/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "Creature.h" #include "CreatureAI.h" #include "CreatureGroups.h" #include "MoveSplineInit.h" #include "ObjectMgr.h" FormationMgr::~FormationMgr() { for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) delete itr->second; } FormationMgr* FormationMgr::instance() { static FormationMgr instance; return &instance; } void FormationMgr::AddCreatureToGroup(uint32 groupId, Creature* member) { Map* map = member->FindMap(); if (!map) return; CreatureGroupHolderType::iterator itr = map->CreatureGroupHolder.find(groupId); //Add member to an existing group if (itr != map->CreatureGroupHolder.end()) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Group found: %u, inserting creature %s, Group InstanceID %u", groupId, member->GetGUID().ToString().c_str(), member->GetInstanceId()); #endif itr->second->AddMember(member); } //Create new group else { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Group not found: %u. Creating new group.", groupId); #endif CreatureGroup* group = new CreatureGroup(groupId); map->CreatureGroupHolder[groupId] = group; group->AddMember(member); } } void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* member) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Deleting member pointer to spawnId: %u from group %u", member->GetSpawnId(), group->GetId()); #endif group->RemoveMember(member); if (group->isEmpty()) { Map* map = member->FindMap(); if (!map) return; #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Deleting group with InstanceID %u", member->GetInstanceId()); #endif map->CreatureGroupHolder.erase(group->GetId()); delete group; } } void FormationMgr::LoadCreatureFormations() { uint32 oldMSTime = getMSTime(); for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) // for reload case delete itr->second; CreatureGroupMap.clear(); //Get group data QueryResult result = WorldDatabase.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID"); if (!result) { LOG_ERROR("sql.sql", ">> Loaded 0 creatures in formations. DB table `creature_formations` is empty!"); LOG_INFO("server", " "); return; } uint32 count = 0; Field* fields; FormationInfo* group_member; do { fields = result->Fetch(); //Load group member data group_member = new FormationInfo(); group_member->leaderGUID = fields[0].GetUInt32(); ObjectGuid::LowType memberGUID = fields[1].GetUInt32(); group_member->groupAI = fields[4].GetUInt32(); group_member->point_1 = fields[5].GetUInt16(); group_member->point_2 = fields[6].GetUInt16(); //If creature is group leader we may skip loading of dist/angle if (group_member->leaderGUID != memberGUID) { group_member->follow_dist = fields[2].GetFloat(); group_member->follow_angle = fields[3].GetFloat() * M_PI / 180; } else { group_member->follow_dist = 0; group_member->follow_angle = 0; } // check data correctness { if (!sObjectMgr->GetCreatureData(group_member->leaderGUID)) { LOG_ERROR("sql.sql", "creature_formations table leader guid %u incorrect (not exist)", group_member->leaderGUID); delete group_member; continue; } if (!sObjectMgr->GetCreatureData(memberGUID)) { LOG_ERROR("sql.sql", "creature_formations table member guid %u incorrect (not exist)", memberGUID); delete group_member; continue; } } CreatureGroupMap[memberGUID] = group_member; ++count; } while (result->NextRow()); LOG_INFO("server", ">> Loaded %u creatures in formations in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); LOG_INFO("server", " "); } void CreatureGroup::AddMember(Creature* member) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "CreatureGroup::AddMember: Adding unit %s.", member->GetGUID().ToString().c_str()); #endif //Check if it is a leader if (member->GetSpawnId() == m_groupID) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Unit %s is formation leader. Adding group.", member->GetGUID().ToString().c_str()); #endif m_leader = member; } m_members[member] = sFormationMgr->CreatureGroupMap.find(member->GetSpawnId())->second; member->SetFormation(this); } void CreatureGroup::RemoveMember(Creature* member) { if (m_leader == member) m_leader = nullptr; m_members.erase(member); member->SetFormation(nullptr); } void CreatureGroup::MemberAttackStart(Creature* member, Unit* target) { uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()]->groupAI; if (!groupAI) return; if (groupAI == 1 && member != m_leader) return; for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) if (m_leader) // avoid crash if leader was killed and reset. LOG_DEBUG("entities.unit", "GROUP ATTACK: group instance id %u calls member instid %u", m_leader->GetInstanceId(), member->GetInstanceId()); #endif //Skip one check if (itr->first == member) continue; if (!itr->first->IsAlive()) continue; if (itr->first->GetVictim()) continue; if (itr->first->IsValidAttackTarget(target) && itr->first->AI()) itr->first->AI()->AttackStart(target); } } void CreatureGroup::FormationReset(bool dismiss) { if (m_members.size() && m_members.begin()->second->groupAI == 5) return; for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { if (itr->first != m_leader && itr->first->IsAlive()) { if (dismiss) itr->first->GetMotionMaster()->Initialize(); else itr->first->GetMotionMaster()->MoveIdle(); #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) LOG_DEBUG("entities.unit", "Set %s movement for member %s", dismiss ? "default" : "idle", itr->first->GetGUID().ToString().c_str()); #endif } } m_Formed = !dismiss; } void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run) { //! To do: This should probably get its own movement generator or use WaypointMovementGenerator. //! If the leader's path is known, member's path can be plotted as well using formation offsets. if (!m_leader) return; uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetSpawnId()]->groupAI; if (groupAI == 5) return; float pathDist = m_leader->GetExactDist(x, y, z); float pathAngle = m_leader->GetAngle(x, y); for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { Creature* member = itr->first; if (member == m_leader || !member->IsAlive() || member->GetVictim()) continue; // Xinef: If member is stunned / rooted etc don't allow to move him if (member->HasUnitState(UNIT_STATE_NOT_MOVE)) continue; // Xinef: this should be automatized, if turn angle is greater than PI/2 (90�) we should swap formation angle if (M_PI - fabs(fabs(m_leader->GetOrientation() - pathAngle) - M_PI) > M_PI * 0.50f) { // pussywizard: in both cases should be 2*M_PI - follow_angle // pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1 // pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work! // if (m_leader->GetCurrentWaypointID()+1 == itr->second->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2) itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle; } float followAngle = itr->second->follow_angle; float followDist = itr->second->follow_dist; float dx = x + cos(followAngle + pathAngle) * followDist; float dy = y + sin(followAngle + pathAngle) * followDist; float dz = z; acore::NormalizeMapCoord(dx); acore::NormalizeMapCoord(dy); member->UpdateGroundPositionZ(dx, dy, dz); member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags()); // pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function if (run && member->IsWalking()) member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); else if (!run && !member->IsWalking()) member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING); // xinef: if we move members to position without taking care of sizes, we should compare distance without sizes // xinef: change members speed basing on distance - if too far speed up, if too close slow down UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags()); float speedRate = m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist; if (speedRate > 0.01f) // don't move if speed rate is too low { member->SetSpeedRate(mtype, speedRate); member->GetMotionMaster()->MovePoint(0, dx, dy, dz); member->SetHomePosition(dx, dy, dz, pathAngle); } } }