eqemu-server/zone/mob_movement_manager.cpp
Chris Miles a8e65cdce1
Merge pull request #826 from livermana/master
fix for mob movement getting 'stuck' when paths don't have updated lo…
2019-07-11 18:41:50 -05:00

1096 lines
26 KiB
C++

#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 <vector>
#include <deque>
#include <map>
#include <stdlib.h>
extern double frame_time;
extern Zone *zone;
class IMovementCommand
{
public:
IMovementCommand() = default;
virtual ~IMovementCommand() = default;
virtual bool Process(MobMovementManager *mgr, Mob *m) = 0;
virtual bool Started() const = 0;
};
class RotateToCommand : public IMovementCommand
{
public:
RotateToCommand(double rotate_to, double dir, MobMovementMode mode) {
m_rotate_to = rotate_to;
m_rotate_to_dir = dir;
m_rotate_to_mode = mode;
m_started = false;
}
virtual ~RotateToCommand() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
auto rotate_to_speed = m_rotate_to_mode == MovementRunning ? 200.0 : 16.0; //todo: get this from mob
auto from = FixHeading(m->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;
m->SetMoving(true);
if (dist > 15.0f && rotate_to_speed > 0.0 && rotate_to_speed <= 25.0) { //send basic rotation
mgr->SendCommandToClients(m, 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) {
m->SetHeading(to);
m->SetMoving(false);
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeCloseMedium);
return true;
}
from += td * m_rotate_to_dir;
m->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 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 = 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() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
//Send a movement packet when you start moving
double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
int current_speed = 0;
if (m_move_to_mode == MovementRunning) {
if (m->IsFeared()) {
current_speed = m->GetFearSpeed();
}
else {
current_speed = m->GetRunspeed();
}
}
else {
current_speed = m->GetWalkspeed();
}
if (!m_started) {
m_started = true;
//rotate to the point
m->SetMoving(true);
m->SetHeading(m->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(m->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f));
m_total_v_dist = m_move_to_z - m->GetZ();
mgr->SendCommandToClients(m, 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)) {
m->FixZ();
}
m_distance_moved_since_correction = 0.0;
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 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)) {
m->FixZ();
}
m_distance_moved_since_correction = 0.0;
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
}
auto &p = m->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;
}
m->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 (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z);
}
m->SetPosition(m_move_to_x, m_move_to_y, m_move_to_z);
if (RuleB(Map, FixZWhenPathing)) {
m->FixZ();
}
return true;
}
else {
glm::vec2 npos = pos + (ndir * static_cast<float>(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 (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), npos.x, npos.y, z_at_pos);
}
m->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;
m->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 SwimToCommand : public MoveToCommand
{
public:
SwimToCommand(float x, float y, float z, MobMovementMode mode) : MoveToCommand(x, y, z, mode) {
}
virtual bool Process(MobMovementManager *mgr, Mob *m)
{
if (!m->IsAIControlled()) {
return true;
}
//Send a movement packet when you start moving
double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
int current_speed = 0;
if (m_move_to_mode == MovementRunning) {
if (m->IsFeared()) {
current_speed = m->GetFearSpeed();
}
else {
current_speed = m->GetRunspeed();
}
}
else {
current_speed = m->GetWalkspeed();
}
if (!m_started) {
m_started = true;
//rotate to the point
m->SetMoving(true);
m->SetHeading(m->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(m->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f));
m_total_v_dist = m_move_to_z - m->GetZ();
mgr->SendCommandToClients(m, 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;
mgr->SendCommandToClients(m, 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;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
}
auto &p = m->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;
}
m->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 (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z);
}
m->SetPosition(m_move_to_x, m_move_to_y, m_move_to_z);
return true;
}
else {
glm::vec2 npos = pos + (ndir * static_cast<float>(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 (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), npos.x, npos.y, z_at_pos);
}
m->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 *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
if (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), m_teleport_to_x, m_teleport_to_y, m_teleport_to_z);
}
m->SetPosition(m_teleport_to_x, m_teleport_to_y, m_teleport_to_z);
m->SetHeading(mgr->FixHeading(m_teleport_to_heading));
mgr->SendCommandToClients(m, 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 *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
if (m->IsMoving()) {
m->SetMoving(false);
if (RuleB(Map, FixZWhenPathing)) {
m->FixZ();
}
mgr->SendCommandToClients(m, 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 *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
if (m->IsMoving()) {
m->SetMoving(false);
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeCloseMedium);
}
m->BuffFadeAll();
m->WipeHateList();
m->Heal();
return true;
}
virtual bool Started() const {
return false;
}
};
struct MovementStats
{
MovementStats() {
LastResetTime = static_cast<double>(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<std::unique_ptr<IMovementCommand>> Commands;
NavigateTo NavTo;
};
void AdjustRoute(std::list<IPathfinder::IPathNode> &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<Mob*, MobMovementEntry> Entries;
std::vector<Client*> Clients;
MovementStats Stats;
};
MobMovementManager::MobMovementManager()
{
_impl.reset(new Implementation());
}
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();
}
}
}
void MobMovementManager::AddMob(Mob *m)
{
_impl->Entries.insert(std::make_pair(m, MobMovementEntry()));
}
void MobMovementManager::RemoveMob(Mob *m)
{
_impl->Entries.erase(m);
}
void MobMovementManager::AddClient(Client *c)
{
_impl->Clients.push_back(c);
}
void MobMovementManager::RemoveClient(Client *c)
{
auto iter = _impl->Clients.begin();
while (iter != _impl->Clients.end()) {
if (c == *iter) {
_impl->Clients.erase(iter);
return;
}
++iter;
}
}
void MobMovementManager::RotateTo(Mob *who, float to, MobMovementMode mode)
{
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
if (true != ent.second.Commands.empty()) {
return;
}
PushRotateTo(ent.second, who, to, mode);
}
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);
}
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<double>(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;
}
}
}
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);
}
void MobMovementManager::SendCommandToClients(Mob *m, float dx, float dy, float dz, float dh, int anim, ClientRange range)
{
if (range == ClientRangeNone) {
return;
}
EQApplicationPacket outapp(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
PlayerPositionUpdateServer_Struct *spu = (PlayerPositionUpdateServer_Struct*)outapp.pBuffer;
FillCommandStruct(spu, m, dx, dy, dz, dh, anim);
if (range == ClientRangeAny) {
for (auto &c : _impl->Clients) {
_impl->Stats.TotalSent++;
if (anim != 0) {
_impl->Stats.TotalSentMovement++;
}
else if (dh != 0) {
_impl->Stats.TotalSentHeading++;
}
else {
_impl->Stats.TotalSentPosition++;
}
c->QueuePacket(&outapp, false);
}
}
else {
float short_range = RuleR(Pathing, ShortMovementUpdateRange);
float long_range = zone->GetMaxMovementUpdateRange();
for (auto &c : _impl->Clients) {
float dist = c->CalculateDistance(m->GetX(), m->GetY(), m->GetZ());
bool match = false;
if (range & ClientRangeClose) {
if (dist < short_range) {
match = true;
}
}
if (!match && range & ClientRangeMedium) {
if (dist >= short_range && dist < long_range) {
match = true;
}
}
if (!match && range & ClientRangeLong) {
if (dist >= long_range) {
match = true;
}
}
if (match) {
_impl->Stats.TotalSent++;
if (anim != 0) {
_impl->Stats.TotalSentMovement++;
}
else if (dh != 0) {
_impl->Stats.TotalSentHeading++;
}
else {
_impl->Stats.TotalSentPosition++;
}
c->QueuePacket(&outapp, false);
}
}
}
}
float MobMovementManager::FixHeading(float in)
{
auto h = in;
while (h > 512.0) {
h -= 512.0;
}
while (h < 0.0) {
h += 512.0;
}
return h;
}
void MobMovementManager::DumpStats(Client *to)
{
auto current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
auto total_time = current_time - _impl->Stats.LastResetTime;
to->Message(MT_System, "Dumping Movement Stats:");
to->Message(MT_System, "Total Sent: %u (%.2f / sec)", _impl->Stats.TotalSent, static_cast<double>(_impl->Stats.TotalSent) / total_time);
to->Message(MT_System, "Total Heading: %u (%.2f / sec)", _impl->Stats.TotalSentHeading, static_cast<double>(_impl->Stats.TotalSentHeading) / total_time);
to->Message(MT_System, "Total Movement: %u (%.2f / sec)", _impl->Stats.TotalSentMovement, static_cast<double>(_impl->Stats.TotalSentMovement) / total_time);
to->Message(MT_System, "Total Position: %u (%.2f / sec)", _impl->Stats.TotalSentPosition, static_cast<double>(_impl->Stats.TotalSentPosition) / total_time);
}
void MobMovementManager::ClearStats()
{
_impl->Stats.LastResetTime = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
_impl->Stats.TotalSent = 0;
_impl->Stats.TotalSentHeading = 0;
_impl->Stats.TotalSentMovement = 0;
_impl->Stats.TotalSentPosition = 0;
}
void MobMovementManager::FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim)
{
memset(spu, 0x00, sizeof(PlayerPositionUpdateServer_Struct));
spu->spawn_id = m->GetID();
spu->x_pos = FloatToEQ19(m->GetX());
spu->y_pos = FloatToEQ19(m->GetY());
spu->z_pos = FloatToEQ19(m->GetZ());
spu->heading = FloatToEQ12(m->GetHeading());
spu->delta_x = FloatToEQ13(dx);
spu->delta_y = FloatToEQ13(dy);
spu->delta_z = FloatToEQ13(dz);
spu->delta_heading = FloatToEQ10(dh);
spu->animation = (m->IsBot() ? (int)((float)anim / 1.785714f) : anim);
}
void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mode)
{
if (!zone->HasMap() || !zone->HasWaterMap()) {
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
PushMoveTo(ent.second, x, y, z, mode);
PushStopMoving(ent.second);
return;
}
if (who->IsBoat()) {
UpdatePathBoat(who, x, y, z, mode);
} else if (who->IsUnderwaterOnly()) {
UpdatePathUnderwater(who, x, y, z, mode);
}
else {
UpdatePathGround(who, x, y, z, 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 &currentNode = (*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 &current_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 (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);
}
}
void MobMovementManager::UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode 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, 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, 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 &current_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, mode);
return;
}
iter = route.begin();
while (iter != route.end()) {
auto &current_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 {
PushSwimTo(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);
}
}
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);
}
void MobMovementManager::PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new TeleportToCommand(x, y, z, heading)));
}
void MobMovementManager::PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new MoveToCommand(x, y, z, mode)));
}
void MobMovementManager::PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new SwimToCommand(x, y, z, mode)));
}
void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode 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<IMovementCommand>(new RotateToCommand(to, diff > 0 ? 1.0 : -1.0, mode)));
}
void MobMovementManager::PushStopMoving(MobMovementEntry &ent)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new StopMovingCommand()));
}
void MobMovementManager::PushEvadeCombat(MobMovementEntry &ent)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new EvadeCombatCommand()));
}
void MobMovementManager::HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode 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, 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);
PushStopMoving(ent.second);
break;
}
}