#include "mob_movement_manager.h" #include "client.h" #include "mob.h" #include "zone.h" #include "position.h" #include "water_map.h" #include "../common/eq_packet_structs.h" #include "../common/misc_functions.h" #include "../common/data_verification.h" #include #include #include #include extern double frame_time; extern Zone *zone; class IMovementCommand { public: IMovementCommand() = default; virtual ~IMovementCommand() = default; virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) = 0; virtual bool Started() const = 0; }; class RotateToCommand : public IMovementCommand { public: RotateToCommand(double rotate_to, double dir, MobMovementMode mob_movement_mode) { m_rotate_to = rotate_to; m_rotate_to_dir = dir; m_rotate_to_mode = mob_movement_mode; m_started = false; } virtual ~RotateToCommand() { } virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } auto rotate_to_speed = m_rotate_to_mode == MovementRunning ? 200.0 : 16.0; //todo: get this from mob auto from = FixHeading(mob->GetHeading()); auto to = FixHeading(m_rotate_to); auto diff = to - from; while (diff < -256.0) { diff += 512.0; } while (diff > 256) { diff -= 512.0; } auto dist = std::abs(diff); if (!m_started) { m_started = true; mob->SetMoving(true); if (dist > 15.0f && rotate_to_speed > 0.0 && rotate_to_speed <= 25.0) { //send basic rotation mob_movement_manager->SendCommandToClients( mob, 0.0, 0.0, 0.0, m_rotate_to_dir * rotate_to_speed, 0, ClientRangeClose ); } } auto td = rotate_to_speed * 19.0 * frame_time; if (td >= dist) { mob->SetHeading(to); mob->SetMoving(false); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeCloseMedium); return true; } from += td * m_rotate_to_dir; mob->SetHeading(FixHeading(from)); return false; } virtual bool Started() const { return m_started; } private: double m_rotate_to; double m_rotate_to_dir; MobMovementMode m_rotate_to_mode; bool m_started; }; class MoveToCommand : public IMovementCommand { public: MoveToCommand(float x, float y, float z, MobMovementMode mob_movement_mode) { m_distance_moved_since_correction = 0.0; m_move_to_x = x; m_move_to_y = y; m_move_to_z = z; m_move_to_mode = mob_movement_mode; m_last_sent_time = 0.0; m_last_sent_speed = 0; m_started = false; m_total_h_dist = 0.0; m_total_v_dist = 0.0; } virtual ~MoveToCommand() { } /** * @param mob_movement_manager * @param mob * @return */ virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } //Send a movement packet when you start moving double current_time = static_cast(Timer::GetCurrentTime()) / 1000.0; int current_speed = 0; if (m_move_to_mode == MovementRunning) { if (mob->IsFeared()) { current_speed = mob->GetFearSpeed(); } else { current_speed = mob->GetRunspeed(); } } else { current_speed = mob->GetWalkspeed(); } if (!m_started) { m_started = true; //rotate to the point mob->SetMoving(true); mob->SetHeading(mob->CalculateHeadingToTarget(m_move_to_x, m_move_to_y)); m_last_sent_speed = current_speed; m_last_sent_time = current_time; m_total_h_dist = DistanceNoZ(mob->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f)); m_total_v_dist = m_move_to_z - mob->GetZ(); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //When speed changes if (current_speed != m_last_sent_speed) { if (RuleB(Map, FixZWhenPathing)) { mob->FixZ(); } m_distance_moved_since_correction = 0.0; m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //If x seconds have passed without sending an update. if (current_time - m_last_sent_time >= 5.0) { if (RuleB(Map, FixZWhenPathing)) { mob->FixZ(); } m_distance_moved_since_correction = 0.0; m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } auto &p = mob->GetPosition(); glm::vec2 tar(m_move_to_x, m_move_to_y); glm::vec2 pos(p.x, p.y); double len = glm::distance(pos, tar); if (len == 0) { return true; } mob->SetMoved(true); glm::vec2 dir = tar - pos; glm::vec2 ndir = glm::normalize(dir); double distance_moved = frame_time * current_speed * 0.4f * 1.45f; if (distance_moved > len) { if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z); } mob->SetPosition(m_move_to_x, m_move_to_y, m_move_to_z); if (RuleB(Map, FixZWhenPathing)) { mob->FixZ(); } return true; } else { glm::vec2 npos = pos + (ndir * static_cast(distance_moved)); len -= distance_moved; double total_distance_traveled = m_total_h_dist - len; double start_z = m_move_to_z - m_total_v_dist; double z_at_pos = start_z + (m_total_v_dist * (total_distance_traveled / m_total_h_dist)); if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), npos.x, npos.y, z_at_pos); } mob->SetPosition(npos.x, npos.y, z_at_pos); if (RuleB(Map, FixZWhenPathing)) { m_distance_moved_since_correction += distance_moved; if (m_distance_moved_since_correction > RuleR(Map, DistanceCanTravelBeforeAdjustment)) { m_distance_moved_since_correction = 0.0; mob->FixZ(); } } } return false; } virtual bool Started() const { return m_started; } protected: double m_distance_moved_since_correction; double m_move_to_x; double m_move_to_y; double m_move_to_z; MobMovementMode m_move_to_mode; bool m_started; double m_last_sent_time; int m_last_sent_speed; double m_total_h_dist; double m_total_v_dist; }; class FlyToCommand : public IMovementCommand { public: FlyToCommand(float x, float y, float z, MobMovementMode mob_movement_mode) { m_distance_moved_since_correction = 0.0; m_move_to_x = x; m_move_to_y = y; m_move_to_z = z; m_move_to_mode = mob_movement_mode; m_last_sent_time = 0.0; m_last_sent_speed = 0; m_started = false; m_total_h_dist = 0.0; m_total_v_dist = 0.0; } virtual ~FlyToCommand() { } /** * @param mob_movement_manager * @param mob * @return */ virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } //Send a movement packet when you start moving double current_time = static_cast(Timer::GetCurrentTime()) / 1000.0; int current_speed = 0; if (m_move_to_mode == MovementRunning) { if (mob->IsFeared()) { current_speed = mob->GetFearSpeed(); } else { current_speed = mob->GetRunspeed(); } } else { current_speed = mob->GetWalkspeed(); } if (!m_started) { m_started = true; //rotate to the point mob->SetMoving(true); mob->SetHeading(mob->CalculateHeadingToTarget(m_move_to_x, m_move_to_y)); m_last_sent_speed = current_speed; m_last_sent_time = current_time; m_total_h_dist = DistanceNoZ(mob->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f)); m_total_v_dist = m_move_to_z - mob->GetZ(); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //When speed changes if (current_speed != m_last_sent_speed) { m_distance_moved_since_correction = 0.0; m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //If x seconds have passed without sending an update. if (current_time - m_last_sent_time >= 0.5) { m_distance_moved_since_correction = 0.0; m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } auto &p = mob->GetPosition(); glm::vec2 tar(m_move_to_x, m_move_to_y); glm::vec2 pos(p.x, p.y); double len = glm::distance(pos, tar); if (len == 0) { return true; } mob->SetMoved(true); glm::vec2 dir = tar - pos; glm::vec2 ndir = glm::normalize(dir); double distance_moved = frame_time * current_speed * 0.4f * 1.45f; if (distance_moved > len) { if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z); } mob->SetPosition(m_move_to_x, m_move_to_y, m_move_to_z); if (RuleB(Map, FixZWhenPathing)) { mob->FixZ(); } return true; } else { glm::vec2 npos = pos + (ndir * static_cast(distance_moved)); len -= distance_moved; double total_distance_traveled = m_total_h_dist - len; double start_z = m_move_to_z - m_total_v_dist; double z_at_pos = start_z + (m_total_v_dist * (total_distance_traveled / m_total_h_dist)); if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), npos.x, npos.y, z_at_pos); } mob->SetPosition(npos.x, npos.y, z_at_pos); } return false; } virtual bool Started() const { return m_started; } protected: double m_distance_moved_since_correction; double m_move_to_x; double m_move_to_y; double m_move_to_z; MobMovementMode m_move_to_mode; bool m_started; double m_last_sent_time; int m_last_sent_speed; double m_total_h_dist; double m_total_v_dist; }; class SwimToCommand : public MoveToCommand { public: SwimToCommand(float x, float y, float z, MobMovementMode mob_movement_mode) : MoveToCommand(x, y, z, mob_movement_mode) { } virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } //Send a movement packet when you start moving double current_time = static_cast(Timer::GetCurrentTime()) / 1000.0; int current_speed = 0; if (m_move_to_mode == MovementRunning) { if (mob->IsFeared()) { current_speed = mob->GetFearSpeed(); } else { current_speed = mob->GetRunspeed(); } } else { current_speed = mob->GetWalkspeed(); } if (!m_started) { m_started = true; //rotate to the point mob->SetMoving(true); mob->SetHeading(mob->CalculateHeadingToTarget(m_move_to_x, m_move_to_y)); m_last_sent_speed = current_speed; m_last_sent_time = current_time; m_total_h_dist = DistanceNoZ(mob->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f)); m_total_v_dist = m_move_to_z - mob->GetZ(); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //When speed changes if (current_speed != m_last_sent_speed) { m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } //If x seconds have passed without sending an update. if (current_time - m_last_sent_time >= 1.5) { m_last_sent_speed = current_speed; m_last_sent_time = current_time; mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium); } auto &p = mob->GetPosition(); glm::vec2 tar(m_move_to_x, m_move_to_y); glm::vec2 pos(p.x, p.y); double len = glm::distance(pos, tar); if (len == 0) { return true; } mob->SetMoved(true); glm::vec2 dir = tar - pos; glm::vec2 ndir = glm::normalize(dir); double distance_moved = frame_time * current_speed * 0.4f * 1.45f; if (distance_moved > len) { if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z); } mob->SetPosition(m_move_to_x, m_move_to_y, m_move_to_z); return true; } else { glm::vec2 npos = pos + (ndir * static_cast(distance_moved)); len -= distance_moved; double total_distance_traveled = m_total_h_dist - len; double start_z = m_move_to_z - m_total_v_dist; double z_at_pos = start_z + (m_total_v_dist * (total_distance_traveled / m_total_h_dist)); if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), npos.x, npos.y, z_at_pos); } mob->SetPosition(npos.x, npos.y, z_at_pos); } return false; } }; class TeleportToCommand : public IMovementCommand { public: TeleportToCommand(float x, float y, float z, float heading) { m_teleport_to_x = x; m_teleport_to_y = y; m_teleport_to_z = z; m_teleport_to_heading = heading; } virtual ~TeleportToCommand() { } virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } if (mob->IsNPC()) { entity_list.ProcessMove(mob->CastToNPC(), m_teleport_to_x, m_teleport_to_y, m_teleport_to_z); } mob->SetPosition(m_teleport_to_x, m_teleport_to_y, m_teleport_to_z); mob->SetHeading(mob_movement_manager->FixHeading(m_teleport_to_heading)); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny); return true; } virtual bool Started() const { return false; } private: double m_teleport_to_x; double m_teleport_to_y; double m_teleport_to_z; double m_teleport_to_heading; }; class StopMovingCommand : public IMovementCommand { public: StopMovingCommand() { } virtual ~StopMovingCommand() { } virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } if (mob->IsMoving()) { mob->SetMoving(false); if (RuleB(Map, FixZWhenPathing)) { mob->FixZ(); } mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeCloseMedium); } return true; } virtual bool Started() const { return false; } }; class EvadeCombatCommand : public IMovementCommand { public: EvadeCombatCommand() { } virtual ~EvadeCombatCommand() { } virtual bool Process(MobMovementManager *mob_movement_manager, Mob *mob) { if (!mob->IsAIControlled()) { return true; } if (mob->IsMoving()) { mob->SetMoving(false); mob_movement_manager->SendCommandToClients(mob, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeCloseMedium); } mob->BuffFadeAll(); mob->WipeHateList(); mob->Heal(); return false; } virtual bool Started() const { return false; } }; struct MovementStats { MovementStats() { LastResetTime = static_cast(Timer::GetCurrentTime()) / 1000.0; TotalSent = 0ULL; TotalSentMovement = 0ULL; TotalSentPosition = 0ULL; TotalSentHeading = 0ULL; } double LastResetTime; uint64_t TotalSent; uint64_t TotalSentMovement; uint64_t TotalSentPosition; uint64_t TotalSentHeading; }; struct NavigateTo { NavigateTo() { navigate_to_x = 0.0; navigate_to_y = 0.0; navigate_to_z = 0.0; navigate_to_heading = 0.0; last_set_time = 0.0; } double navigate_to_x; double navigate_to_y; double navigate_to_z; double navigate_to_heading; double last_set_time; }; struct MobMovementEntry { std::deque> Commands; NavigateTo NavTo; }; void AdjustRoute(std::list &nodes, Mob *who) { if (!zone->HasMap() || !zone->HasWaterMap()) { return; } auto offset = who->GetZOffset(); for (auto &node : nodes) { if (!zone->watermap->InLiquid(node.pos)) { auto best_z = zone->zonemap->FindBestZ(node.pos, nullptr); if (best_z != BEST_Z_INVALID) { node.pos.z = best_z + offset; } } // todo: floating logic? } } struct MobMovementManager::Implementation { std::map Entries; std::vector Clients; MovementStats Stats; }; MobMovementManager::MobMovementManager() { _impl = std::make_unique(); } MobMovementManager::~MobMovementManager() { } void MobMovementManager::Process() { for (auto &iter : _impl->Entries) { auto &ent = iter.second; auto &commands = ent.Commands; while (true != commands.empty()) { auto &cmd = commands.front(); auto r = cmd->Process(this, iter.first); if (true != r) { break; } commands.pop_front(); } } } /** * @param mob */ void MobMovementManager::AddMob(Mob *mob) { _impl->Entries.insert(std::make_pair(mob, MobMovementEntry())); } /** * @param mob */ void MobMovementManager::RemoveMob(Mob *mob) { _impl->Entries.erase(mob); } /** * @param client */ void MobMovementManager::AddClient(Client *client) { _impl->Clients.push_back(client); } /** * @param client */ void MobMovementManager::RemoveClient(Client *client) { auto iter = _impl->Clients.begin(); while (iter != _impl->Clients.end()) { if (client == *iter) { _impl->Clients.erase(iter); return; } ++iter; } } /** * @param who * @param to * @param mob_movement_mode */ void MobMovementManager::RotateTo(Mob *who, float to, MobMovementMode mob_movement_mode) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); if (true != ent.second.Commands.empty()) { return; } PushRotateTo(ent.second, who, to, mob_movement_mode); } /** * @param who * @param x * @param y * @param z * @param heading */ void MobMovementManager::Teleport(Mob *who, float x, float y, float z, float heading) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); ent.second.Commands.clear(); PushTeleportTo(ent.second, x, y, z, heading); } /** * @param who * @param x * @param y * @param z * @param mode */ void MobMovementManager::NavigateTo(Mob *who, float x, float y, float z, MobMovementMode mode) { if (IsPositionEqualWithinCertainZ(glm::vec3(x, y, z), glm::vec3(who->GetX(), who->GetY(), who->GetZ()), 6.0f)) { return; } auto iter = _impl->Entries.find(who); auto &ent = (*iter); auto &nav = ent.second.NavTo; double current_time = static_cast(Timer::GetCurrentTime()) / 1000.0; if ((current_time - nav.last_set_time) > 0.5) { //Can potentially recalc auto within = IsPositionWithinSimpleCylinder( glm::vec3(x, y, z), glm::vec3(nav.navigate_to_x, nav.navigate_to_y, nav.navigate_to_z), 1.5f, 6.0f ); auto heading_match = IsHeadingEqual(0.0, nav.navigate_to_heading); if (false == within || false == heading_match || ent.second.Commands.size() == 0) { ent.second.Commands.clear(); //Path is no longer valid, calculate a new path UpdatePath(who, x, y, z, mode); nav.navigate_to_x = x; nav.navigate_to_y = y; nav.navigate_to_z = z; nav.navigate_to_heading = 0.0; nav.last_set_time = current_time; } } } /** * @param who */ void MobMovementManager::StopNavigation(Mob *who) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); auto &nav = ent.second.NavTo; nav.navigate_to_x = 0.0; nav.navigate_to_y = 0.0; nav.navigate_to_z = 0.0; nav.navigate_to_heading = 0.0; if (true == ent.second.Commands.empty()) { PushStopMoving(ent.second); return; } if (!who->IsMoving()) { ent.second.Commands.clear(); return; } ent.second.Commands.clear(); PushStopMoving(ent.second); } /** * @param mob * @param delta_x * @param delta_y * @param delta_z * @param delta_heading * @param anim * @param range * @param single_client */ void MobMovementManager::SendCommandToClients( Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim, ClientRange range, Client* single_client, Client* ignore_client ) { if (range == ClientRangeNone) { return; } EQApplicationPacket outapp(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct)); auto *spu = (PlayerPositionUpdateServer_Struct *) outapp.pBuffer; FillCommandStruct(spu, mob, delta_x, delta_y, delta_z, delta_heading, anim); if (range == ClientRangeAny) { for (auto &c : _impl->Clients) { if (single_client && c != single_client) { continue; } if (ignore_client && c == ignore_client) { continue; } _impl->Stats.TotalSent++; if (anim != 0) { _impl->Stats.TotalSentMovement++; } else if (delta_heading != 0) { _impl->Stats.TotalSentHeading++; } else { _impl->Stats.TotalSentPosition++; } c->QueuePacket(&outapp, false); } } else { float short_range = RuleR(Pathing, ShortMovementUpdateRange); float long_range = zone->GetNpcPositionUpdateDistance(); for (auto &c : _impl->Clients) { if (single_client && c != single_client) { continue; } if (ignore_client && c == ignore_client) { continue; } float distance = c->CalculateDistance(mob->GetX(), mob->GetY(), mob->GetZ()); bool match = false; if (range & ClientRangeClose) { if (distance < short_range) { match = true; } } if (!match && range & ClientRangeMedium) { if (distance >= short_range && distance < long_range) { match = true; } } if (!match && range & ClientRangeLong) { if (distance >= long_range) { match = true; } } if (match) { _impl->Stats.TotalSent++; if (anim != 0) { _impl->Stats.TotalSentMovement++; } else if (delta_heading != 0) { _impl->Stats.TotalSentHeading++; } else { _impl->Stats.TotalSentPosition++; } c->QueuePacket(&outapp, false); } } } } /** * @param in * @return */ float MobMovementManager::FixHeading(float in) { auto h = in; while (h > 512.0) { h -= 512.0; } while (h < 0.0) { h += 512.0; } return h; } /** * @param client */ void MobMovementManager::DumpStats(Client *client) { auto current_time = static_cast(Timer::GetCurrentTime()) / 1000.0; auto total_time = current_time - _impl->Stats.LastResetTime; client->Message(Chat::System, "Dumping Movement Stats:"); client->Message( Chat::System, "Total Sent: %u (%.2f / sec)", _impl->Stats.TotalSent, static_cast(_impl->Stats.TotalSent) / total_time ); client->Message( Chat::System, "Total Heading: %u (%.2f / sec)", _impl->Stats.TotalSentHeading, static_cast(_impl->Stats.TotalSentHeading) / total_time ); client->Message( Chat::System, "Total Movement: %u (%.2f / sec)", _impl->Stats.TotalSentMovement, static_cast(_impl->Stats.TotalSentMovement) / total_time ); client->Message( Chat::System, "Total Position: %u (%.2f / sec)", _impl->Stats.TotalSentPosition, static_cast(_impl->Stats.TotalSentPosition) / total_time ); } void MobMovementManager::ClearStats() { _impl->Stats.LastResetTime = static_cast(Timer::GetCurrentTime()) / 1000.0; _impl->Stats.TotalSent = 0; _impl->Stats.TotalSentHeading = 0; _impl->Stats.TotalSentMovement = 0; _impl->Stats.TotalSentPosition = 0; } /** * @param position_update * @param mob * @param delta_x * @param delta_y * @param delta_z * @param delta_heading * @param anim */ void MobMovementManager::FillCommandStruct( PlayerPositionUpdateServer_Struct *position_update, Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim ) { memset(position_update, 0x00, sizeof(PlayerPositionUpdateServer_Struct)); position_update->spawn_id = mob->GetID(); position_update->x_pos = FloatToEQ19(mob->GetX()); position_update->y_pos = FloatToEQ19(mob->GetY()); position_update->z_pos = FloatToEQ19(mob->GetZ()); position_update->heading = FloatToEQ12(mob->GetHeading()); position_update->delta_x = FloatToEQ13(delta_x); position_update->delta_y = FloatToEQ13(delta_y); position_update->delta_z = FloatToEQ13(delta_z); position_update->delta_heading = FloatToEQ10(delta_heading); position_update->animation = (mob->IsBot() ? (int) ((float) anim / 1.785714f) : anim); } /** * @param who * @param x * @param y * @param z * @param mob_movement_mode */ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode) { Mob *target=who->GetTarget(); if (!zone->HasMap() || !zone->HasWaterMap()) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); PushMoveTo(ent.second, x, y, z, mob_movement_mode); PushStopMoving(ent.second); return; } if (who->IsBoat()) { UpdatePathBoat(who, x, y, z, mob_movement_mode); } else if (who->IsUnderwaterOnly()) { UpdatePathUnderwater(who, x, y, z, mob_movement_mode); } // If we can fly, and we have a target and we have LoS, simply fly to them. // if we ever lose LoS we go back to mesh run mode. else if (target && who->GetFlyMode() == GravityBehavior::Flying && who->CheckLosFN(x,y,z,target->GetSize())) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); PushFlyTo(ent.second, x, y, z, mob_movement_mode); PushStopMoving(ent.second); } // Below for npcs that can traverse land or water so they don't sink else if (who->GetFlyMode() == GravityBehavior::Water && zone->watermap->InLiquid(who->GetPosition()) && zone->watermap->InLiquid(glm::vec3(x, y, z)) && zone->zonemap->CheckLoS(who->GetPosition(), glm::vec3(x, y, z))) { auto iter = _impl->Entries.find(who); auto &ent = (*iter); PushSwimTo(ent.second, x, y, z, mob_movement_mode); PushStopMoving(ent.second); } else { UpdatePathGround(who, x, y, z, mob_movement_mode); } } /** * @param who * @param x * @param y * @param z * @param mode */ void MobMovementManager::UpdatePathGround(Mob *who, float x, float y, float z, MobMovementMode mode) { PathfinderOptions opts; opts.smooth_path = true; opts.step_size = RuleR(Pathing, NavmeshStepSize); opts.offset = who->GetZOffset(); opts.flags = PathingNotDisabled ^ PathingZoneLine; //This is probably pointless since the nav mesh tool currently sets zonelines to disabled anyway auto partial = false; auto stuck = false; auto route = zone->pathing->FindPath( glm::vec3(who->GetX(), who->GetY(), who->GetZ()), glm::vec3(x, y, z), partial, stuck, opts ); auto eiter = _impl->Entries.find(who); auto &ent = (*eiter); if (route.size() == 0) { HandleStuckBehavior(who, x, y, z, mode); return; } AdjustRoute(route, who); //avoid doing any processing if the mob is stuck to allow normal stuck code to work. if (!stuck) { //there are times when the routes returned are no differen than where the mob is currently standing. What basically happens //is a mob will get 'stuck' in such a way that it should be moving but the 'moving' place is the exact same spot it is at. //this is a problem and creates an area of ground that if a mob gets to, will stay there forever. If socal this creates a //"Ball of Death" (tm). This code tries to prevent this by simply warping the mob to the requested x/y. Better to have a warp than //have stuck mobs. auto routeNode = route.begin(); bool noValidPath = true; while (routeNode != route.end() && noValidPath == true) { auto ¤tNode = (*routeNode); if (routeNode == route.end()) { continue; } if (!(currentNode.pos.x == who->GetX() && currentNode.pos.y == who->GetY())) { //if one of the nodes to move to, is not our current node, pass it. noValidPath = false; break; } //move to the next node routeNode++; } if (noValidPath) { //we are 'stuck' in a path, lets just get out of this by 'teleporting' to the next position. PushTeleportTo( ent.second, x, y, z, CalculateHeadingAngleBetweenPositions(who->GetX(), who->GetY(), x, y) ); return; } } auto iter = route.begin(); glm::vec3 previous_pos(who->GetX(), who->GetY(), who->GetZ()); bool first_node = true; while (iter != route.end()) { auto ¤t_node = (*iter); iter++; if (iter == route.end()) { continue; } previous_pos = current_node.pos; auto &next_node = (*iter); if (first_node) { if (mode == MovementWalking) { auto h = who->CalculateHeadingToTarget(next_node.pos.x, next_node.pos.y); PushRotateTo(ent.second, who, h, mode); } first_node = false; } //move to / teleport to node + 1 if (next_node.teleport && next_node.pos.x != 0.0f && next_node.pos.y != 0.0f) { PushTeleportTo( ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, CalculateHeadingAngleBetweenPositions( current_node.pos.x, current_node.pos.y, next_node.pos.x, next_node.pos.y ) ); } else if(!next_node.teleport) { if (zone->watermap->InLiquid(previous_pos)) { PushSwimTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode); } else { PushMoveTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode); } } } if (stuck) { HandleStuckBehavior(who, x, y, z, mode); } else { PushStopMoving(ent.second); } } /** * @param who * @param x * @param y * @param z * @param movement_mode */ void MobMovementManager::UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode movement_mode) { auto eiter = _impl->Entries.find(who); auto &ent = (*eiter); if (zone->watermap->InLiquid(who->GetPosition()) && zone->watermap->InLiquid(glm::vec3(x, y, z)) && zone->zonemap->CheckLoS(who->GetPosition(), glm::vec3(x, y, z))) { PushSwimTo(ent.second, x, y, z, movement_mode); PushStopMoving(ent.second); return; } PathfinderOptions opts; opts.smooth_path = true; opts.step_size = RuleR(Pathing, NavmeshStepSize); opts.offset = who->GetZOffset(); opts.flags = PathingNotDisabled ^ PathingZoneLine; auto partial = false; auto stuck = false; auto route = zone->pathing->FindPath( glm::vec3(who->GetX(), who->GetY(), who->GetZ()), glm::vec3(x, y, z), partial, stuck, opts ); if (route.size() == 0) { HandleStuckBehavior(who, x, y, z, movement_mode); return; } AdjustRoute(route, who); auto iter = route.begin(); glm::vec3 previous_pos(who->GetX(), who->GetY(), who->GetZ()); bool first_node = true; while (iter != route.end()) { auto ¤t_node = (*iter); if (!zone->watermap->InLiquid(current_node.pos)) { stuck = true; while (iter != route.end()) { iter = route.erase(iter); } break; } else { iter++; } } if (route.size() == 0) { HandleStuckBehavior(who, x, y, z, movement_mode); return; } iter = route.begin(); while (iter != route.end()) { auto ¤t_node = (*iter); iter++; if (iter == route.end()) { continue; } previous_pos = current_node.pos; auto &next_node = (*iter); if (first_node) { if (movement_mode == MovementWalking) { auto h = who->CalculateHeadingToTarget(next_node.pos.x, next_node.pos.y); PushRotateTo(ent.second, who, h, movement_mode); } first_node = false; } //move to / teleport to node + 1 if (next_node.teleport && next_node.pos.x != 0.0f && next_node.pos.y != 0.0f) { PushTeleportTo( ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, CalculateHeadingAngleBetweenPositions( current_node.pos.x, current_node.pos.y, next_node.pos.x, next_node.pos.y )); } else if(!next_node.teleport) { PushSwimTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, movement_mode); } } if (stuck) { HandleStuckBehavior(who, x, y, z, movement_mode); } else { PushStopMoving(ent.second); } } /** * @param who * @param x * @param y * @param z * @param mode */ void MobMovementManager::UpdatePathBoat(Mob *who, float x, float y, float z, MobMovementMode mode) { auto eiter = _impl->Entries.find(who); auto &ent = (*eiter); PushSwimTo(ent.second, x, y, z, mode); PushStopMoving(ent.second); } /** * @param ent * @param x * @param y * @param z * @param heading */ void MobMovementManager::PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading) { ent.Commands.push_back(std::unique_ptr(new TeleportToCommand(x, y, z, heading))); } /** * @param ent * @param x * @param y * @param z * @param mob_movement_mode */ void MobMovementManager::PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode) { ent.Commands.push_back(std::unique_ptr(new MoveToCommand(x, y, z, mob_movement_mode))); } /** * @param ent * @param x * @param y * @param z * @param mob_movement_mode */ void MobMovementManager::PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode) { ent.Commands.push_back(std::unique_ptr(new SwimToCommand(x, y, z, mob_movement_mode))); } /** * @param ent * @param who * @param to * @param mob_movement_mode */ void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mob_movement_mode) { auto from = FixHeading(who->GetHeading()); to = FixHeading(to); float diff = to - from; if (std::abs(diff) < 0.001f) { return; } while (diff < -256.0) { diff += 512.0; } while (diff > 256) { diff -= 512.0; } ent.Commands.push_back(std::unique_ptr(new RotateToCommand(to, diff > 0 ? 1.0 : -1.0, mob_movement_mode))); } /** * @param ent * @param x * @param y * @param z * @param mob_movement_mode */ void MobMovementManager::PushFlyTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode) { ent.Commands.push_back(std::unique_ptr(new FlyToCommand(x, y, z, mob_movement_mode))); } /** * @param mob_movement_entry */ void MobMovementManager::PushStopMoving(MobMovementEntry &mob_movement_entry) { mob_movement_entry.Commands.push_back(std::unique_ptr(new StopMovingCommand())); } /** * @param mob_movement_entry */ void MobMovementManager::PushEvadeCombat(MobMovementEntry &mob_movement_entry) { mob_movement_entry.Commands.push_back(std::unique_ptr(new EvadeCombatCommand())); } /** * @param who * @param x * @param y * @param z * @param mob_movement_mode */ void MobMovementManager::HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode) { LogDebug("Handle stuck behavior for {0} at ({1}, {2}, {3}) with movement_mode {4}", who->GetName(), x, y, z, mob_movement_mode); auto sb = who->GetStuckBehavior(); MobStuckBehavior behavior = RunToTarget; if (sb >= 0 && sb < MaxStuckBehavior) { behavior = (MobStuckBehavior) sb; } auto eiter = _impl->Entries.find(who); auto &ent = (*eiter); switch (sb) { case RunToTarget: PushMoveTo(ent.second, x, y, z, mob_movement_mode); PushStopMoving(ent.second); break; case WarpToTarget: PushTeleportTo(ent.second, x, y, z, 0.0f); PushStopMoving(ent.second); break; case TakeNoAction: PushStopMoving(ent.second); break; case EvadeCombat: PushEvadeCombat(ent.second); break; } }