/* * 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 . */ #include "CreatureGroups.h" #include "Creature.h" #include "CreatureAI.h" #include "Log.h" #include "MoveSplineInit.h" #include "ObjectMgr.h" #include "QueryResult.h" #include "WaypointMgr.h" FormationMgr::~FormationMgr() { } 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()) { LOG_DEBUG("entities.unit", "Group found: {}, inserting creature {}, Group InstanceID {}", groupId, member->GetGUID().ToString(), member->GetInstanceId()); itr->second->AddMember(member); } //Create new group else { LOG_DEBUG("entities.unit", "Group not found: {}. Creating new group.", groupId); CreatureGroup* group = new CreatureGroup(groupId); map->CreatureGroupHolder[groupId] = group; group->AddMember(member); } } void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* member) { LOG_DEBUG("entities.unit", "Deleting member pointer to spawnId: {} from group {}", member->GetSpawnId(), group->GetId()); group->RemoveMember(member); if (group->IsEmpty()) { Map* map = member->FindMap(); if (!map) { return; } LOG_DEBUG("entities.unit", "Deleting group with InstanceID {}", member->GetInstanceId()); map->CreatureGroupHolder.erase(group->GetId()); delete group; } } void FormationMgr::LoadCreatureFormations() { uint32 const oldMSTime = getMSTime(); 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_WARN("server.loading", ">> Loaded 0 creatures in formations. DB table `creature_formations` is empty!"); LOG_INFO("server.loading", " "); return; } uint32 count = 0; do { Field const* fields = result->Fetch(); //Load group member data FormationInfo group_member; group_member.leaderGUID = fields[0].Get(); ObjectGuid::LowType const memberGUID = fields[1].Get(); float const follow_dist = fields[2].Get(); float const follow_angle = fields[3].Get() * (static_cast(M_PI) / 180); group_member.groupAI = fields[4].Get(); group_member.point_1 = fields[5].Get(); group_member.point_2 = fields[6].Get(); //If creature is group leader we may skip loading of dist/angle if (group_member.leaderGUID != memberGUID) { if (!group_member.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_SUPPORTED))) { LOG_ERROR("sql.sql", "creature_formations table leader guid {} and member guid {} has unsupported GroupAI flag value ({}). Skipped", group_member.leaderGUID, memberGUID, group_member.groupAI); continue; } if (!group_member.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)) && (follow_dist > 0.0f || follow_angle > 0.0f)) { LOG_ERROR("sql.sql", "creature_formations table member guid {} and leader guid {} cannot have follow distance or follow angle because don't have GROUP_AI_FLAG_FOLLOW_LEADER flag. Values are not gonna be used", memberGUID, group_member.leaderGUID); group_member.follow_dist = 0.0f; group_member.follow_angle = 0.0f; } else { group_member.follow_dist = follow_dist; group_member.follow_angle = follow_angle; } } else { // Leader can have 0 AI flags - its allowed if (group_member.groupAI && !group_member.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_SUPPORTED))) { LOG_ERROR("sql.sql", "creature_formations table leader guid {} and member guid {} has unsupported GroupAI flag value ({}). Skipped", group_member.leaderGUID, memberGUID, group_member.groupAI); continue; } group_member.follow_dist = 0.0f; group_member.follow_angle = 0.0f; if (follow_dist > 0.0f || follow_angle > 0.0f) { LOG_ERROR("sql.sql", "creature_formations table member guid {} and leader guid {} cannot have follow distance or follow angle. Values are not gonna be used", memberGUID, group_member.leaderGUID); } } if (!sObjectMgr->GetCreatureData(group_member.leaderGUID)) { LOG_ERROR("sql.sql", "creature_formations table leader guid {} incorrect (does not exist). Skipped", group_member.leaderGUID); continue; } if (!sObjectMgr->GetCreatureData(memberGUID)) { LOG_ERROR("sql.sql", "creature_formations table member guid {} incorrect (does not exist). Skipped", memberGUID); continue; } CreatureGroupMap[memberGUID] = group_member; ++count; } while (result->NextRow()); LOG_INFO("server.loading", ">> Loaded {} Creatures In Formations in {} ms", count, GetMSTimeDiffToNow(oldMSTime)); LOG_INFO("server.loading", " "); } void CreatureGroup::AddMember(Creature* member) { LOG_DEBUG("entities.unit", "CreatureGroup::AddMember: Adding unit {}.", member->GetGUID().ToString()); //Check if it is a leader if (member->GetSpawnId() == m_groupID) { LOG_DEBUG("entities.unit", "Unit {} is formation leader. Adding group.", member->GetGUID().ToString()); 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::MemberEngagingTarget(Creature* member, Unit* target) { uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI; if (member == m_leader) { if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER))) { return; } } else if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER))) { return; } for (auto const& itr : m_members) { Creature* pMember = itr.first; if (!pMember) { continue; } if (pMember == member || !pMember->IsAlive() || pMember->GetVictim()) { continue; } if (pMember == m_leader && !(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER))) { continue; } if (pMember->IsValidAttackTarget(target) && pMember->AI()) { pMember->AI()->AttackStart(target); } } } Unit* CreatureGroup::GetNewTargetForMember(Creature* member) { uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI; if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE))) { return nullptr; } if (member == m_leader) { if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER))) { return nullptr; } } else if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER))) { return nullptr; } for (auto const& itr : m_members) { Creature* pMember = itr.first; if (!pMember) { continue; } if (pMember == member || !pMember->IsAlive() || !pMember->GetVictim()) { continue; } if (pMember == m_leader && !(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER))) { continue; } if (member->IsValidAttackTarget(pMember->GetVictim())) { return pMember->GetVictim(); } } return nullptr; } void CreatureGroup::MemberEvaded(Creature* member) { uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI; if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_EVADE_MASK))) { return; } for (auto const& itr : m_members) { Creature* pMember = itr.first; // This should never happen if (!pMember) continue; if (pMember == member || pMember->IsInEvadeMode() || !itr.second.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_EVADE_MASK))) continue; if (itr.second.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_EVADE_TOGETHER))) { if (!pMember->IsAlive() || !pMember->IsInCombat()) continue; if (pMember->IsAIEnabled) if (CreatureAI* pMemberAI = pMember->AI()) pMemberAI->EnterEvadeMode(); } else { if (pMember->IsAlive()) continue; if (itr.second.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE)) && pMember == m_leader) continue; pMember->Respawn(); } } } void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster) { if (m_members.size() && !(m_members.begin()->second.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))) return; for (auto const& itr : m_members) { Creature* member = itr.first; if (member && member != m_leader && member->IsAlive()) { if (initMotionMaster) { if (dismiss) member->GetMotionMaster()->Initialize(); else member->GetMotionMaster()->MoveIdle(); LOG_DEBUG("entities.unit", "Set {} movement for member {}", dismiss ? "default" : "idle", member->GetGUID().ToString()); } } } m_Formed = !dismiss; } void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type) { //! 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; float pathDist = m_leader->GetExactDist(x, y, z); float pathAngle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x); for (auto const& itr : m_members) { Creature* member = itr.first; FormationInfo const& pFormationInfo = itr.second; if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER))) 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 float followAngle = pFormationInfo.follow_angle; if (static_cast(M_PI) - std::fabs(std::fabs(m_leader->GetOrientation() - pathAngle) - static_cast(M_PI)) > static_cast(M_PI)* 0.5f) { // 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 == pFormationInfo->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2) followAngle = Position::NormalizeOrientation(pFormationInfo.follow_angle + static_cast(M_PI)); //(2 * M_PI) - itr->second->follow_angle; } float const followDist = pFormationInfo.follow_dist; float dx = x + std::cos(followAngle + pathAngle) * followDist; float dy = y + std::sin(followAngle + pathAngle) * followDist; float dz = z; Acore::NormalizeMapCoord(dx); Acore::NormalizeMapCoord(dy); if (move_type < 2) member->UpdateGroundPositionZ(dx, dy, dz); // 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 member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags()); switch (move_type) { case WAYPOINT_MOVE_TYPE_WALK: member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING); break; case WAYPOINT_MOVE_TYPE_RUN: member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); break; case WAYPOINT_MOVE_TYPE_LAND: member->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); break; } // 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 const mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags()); float const 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); } } } void CreatureGroup::RespawnFormation(bool force) { for (auto const& itr : m_members) { if (itr.first && !itr.first->IsAlive()) { itr.first->Respawn(force); } } } bool CreatureGroup::IsFormationInCombat() { for (auto const& itr : m_members) { if (itr.first && itr.first->IsInCombat()) { return true; } } return false; } bool CreatureGroup::IsAnyMemberAlive(bool ignoreLeader /*= false*/) { for (auto const& itr : m_members) { if (itr.first && itr.first->IsAlive()) { if (!ignoreLeader || itr.first != m_leader) { return true; } } } return false; }