mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-18 11:25:42 +00:00
* feat(Core/DBLayer): replace `char const*` to `std::string_view` * CString * 1 * chore(Core/Misc): code cleanup * cl * db fix * fmt style sql * to fmt * py * del old * 1 * 2 * 3 * 1 * 1
363 lines
13 KiB
C++
363 lines
13 KiB
C++
/*
|
||
* 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 <http://www.gnu.org/licenses/>.
|
||
*/
|
||
|
||
#include "CreatureGroups.h"
|
||
#include "Creature.h"
|
||
#include "CreatureAI.h"
|
||
#include "Log.h"
|
||
#include "MoveSplineInit.h"
|
||
#include "ObjectMgr.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_ERROR("sql.sql", ">> 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<uint32>();
|
||
ObjectGuid::LowType const memberGUID = fields[1].Get<uint32>();
|
||
float const follow_dist = fields[2].Get<float>();
|
||
float const follow_angle = fields[3].Get<float>() * (static_cast<float>(M_PI) / 180);
|
||
group_member.groupAI = fields[4].Get<uint16>();
|
||
group_member.point_1 = fields[5].Get<uint16>();
|
||
group_member.point_2 = fields[6].Get<uint16>();
|
||
|
||
//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>(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>(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>(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::MemberAttackStart(Creature* member, Unit* target)
|
||
{
|
||
uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
|
||
if (member == m_leader)
|
||
{
|
||
if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER)))
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
else if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
|
||
{
|
||
return;
|
||
}
|
||
|
||
for (auto const& itr : m_members)
|
||
{
|
||
Creature* pMember = itr.first;
|
||
if (m_leader) // avoid crash if leader was killed and reset.
|
||
LOG_DEBUG("entities.unit", "GROUP ATTACK: group instance id {} calls member instid {}", m_leader->GetInstanceId(), member->GetInstanceId());
|
||
|
||
//Skip one check
|
||
if (pMember == member)
|
||
continue;
|
||
|
||
if (!pMember->IsAlive())
|
||
continue;
|
||
|
||
if (pMember->GetVictim())
|
||
continue;
|
||
|
||
if (pMember->IsValidAttackTarget(target) && pMember->AI())
|
||
pMember->AI()->AttackStart(target);
|
||
}
|
||
}
|
||
|
||
void CreatureGroup::MemberEvaded(Creature* member)
|
||
{
|
||
uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
|
||
if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_EVADE_TOGETHER)))
|
||
{
|
||
return;
|
||
}
|
||
|
||
for (auto const& itr : m_members)
|
||
{
|
||
Creature* pMember = itr.first;
|
||
// This should never happen
|
||
if (!pMember)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (pMember == member || pMember->isDead() || pMember->IsInEvadeMode() || !pMember->IsInCombat() ||
|
||
!itr.second.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_EVADE_TOGETHER)))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (pMember->IsAIEnabled)
|
||
{
|
||
if (CreatureAI* pMemberAI = pMember->AI())
|
||
{
|
||
pMemberAI->EnterEvadeMode();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void CreatureGroup::FormationReset(bool dismiss, bool initMotionMaster)
|
||
{
|
||
if (m_members.size() && !(m_members.begin()->second.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(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, 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;
|
||
}
|
||
|
||
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>(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<39>) we should swap formation angle
|
||
float followAngle = pFormationInfo.follow_angle;
|
||
if (static_cast<float>(M_PI) - std::fabs(std::fabs(m_leader->GetOrientation() - pathAngle) - static_cast<float>(M_PI)) > static_cast<float>(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<float>(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);
|
||
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 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);
|
||
}
|
||
}
|
||
}
|