init.MoveTo(G3D::Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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}
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}
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// xinef: do not initialize motion if we got stunned in movementinform
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if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
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else if (!waypoint.SplinePoints.empty())
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{
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return true;
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// We have spline points in waypoint_data_addon table
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int32 splineIndex = 0;
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auto itr = waypoint.SplinePoints.begin();
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if (splineIndex)
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std::advance(itr, splineIndex);
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init.Path().reserve(waypoint.SplinePoints.size() - splineIndex);
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std::copy(itr, waypoint.SplinePoints.end(), std::back_inserter(init.Path()));
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// Add starting vertex and destination
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init.Path().insert(init.Path().begin(), PositionToVector3(creature->GetPosition()));
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init.Path().insert(init.Path().end(), G3D::Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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}
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auto currentNodeItr = i_path->find(i_currentNode);
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WaypointData const& node = currentNodeItr->second;
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m_isArrivalDone = false;
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creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
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Movement::Location formationDest(node.x, node.y, node.z, 0.0f);
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Movement::MoveSplineInit init(creature);
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//! If creature is on transport, we assume waypoints set in DB are already transport offsets
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if (transportPath)
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else
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{
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init.DisableTransportPathTransformations();
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if (TransportBase* trans = creature->GetDirectTransport())
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trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation);
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// Smooth transition for short paths (<=2 nodes): use previous spline endpoint as start
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if (waypoint.SmoothTransition && !creature->movespline->Finalized() && _lastSplineId == creature->movespline->GetId())
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{
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init.MoveTo(creature->movespline->FinalDestination(), G3D::Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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if (!init.Path().empty())
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init.Path().insert(init.Path().begin(), PositionToVector3(creature->GetPosition()));
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}
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else
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init.MoveTo(PositionToVector3(creature->GetPosition()), G3D::Vector3(waypoint.X, waypoint.Y, waypoint.Z));
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}
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float z = node.z;
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creature->UpdateAllowedPositionZ(node.x, node.y, z);
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//! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call
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//! but formationDest contains global coordinates
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init.MoveTo(node.x, node.y, z, true, true);
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if (waypoint.Orientation.has_value() && waypoint.Delay > 0)
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init.SetFacing(*waypoint.Orientation);
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if (node.orientation.has_value() && node.delay > 0)
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init.SetFacing(*node.orientation);
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switch (node.move_type)
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switch (waypoint.MoveType)
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{
|
||||
case WAYPOINT_MOVE_TYPE_LAND:
|
||||
init.SetAnimation(AnimTier::Ground);
|
||||
@@ -219,89 +321,203 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
|
||||
break;
|
||||
}
|
||||
|
||||
if (creature->CanFly())
|
||||
init.SetFly();
|
||||
|
||||
if (waypoint.Velocity > 0.f)
|
||||
init.SetVelocity(waypoint.Velocity);
|
||||
|
||||
init.Launch();
|
||||
|
||||
//Call for creature group update
|
||||
if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature && creature->GetFormation()->CanLeaderStartMoving())
|
||||
creature->GetFormation()->LeaderStartedMoving();
|
||||
if (!creature->movespline->Finalized())
|
||||
_lastSplineId = creature->movespline->GetId();
|
||||
|
||||
return true;
|
||||
// Inform formation
|
||||
creature->SignalFormationMovement();
|
||||
|
||||
// Inform AI
|
||||
if (!relaunch)
|
||||
if (CreatureAI* AI = creature->AI())
|
||||
AI->WaypointStarted(waypoint.Id, i_path->Id);
|
||||
|
||||
_waypointReached = false;
|
||||
_recalculateSpeed = false;
|
||||
_hasBeenStalled = false;
|
||||
}
|
||||
|
||||
bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 diff)
|
||||
{
|
||||
// Waypoint movement can be switched on/off
|
||||
// This is quite handy for escort quests and other stuff
|
||||
if (stalled)
|
||||
{
|
||||
Stop(1000);
|
||||
if (!creature || !creature->IsAlive())
|
||||
return true;
|
||||
}
|
||||
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
|
||||
|
||||
if (_done || !i_path || i_path->Nodes.empty())
|
||||
return true;
|
||||
|
||||
// Stop movement if paused, rooted, or casting
|
||||
if (!IsAllowedToMove(creature) && !creature->movespline->Finalized())
|
||||
{
|
||||
creature->StopMoving();
|
||||
Stop(1000);
|
||||
_lastSplineId = 0;
|
||||
_smoothSplineLaunched = false;
|
||||
}
|
||||
|
||||
// Set home position to current position.
|
||||
if (!creature->movespline->Finalized())
|
||||
{
|
||||
bool transportPath = creature->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && creature->GetTransGUID();
|
||||
if (!transportPath)
|
||||
creature->SetHomePosition(creature->GetPosition());
|
||||
}
|
||||
|
||||
// Smooth spline: track waypoint passages without rebuilding
|
||||
if (_smoothSplineLaunched && creature->movespline->GetId() == _lastSplineId)
|
||||
{
|
||||
int32 currentIdx = creature->movespline->currentPathIdx();
|
||||
|
||||
// Process passed waypoints
|
||||
while (_lastPassedSplineIdx < currentIdx)
|
||||
{
|
||||
_lastPassedSplineIdx++;
|
||||
WaypointNode const& passedWp = i_path->Nodes.at(i_currentNode);
|
||||
|
||||
UpdateHomePosition(creature, passedWp);
|
||||
creature->UpdateWaypointID(passedWp.Id);
|
||||
creature->UpdateCurrentWaypointInfo(passedWp.Id, i_path->Id);
|
||||
|
||||
if (passedWp.EventId && urand(0, 99) < passedWp.EventChance)
|
||||
{
|
||||
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
|
||||
creature->GetMap()->ScriptsStart(sWaypointScripts, passedWp.EventId, creature, nullptr);
|
||||
}
|
||||
|
||||
if (CreatureAI* AI = creature->AI())
|
||||
{
|
||||
AI->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
|
||||
AI->WaypointReached(passedWp.Id, i_path->Id);
|
||||
}
|
||||
|
||||
// Advance node
|
||||
i_currentNode = (i_currentNode + 1) % i_path->Nodes.size();
|
||||
|
||||
// If this waypoint has a delay, stop the spline and pause
|
||||
if (passedWp.Delay > 0)
|
||||
{
|
||||
creature->StopMoving();
|
||||
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
|
||||
_waypointDelay = passedWp.Delay;
|
||||
_waypointReached = true;
|
||||
_smoothSplineLaunched = false;
|
||||
if (passedWp.Orientation.has_value())
|
||||
creature->SetFacingTo(*passedWp.Orientation);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (creature->movespline->Finalized())
|
||||
{
|
||||
if (!_repeating)
|
||||
{
|
||||
// Path ended
|
||||
_done = true;
|
||||
_smoothSplineLaunched = false;
|
||||
creature->UpdateCurrentWaypointInfo(0, 0);
|
||||
if (CreatureAI* AI = creature->AI())
|
||||
{
|
||||
AI->PathEndReached(i_path->Id);
|
||||
AI->WaypointPathEnded(i_path->Nodes.at(i_currentNode).Id, i_path->Id);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Repeating: rebuild spline
|
||||
_smoothSplineLaunched = false;
|
||||
StartMove(creature);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// prevent a crash at empty waypoint path.
|
||||
if (!i_path || i_path->empty())
|
||||
return false;
|
||||
// Non-smooth: per-waypoint logic
|
||||
WaypointNode const& waypoint = i_path->Nodes.at(i_currentNode);
|
||||
UpdateWaypointState(creature, waypoint);
|
||||
|
||||
// Xinef: Dont allow dead creatures to move
|
||||
if (!creature->IsAlive())
|
||||
return false;
|
||||
// Process movement preventing timers
|
||||
if (_waypointDelay > 0)
|
||||
{
|
||||
_waypointDelay -= diff;
|
||||
if (_waypointDelay > 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Stopped())
|
||||
if (_pauseTime.has_value())
|
||||
{
|
||||
if (CanMove(diff))
|
||||
return StartMove(creature);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (creature->movespline->Finalized())
|
||||
{
|
||||
OnArrived(creature);
|
||||
return StartMove(creature);
|
||||
}
|
||||
*_pauseTime -= diff;
|
||||
if (*_pauseTime > 0)
|
||||
return true;
|
||||
else
|
||||
_pauseTime.reset();
|
||||
}
|
||||
|
||||
// Timers are ready, let's try to move
|
||||
if (IsAllowedToMove(creature) && (_waypointReached || _recalculateSpeed || _hasBeenStalled))
|
||||
StartMove(creature, _recalculateSpeed || _hasBeenStalled);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
|
||||
void WaypointMovementGenerator<Creature>::Pause(uint32 timer /*= 0*/)
|
||||
{
|
||||
if (creature->AI())
|
||||
creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
|
||||
|
||||
if (Unit* owner = creature->GetCharmerOrOwner())
|
||||
{
|
||||
if (UnitAI* AI = owner->GetAI())
|
||||
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TempSummon* tempSummon = creature->ToTempSummon())
|
||||
if (Unit* owner = tempSummon->GetSummonerUnit())
|
||||
if (UnitAI* AI = owner->GetAI())
|
||||
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
|
||||
}
|
||||
_stalled = timer ? false : true;
|
||||
_hasBeenStalled = !_waypointReached;
|
||||
_pauseTime = timer;
|
||||
}
|
||||
|
||||
void WaypointMovementGenerator<Creature>::Pause(uint32 timer)
|
||||
void WaypointMovementGenerator<Creature>::Resume(uint32 overrideTimer /*= 0*/)
|
||||
{
|
||||
if (timer)
|
||||
i_nextMoveTime.Reset(timer);
|
||||
else
|
||||
{
|
||||
// No timer? Will be paused forever until ::Resume is called
|
||||
stalled = true;
|
||||
i_nextMoveTime.Reset(1);
|
||||
}
|
||||
_hasBeenStalled = !_waypointReached;
|
||||
_stalled = false;
|
||||
if (overrideTimer)
|
||||
_pauseTime = overrideTimer;
|
||||
}
|
||||
|
||||
void WaypointMovementGenerator<Creature>::Resume(uint32 /*overrideTimer/*/)
|
||||
bool WaypointMovementGenerator<Creature>::GetResetPosition(float& x, float& y, float& z)
|
||||
{
|
||||
stalled = false;
|
||||
// prevent a crash at empty waypoint path.
|
||||
if (!i_path || i_path->Nodes.empty())
|
||||
return false;
|
||||
|
||||
ASSERT(i_currentNode < i_path->Nodes.size(), "WaypointMovementGenerator::GetResetPos: tried to reference a node id ({}) which is not included in path ({})", i_currentNode, i_path->Id);
|
||||
WaypointNode const& waypoint = i_path->Nodes.at(i_currentNode);
|
||||
|
||||
x = waypoint.X;
|
||||
y = waypoint.Y;
|
||||
z = waypoint.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WaypointMovementGenerator<Creature>::IsAllowedToMove(Creature* creature) const
|
||||
{
|
||||
if (_stalled || _done)
|
||||
return false;
|
||||
|
||||
if (_pauseTime.has_value())
|
||||
return false;
|
||||
|
||||
if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void WaypointMovementGenerator<Creature>::UpdateWaypointState(Creature* creature, WaypointNode const& waypointNode)
|
||||
{
|
||||
if (creature->movespline->GetId() != _lastSplineId)
|
||||
return;
|
||||
|
||||
if (creature->movespline->Finalized())
|
||||
ProcessWaypointArrival(creature, waypointNode);
|
||||
}
|
||||
|
||||
//----------------------------------------------------//
|
||||
|
||||
@@ -54,49 +54,43 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea
|
||||
public PathMovementBase<Creature, WaypointPath const*>
|
||||
{
|
||||
public:
|
||||
WaypointMovementGenerator(uint32 _path_id = 0, PathSource pathSource = PathSource::WAYPOINT_MGR, bool _repeating = true, bool _stalled = false)
|
||||
: PathMovementBase((WaypointPath const*)nullptr), i_nextMoveTime(0), m_isArrivalDone(false), path_id(_path_id), repeating(_repeating), stalled(_stalled), i_pathSource(pathSource) {}
|
||||
explicit WaypointMovementGenerator(uint32 pathId = 0, bool repeating = true, PathSource pathSource = PathSource::WAYPOINT_MGR);
|
||||
explicit WaypointMovementGenerator(WaypointPath& path, bool repeating = true);
|
||||
~WaypointMovementGenerator() { i_path = nullptr; }
|
||||
|
||||
void DoInitialize(Creature*);
|
||||
void DoFinalize(Creature*);
|
||||
void DoReset(Creature*);
|
||||
bool DoUpdate(Creature*, uint32 diff);
|
||||
void Pause(uint32 timer = 0);
|
||||
void Resume(uint32 overrideTimer/* = 0*/);
|
||||
|
||||
void MovementInform(Creature*);
|
||||
void unitSpeedChanged() override { _recalculateSpeed = true; }
|
||||
void Pause(uint32 timer = 0) override;
|
||||
void Resume(uint32 overrideTimer = 0) override;
|
||||
bool GetResetPosition(float& x, float& y, float& z) override;
|
||||
|
||||
MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
|
||||
|
||||
// now path movement implmementation
|
||||
void LoadPath(Creature*);
|
||||
MovementGeneratorType GetMovementGeneratorType() override { return WAYPOINT_MOTION_TYPE; }
|
||||
|
||||
private:
|
||||
void Stop(int32 time) { i_nextMoveTime.Reset(time);}
|
||||
void ProcessWaypointArrival(Creature*, WaypointNode const&);
|
||||
void StartMove(Creature*, bool relaunch = false);
|
||||
bool IsAllowedToMove(Creature*) const;
|
||||
void UpdateWaypointState(Creature*, WaypointNode const&);
|
||||
|
||||
bool Stopped() { return !i_nextMoveTime.Passed();}
|
||||
uint32 _lastSplineId;
|
||||
uint32 _pathId;
|
||||
int32 _waypointDelay;
|
||||
std::optional<int32> _pauseTime;
|
||||
bool _waypointReached;
|
||||
|
||||
bool CanMove(int32 diff)
|
||||
{
|
||||
i_nextMoveTime.Update(diff);
|
||||
return i_nextMoveTime.Passed();
|
||||
}
|
||||
|
||||
void OnArrived(Creature*);
|
||||
bool StartMove(Creature*);
|
||||
|
||||
void StartMoveNow(Creature* creature)
|
||||
{
|
||||
i_nextMoveTime.Reset(0);
|
||||
StartMove(creature);
|
||||
}
|
||||
|
||||
TimeTrackerSmall i_nextMoveTime;
|
||||
bool m_isArrivalDone;
|
||||
uint32 path_id;
|
||||
bool repeating;
|
||||
bool stalled;
|
||||
PathSource i_pathSource;
|
||||
bool _recalculateSpeed;
|
||||
bool _repeating;
|
||||
bool _loadedFromDB;
|
||||
bool _stalled;
|
||||
bool _hasBeenStalled;
|
||||
bool _done;
|
||||
PathSource _pathSource;
|
||||
bool _smoothSplineLaunched;
|
||||
int32 _lastPassedSplineIdx;
|
||||
};
|
||||
|
||||
/** FlightPathMovementGenerator generates movement of the player for the paths
|
||||
|
||||
@@ -122,6 +122,7 @@ namespace Movement
|
||||
[[nodiscard]] Vector3 FinalDestination() const { return Initialized() ? spline.getPoint(spline.last()) : Vector3(); }
|
||||
[[nodiscard]] Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx + 1) : Vector3(); }
|
||||
[[nodiscard]] int32 currentPathIdx() const;
|
||||
[[nodiscard]] int32 MaxPathIdx() const { return spline.last() - 1; }
|
||||
|
||||
[[nodiscard]] bool HasAnimation() const { return splineflags.animation; }
|
||||
[[nodiscard]] uint8 GetAnimationType() const { return splineflags.animId; }
|
||||
|
||||
@@ -199,6 +199,25 @@ namespace Movement
|
||||
args.flags.EnableFacingAngle();
|
||||
}
|
||||
|
||||
void MoveSplineInit::MoveTo(Vector3 const& start, Vector3 const& dest, bool generatePath, bool forceDestination)
|
||||
{
|
||||
if (generatePath)
|
||||
{
|
||||
PathGenerator path(unit);
|
||||
bool result = path.CalculatePath(start.x, start.y, start.z, dest.x, dest.y, dest.z, forceDestination);
|
||||
if (result && !(path.GetPathType() & PATHFIND_NOPATH))
|
||||
{
|
||||
MovebyPath(path.GetPath());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
args.path_Idx_offset = 0;
|
||||
args.path.resize(2);
|
||||
TransportPathTransform transform(unit, args.TransformForTransport);
|
||||
args.path[1] = transform(dest);
|
||||
}
|
||||
|
||||
void MoveSplineInit::MoveTo(const Vector3& dest, bool generatePath, bool forceDestination)
|
||||
{
|
||||
if (generatePath)
|
||||
|
||||
@@ -99,6 +99,7 @@ namespace Movement
|
||||
|
||||
/* Initializes simple A to B motion, A is current unit's position, B is destination
|
||||
*/
|
||||
void MoveTo(Vector3 const& start, Vector3 const& destination, bool generatePath = true, bool forceDestination = false);
|
||||
void MoveTo(const Vector3& destination, bool generatePath = false, bool forceDestination = false);
|
||||
void MoveTo(float x, float y, float z, bool generatePath = false, bool forceDestination = false);
|
||||
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
/*
|
||||
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef ACORE_WAYPOINTDEFINES_H
|
||||
#define ACORE_WAYPOINTDEFINES_H
|
||||
|
||||
#include "Define.h"
|
||||
#include "G3D/Vector3.h"
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
enum WaypointMoveType
|
||||
{
|
||||
WAYPOINT_MOVE_TYPE_WALK,
|
||||
WAYPOINT_MOVE_TYPE_RUN,
|
||||
WAYPOINT_MOVE_TYPE_LAND,
|
||||
WAYPOINT_MOVE_TYPE_TAKEOFF,
|
||||
|
||||
WAYPOINT_MOVE_TYPE_MAX
|
||||
};
|
||||
|
||||
struct WaypointNode
|
||||
{
|
||||
WaypointNode() : Id(0), X(0.f), Y(0.f), Z(0.f), Velocity(0.f), Delay(0), EventId(0), MoveType(WAYPOINT_MOVE_TYPE_RUN), EventChance(0), SmoothTransition(false) { }
|
||||
WaypointNode(uint32 id, float x, float y, float z, std::optional<float> orientation = { }, float velocity = 0.f, uint32 delay = 0, bool smoothTransition = false) :
|
||||
Id(id), X(x), Y(y), Z(z), Orientation(orientation), Velocity(velocity), Delay(delay), SmoothTransition(smoothTransition)
|
||||
{
|
||||
EventId = 0;
|
||||
MoveType = WAYPOINT_MOVE_TYPE_WALK;
|
||||
EventChance = 100;
|
||||
}
|
||||
|
||||
uint32 Id;
|
||||
float X, Y, Z;
|
||||
std::optional<float> Orientation;
|
||||
float Velocity;
|
||||
uint32 Delay;
|
||||
uint32 EventId;
|
||||
uint32 MoveType;
|
||||
uint8 EventChance;
|
||||
bool SmoothTransition;
|
||||
std::vector<G3D::Vector3> SplinePoints;
|
||||
};
|
||||
|
||||
struct WaypointPath
|
||||
{
|
||||
WaypointPath() : Id(0) { }
|
||||
WaypointPath(uint32 _id, std::vector<WaypointNode>&& _nodes)
|
||||
{
|
||||
Id = _id;
|
||||
Nodes = _nodes;
|
||||
}
|
||||
|
||||
std::vector<WaypointNode> Nodes;
|
||||
uint32 Id;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -22,20 +22,6 @@
|
||||
#include "QueryResult.h"
|
||||
#include "Timer.h"
|
||||
|
||||
WaypointMgr::WaypointMgr()
|
||||
{
|
||||
}
|
||||
|
||||
WaypointMgr::~WaypointMgr()
|
||||
{
|
||||
for (WaypointPathContainer::iterator itr = _waypointStore.begin(); itr != _waypointStore.end(); ++itr)
|
||||
{
|
||||
itr->second.clear();
|
||||
}
|
||||
|
||||
_waypointStore.clear();
|
||||
}
|
||||
|
||||
WaypointMgr* WaypointMgr::instance()
|
||||
{
|
||||
static WaypointMgr instance;
|
||||
@@ -46,8 +32,8 @@ void WaypointMgr::Load()
|
||||
{
|
||||
uint32 oldMSTime = getMSTime();
|
||||
|
||||
// 0 1 2 3 4 5 6 7 8 9
|
||||
QueryResult result = WorldDatabase.Query("SELECT id, point, position_x, position_y, position_z, orientation, move_type, delay, action, action_chance FROM waypoint_data ORDER BY id, point");
|
||||
// 0 1 2 3 4 5 6 7 8 9 10 11
|
||||
QueryResult result = WorldDatabase.Query("SELECT id, point, position_x, position_y, position_z, orientation, velocity, delay, smoothTransition, move_type, action, action_chance FROM waypoint_data ORDER BY id, point");
|
||||
|
||||
if (!result)
|
||||
{
|
||||
@@ -61,66 +47,113 @@ void WaypointMgr::Load()
|
||||
do
|
||||
{
|
||||
Field* fields = result->Fetch();
|
||||
WaypointData data;
|
||||
|
||||
uint32 pathId = fields[0].Get<uint32>();
|
||||
WaypointPath& path = _waypointStore[pathId];
|
||||
|
||||
float x = fields[2].Get<float>();
|
||||
float y = fields[3].Get<float>();
|
||||
float z = fields[4].Get<float>();
|
||||
std::optional<float > o;
|
||||
std::optional<float> o;
|
||||
if (!fields[5].IsNull())
|
||||
o = fields[5].Get<float>();
|
||||
|
||||
float velocity = fields[6].Get<float>();
|
||||
|
||||
Acore::NormalizeMapCoord(x);
|
||||
Acore::NormalizeMapCoord(y);
|
||||
|
||||
data.id = fields[1].Get<uint32>();
|
||||
data.x = x;
|
||||
data.y = y;
|
||||
data.z = z;
|
||||
data.orientation = o;
|
||||
data.move_type = fields[6].Get<uint32>();
|
||||
WaypointNode waypoint;
|
||||
waypoint.Id = fields[1].Get<uint32>();
|
||||
waypoint.X = x;
|
||||
waypoint.Y = y;
|
||||
waypoint.Z = z;
|
||||
if (o.has_value())
|
||||
waypoint.Orientation = o;
|
||||
waypoint.Velocity = velocity;
|
||||
waypoint.Delay = fields[7].Get<uint32>();
|
||||
waypoint.SmoothTransition = fields[8].Get<bool>();
|
||||
waypoint.MoveType = fields[9].Get<uint32>();
|
||||
|
||||
if (data.move_type >= WAYPOINT_MOVE_TYPE_MAX)
|
||||
if (waypoint.MoveType >= WAYPOINT_MOVE_TYPE_MAX)
|
||||
{
|
||||
//LOG_ERROR("sql.sql", "Waypoint {} in waypoint_data has invalid move_type, ignoring", wp->id);
|
||||
LOG_ERROR("sql.sql", "Waypoint {} in waypoint_data has invalid move_type, ignoring", waypoint.Id);
|
||||
continue;
|
||||
}
|
||||
|
||||
data.delay = fields[7].Get<uint32>();
|
||||
data.event_id = fields[8].Get<uint32>();
|
||||
data.event_chance = fields[9].Get<int16>();
|
||||
waypoint.EventId = fields[10].Get<uint32>();
|
||||
waypoint.EventChance = fields[11].Get<int16>();
|
||||
|
||||
path.emplace(data.id, data);
|
||||
WaypointPath& path = _waypointStore[pathId];
|
||||
path.Id = pathId;
|
||||
path.Nodes.push_back(std::move(waypoint));
|
||||
++count;
|
||||
} while (result->NextRow());
|
||||
|
||||
for (auto itr = _waypointStore.begin(); itr != _waypointStore.end(); )
|
||||
{
|
||||
uint32 first = itr->second.begin()->first;
|
||||
uint32 last = itr->second.rbegin()->first;
|
||||
if (last - first + 1 != itr->second.size())
|
||||
{
|
||||
LOG_ERROR("sql.sql", "Waypoint {} in waypoint_data has non-contiguous pointids, skipping", itr->first);
|
||||
itr = _waypointStore.erase(itr);
|
||||
}
|
||||
else
|
||||
++itr;
|
||||
}
|
||||
|
||||
LOG_INFO("server.loading", ">> Loaded {} waypoints in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
LOG_INFO("server.loading", " ");
|
||||
}
|
||||
|
||||
void WaypointMgr::LoadWaypointAddons()
|
||||
{
|
||||
uint32 oldMSTime = getMSTime();
|
||||
|
||||
// 0 1 2 3 4 5
|
||||
QueryResult result = WorldDatabase.Query("SELECT PathID, PointID, SplinePointIndex, PositionX, PositionY, PositionZ FROM waypoint_data_addon ORDER BY PathID, PointID, SplinePointIndex");
|
||||
|
||||
if (!result)
|
||||
{
|
||||
LOG_INFO("server.loading", ">> Loaded 0 waypoint addon data. DB table `waypoint_data_addon` is empty!");
|
||||
LOG_INFO("server.loading", " ");
|
||||
return;
|
||||
}
|
||||
|
||||
uint32 count = 0;
|
||||
|
||||
do
|
||||
{
|
||||
Field* fields = result->Fetch();
|
||||
uint32 pathId = fields[0].Get<uint32>();
|
||||
|
||||
auto it = _waypointStore.find(pathId);
|
||||
if (it == _waypointStore.end())
|
||||
{
|
||||
LOG_ERROR("sql.sql", "Tried to load waypoint_data_addon data for PathID {} but there is no such path in waypoint_data. Ignoring.", pathId);
|
||||
continue;
|
||||
}
|
||||
|
||||
WaypointPath& path = it->second;
|
||||
uint32 pointId = fields[1].Get<uint32>();
|
||||
|
||||
auto itr = std::find_if(path.Nodes.begin(), path.Nodes.end(), [pointId](WaypointNode const& node)
|
||||
{
|
||||
return node.Id == pointId;
|
||||
});
|
||||
|
||||
if (itr == path.Nodes.end())
|
||||
{
|
||||
LOG_ERROR("sql.sql", "Tried to load waypoint_data_addon data for PointID {} of PathID {} but there is no such point in waypoint_data. Ignoring.", pointId, pathId);
|
||||
continue;
|
||||
}
|
||||
|
||||
float x = fields[3].Get<float>();
|
||||
float y = fields[4].Get<float>();
|
||||
float z = fields[5].Get<float>();
|
||||
|
||||
Acore::NormalizeMapCoord(x);
|
||||
Acore::NormalizeMapCoord(y);
|
||||
|
||||
itr->SplinePoints.push_back(G3D::Vector3(x, y, z));
|
||||
|
||||
++count;
|
||||
} while (result->NextRow());
|
||||
|
||||
LOG_INFO("server.loading", ">> Loaded {} waypoint addon data in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
LOG_INFO("server.loading", " ");
|
||||
}
|
||||
|
||||
void WaypointMgr::ReloadPath(uint32 id)
|
||||
{
|
||||
WaypointPathContainer::iterator itr = _waypointStore.find(id);
|
||||
auto itr = _waypointStore.find(id);
|
||||
if (itr != _waypointStore.end())
|
||||
{
|
||||
_waypointStore.erase(itr);
|
||||
}
|
||||
|
||||
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_WAYPOINT_DATA_BY_ID);
|
||||
|
||||
@@ -131,13 +164,10 @@ void WaypointMgr::ReloadPath(uint32 id)
|
||||
if (!result)
|
||||
return;
|
||||
|
||||
WaypointPath& path = _waypointStore[id];
|
||||
|
||||
std::vector<WaypointNode> values;
|
||||
do
|
||||
{
|
||||
Field* fields = result->Fetch();
|
||||
WaypointData data;
|
||||
|
||||
float x = fields[1].Get<float>();
|
||||
float y = fields[2].Get<float>();
|
||||
float z = fields[3].Get<float>();
|
||||
@@ -145,26 +175,34 @@ void WaypointMgr::ReloadPath(uint32 id)
|
||||
if (!fields[4].IsNull())
|
||||
o = fields[4].Get<float>();
|
||||
|
||||
float velocity = fields[5].Get<float>();
|
||||
|
||||
Acore::NormalizeMapCoord(x);
|
||||
Acore::NormalizeMapCoord(y);
|
||||
|
||||
data.id = fields[0].Get<uint32>();
|
||||
data.x = x;
|
||||
data.y = y;
|
||||
data.z = z;
|
||||
data.orientation = o;
|
||||
data.move_type = fields[5].Get<uint32>();
|
||||
WaypointNode waypoint;
|
||||
waypoint.Id = fields[0].Get<uint32>();
|
||||
waypoint.X = x;
|
||||
waypoint.Y = y;
|
||||
waypoint.Z = z;
|
||||
if (o.has_value())
|
||||
waypoint.Orientation = o;
|
||||
waypoint.Velocity = velocity;
|
||||
waypoint.Delay = fields[6].Get<uint32>();
|
||||
waypoint.SmoothTransition = fields[7].Get<bool>();
|
||||
waypoint.MoveType = fields[8].Get<uint32>();
|
||||
|
||||
if (data.move_type >= WAYPOINT_MOVE_TYPE_MAX)
|
||||
if (waypoint.MoveType >= WAYPOINT_MOVE_TYPE_MAX)
|
||||
{
|
||||
//LOG_ERROR("sql.sql", "Waypoint {} in waypoint_data has invalid move_type, ignoring", wp->id);
|
||||
LOG_ERROR("sql.sql", "Waypoint {} in waypoint_data has invalid move_type, ignoring", waypoint.Id);
|
||||
continue;
|
||||
}
|
||||
|
||||
data.delay = fields[6].Get<uint32>();
|
||||
data.event_id = fields[7].Get<uint32>();
|
||||
data.event_chance = fields[8].Get<uint8>();
|
||||
waypoint.EventId = fields[9].Get<uint32>();
|
||||
waypoint.EventChance = fields[10].Get<uint8>();
|
||||
|
||||
path.emplace(data.id, data);
|
||||
values.push_back(std::move(waypoint));
|
||||
} while (result->NextRow());
|
||||
|
||||
_waypointStore[id] = WaypointPath(id, std::move(values));
|
||||
}
|
||||
|
||||
@@ -18,35 +18,8 @@
|
||||
#ifndef ACORE_WAYPOINTMANAGER_H
|
||||
#define ACORE_WAYPOINTMANAGER_H
|
||||
|
||||
#include "Define.h"
|
||||
#include <optional>
|
||||
#include "WaypointDefines.h"
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
enum WaypointMoveType
|
||||
{
|
||||
WAYPOINT_MOVE_TYPE_WALK,
|
||||
WAYPOINT_MOVE_TYPE_RUN,
|
||||
WAYPOINT_MOVE_TYPE_LAND,
|
||||
WAYPOINT_MOVE_TYPE_TAKEOFF,
|
||||
|
||||
WAYPOINT_MOVE_TYPE_MAX
|
||||
};
|
||||
|
||||
struct WaypointData
|
||||
{
|
||||
uint32 id;
|
||||
float x, y, z;
|
||||
std::optional<float> orientation;
|
||||
uint32 delay;
|
||||
uint32 event_id = 0;
|
||||
uint32 move_type = 0;
|
||||
uint8 event_chance = 0;
|
||||
};
|
||||
|
||||
typedef std::map<uint32, WaypointData> WaypointPath;
|
||||
typedef std::unordered_map<uint32, WaypointPath> WaypointPathContainer;
|
||||
|
||||
class WaypointMgr
|
||||
{
|
||||
@@ -59,10 +32,13 @@ public:
|
||||
// Loads all paths from database, should only run on startup
|
||||
void Load();
|
||||
|
||||
// Loads additional path data for waypoints from database. Should only be called on startup.
|
||||
void LoadWaypointAddons();
|
||||
|
||||
// Returns the path from a given id
|
||||
WaypointPath const* GetPath(uint32 id) const
|
||||
{
|
||||
WaypointPathContainer::const_iterator itr = _waypointStore.find(id);
|
||||
auto itr = _waypointStore.find(id);
|
||||
if (itr != _waypointStore.end())
|
||||
return &itr->second;
|
||||
|
||||
@@ -70,10 +46,9 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
WaypointMgr();
|
||||
~WaypointMgr();
|
||||
WaypointMgr() { }
|
||||
|
||||
WaypointPathContainer _waypointStore;
|
||||
std::unordered_map<uint32, WaypointPath> _waypointStore;
|
||||
};
|
||||
|
||||
#define sWaypointMgr WaypointMgr::instance()
|
||||
|
||||
Reference in New Issue
Block a user