AzerothCore 3.3.5a
OpenSource WoW Emulator
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ChaseMovementGenerator< T > Class Template Reference

#include "TargetedMovementGenerator.h"

Inheritance diagram for ChaseMovementGenerator< T >:
MovementGeneratorMedium< T, ChaseMovementGenerator< T > > TargetedMovementGeneratorBase MovementGenerator

Public Member Functions

 ChaseMovementGenerator (Unit *target, Optional< ChaseRange > range={}, Optional< ChaseAngle > angle={})
 
 ~ChaseMovementGenerator ()
 
MovementGeneratorType GetMovementGeneratorType ()
 
bool DoUpdate (T *, uint32)
 
void DoInitialize (T *)
 
void DoFinalize (T *)
 
void DoReset (T *)
 
void MovementInform (T *)
 
bool PositionOkay (T *owner, Unit *target, Optional< float > maxDistance, Optional< ChaseAngle > angle)
 
void unitSpeedChanged ()
 
UnitGetTarget () const
 
bool EnableWalking () const
 
bool HasLostTarget (Unit *unit) const
 
void DoInitialize (Player *owner)
 
void DoInitialize (Creature *owner)
 
- Public Member Functions inherited from MovementGeneratorMedium< T, ChaseMovementGenerator< T > >
void Initialize (Unit *u) override
 
void Finalize (Unit *u) override
 
void Reset (Unit *u) override
 
bool Update (Unit *u, uint32 time_diff) override
 
- Public Member Functions inherited from MovementGenerator
virtual ~MovementGenerator ()
 
virtual void Initialize (Unit *)=0
 
virtual void Finalize (Unit *)=0
 
virtual void Reset (Unit *)=0
 
virtual bool Update (Unit *, uint32 time_diff)=0
 
virtual MovementGeneratorType GetMovementGeneratorType ()=0
 
virtual uint32 GetSplineId () const
 
virtual void unitSpeedChanged ()
 
virtual void Pause (uint32)
 
virtual void Resume (uint32)
 
virtual bool GetResetPosition (float &, float &, float &)
 
- Public Member Functions inherited from TargetedMovementGeneratorBase
 TargetedMovementGeneratorBase (Unit *target)
 
void stopFollowing ()
 

Private Attributes

std::unique_ptr< PathGeneratori_path
 
TimeTrackerSmall i_recheckDistance
 
bool i_recalculateTravel
 
Optional< Position_lastTargetPosition
 
Optional< ChaseRange > const _range
 
Optional< ChaseAngle > const _angle
 
bool _movingTowards = true
 
bool _mutualChase = true
 

Additional Inherited Members

- Protected Attributes inherited from TargetedMovementGeneratorBase
FollowerReference i_target
 

Detailed Description

template<class T>
class ChaseMovementGenerator< T >

Constructor & Destructor Documentation

◆ ChaseMovementGenerator()

template<class T >
ChaseMovementGenerator< T >::ChaseMovementGenerator ( Unit target,
Optional< ChaseRange range = {},
Optional< ChaseAngle angle = {} 
)
inline
41 {}, Optional<ChaseAngle> angle = {})
42 : TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
std::optional< T > Optional
Optional helper class to wrap optional values within.
Definition: Optional.h:24
Definition: TargetedMovementGenerator.h:29
std::unique_ptr< PathGenerator > i_path
Definition: TargetedMovementGenerator.h:62
Optional< ChaseAngle > const _angle
Definition: TargetedMovementGenerator.h:68
bool i_recalculateTravel
Definition: TargetedMovementGenerator.h:64
TimeTrackerSmall i_recheckDistance
Definition: TargetedMovementGenerator.h:63
Optional< ChaseRange > const _range
Definition: TargetedMovementGenerator.h:67

◆ ~ChaseMovementGenerator()

template<class T >
ChaseMovementGenerator< T >::~ChaseMovementGenerator ( )
inline
43{ }

Member Function Documentation

◆ DoFinalize()

template<class T >
template void ChaseMovementGenerator< T >::DoFinalize ( T *  )
276{
277 owner->ClearUnitState(UNIT_STATE_CHASE | UNIT_STATE_CHASE_MOVE);
278 if (Creature* cOwner = owner->ToCreature())
279 {
280 cOwner->SetCannotReachTarget();
281 }
282}
@ UNIT_STATE_CHASE
Definition: Unit.h:330
@ UNIT_STATE_CHASE_MOVE
Definition: Unit.h:350
Definition: Creature.h:46
Creature * ToCreature()
Definition: Object.h:197

References Object::ToCreature(), UNIT_STATE_CHASE, and UNIT_STATE_CHASE_MOVE.

◆ DoInitialize() [1/3]

void ChaseMovementGenerator< Creature >::DoInitialize ( Creature owner)
266{
267 i_path = nullptr;
268 _lastTargetPosition.reset();
270 owner->SetWalk(false);
272}
void Reset(int32 interval)
Definition: Timer.h:249
bool SetWalk(bool enable) override
Definition: Creature.cpp:3098
void AddUnitState(uint32 f)
Definition: Unit.h:1409
Optional< Position > _lastTargetPosition
Definition: TargetedMovementGenerator.h:66

References Unit::AddUnitState(), Creature::SetWalk(), and UNIT_STATE_CHASE.

◆ DoInitialize() [2/3]

void ChaseMovementGenerator< Player >::DoInitialize ( Player owner)
257{
258 i_path = nullptr;
259 _lastTargetPosition.reset();
260 owner->StopMoving();
262}
void StopMoving()
Definition: Unit.cpp:16918

References Unit::AddUnitState(), Unit::StopMoving(), and UNIT_STATE_CHASE.

◆ DoInitialize() [3/3]

template<class T >
void ChaseMovementGenerator< T >::DoInitialize ( T *  )

◆ DoReset()

template<class T >
template void ChaseMovementGenerator< T >::DoReset ( T *  )
286{
287 DoInitialize(owner);
288}

◆ DoUpdate()

template<class T >
template bool ChaseMovementGenerator< T >::DoUpdate ( T *  ,
uint32   
)
67{
68 if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
69 return false;
70
71 if (!owner || !owner->IsAlive())
72 return false;
73
74 Creature* cOwner = owner->ToCreature();
75
76 // the owner might be unable to move (rooted or casting), or we have lost the target, pause movement
77 if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || HasLostTarget(owner) || (cOwner && cOwner->IsMovementPreventedByCasting()))
78 {
79 owner->StopMoving();
80 _lastTargetPosition.reset();
81 if (Creature* cOwner2 = owner->ToCreature())
82 cOwner2->SetCannotReachTarget();
83 return true;
84 }
85
86 bool forceDest =
87 //(cOwner && (cOwner->isWorldBoss() || cOwner->IsDungeonBoss())) || // force for all bosses, even not in instances
88 (i_target->GetTypeId() == TYPEID_PLAYER && i_target->ToPlayer()->IsGameMaster()) || // for .npc follow
89 (owner->CanFly())
90 ; // closes "bool forceDest", that way it is more appropriate, so we can comment out crap whenever we need to
91
92 Unit* target = i_target.getTarget();
93
94 bool const mutualChase = IsMutualChase(owner, target);
95 float const chaseRange = GetChaseRange(owner, target);
96 float const minTarget = (_range ? _range->MinTolerance : 0.0f) + chaseRange;
97 float const maxRange = _range ? _range->MaxRange + chaseRange : owner->GetMeleeRange(target); // melee range already includes hitboxes
98 float const maxTarget = _range ? _range->MaxTolerance + chaseRange : CONTACT_DISTANCE + chaseRange;
99
100 Optional<ChaseAngle> angle = mutualChase ? Optional<ChaseAngle>() : _angle;
101
102 // periodically check if we're already in the expected range...
103 i_recheckDistance.Update(time_diff);
105 {
106 i_recheckDistance.Reset(400); // Sniffed value
107
108 if (i_recalculateTravel && PositionOkay(owner, target, _movingTowards ? maxTarget : Optional<float>(), angle))
109 {
110 if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && !target->isMoving() && !mutualChase)
111 {
112 i_recalculateTravel = false;
113 i_path = nullptr;
114 if (Creature* cOwner2 = owner->ToCreature())
115 cOwner2->SetCannotReachTarget();
116 owner->StopMoving();
117 owner->SetInFront(target);
118 MovementInform(owner);
119 return true;
120 }
121 }
122 }
123
124 // if we're done moving, we want to clean up
125 if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->movespline->Finalized())
126 {
127 i_recalculateTravel = false;
128 i_path = nullptr;
129 if (Creature* cOwner2 = owner->ToCreature())
130 cOwner2->SetCannotReachTarget();
131 owner->ClearUnitState(UNIT_STATE_CHASE_MOVE);
132 owner->SetInFront(target);
133 MovementInform(owner);
134 }
135
136 // if the target moved, we have to consider whether to adjust
137 if (!_lastTargetPosition || target->GetPosition() != _lastTargetPosition.value() || mutualChase != _mutualChase)
138 {
140 _mutualChase = mutualChase;
141 if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, target->isMoving() ? maxTarget : maxRange, angle))
142 {
143 // can we get to the target?
144 if (cOwner && !target->isInAccessiblePlaceFor(cOwner))
145 {
146 cOwner->SetCannotReachTarget(target->GetGUID());
147 cOwner->StopMoving();
148 i_path = nullptr;
149 return true;
150 }
151
152 // figure out which way we want to move
153 float tarX, tarY, tarZ;
154 target->GetPosition(tarX, tarY, tarZ);
155 bool withinRange = owner->IsInDist(target, maxRange);
156 bool withinLOS = owner->IsWithinLOS(tarX, tarY, tarZ);
157 bool moveToward = !(withinRange && withinLOS);
158
159 // make a new path if we have to...
160 if (!i_path || moveToward != _movingTowards)
161 i_path = std::make_unique<PathGenerator>(owner);
162 else
163 i_path->Clear();
164
165 // Predict chase destination to keep up with chase target
166 float additionalRange = 0;
167 bool predictDestination = !mutualChase && target->isMoving();
168 if (predictDestination)
169 {
170 UnitMoveType moveType = MOVE_RUN;
171 if (target->CanFly())
173 else
174 {
175 if (target->IsWalking())
176 moveType = MOVE_WALK;
177 else
179 }
180 float speed = target->GetSpeed(moveType) * 0.5f;
181 additionalRange = owner->GetExactDistSq(target) < G3D::square(speed) ? 0 : speed;
182 }
183
184 float x, y, z;
185 bool shortenPath;
186
187 // if we want to move toward the target and there's no fixed angle...
188 if (moveToward && !angle)
189 {
190 // ...we'll pathfind to the center, then shorten the path
191 target->GetPosition(x, y, z);
192 shortenPath = true;
193 }
194 else
195 {
196 // otherwise, we fall back to nearpoint finding
197 target->GetNearPoint(owner, x, y, z, (moveToward ? maxTarget : minTarget) - chaseRange - additionalRange, 0, angle ? target->ToAbsoluteAngle(angle->RelativeAngle) : target->GetAngle(owner));
198 shortenPath = false;
199 }
200
201 if (owner->IsHovering())
202 owner->UpdateAllowedPositionZ(x, y, z);
203
204 bool success = i_path->CalculatePath(x, y, z, forceDest);
205 if (!success || i_path->GetPathType() & PATHFIND_NOPATH)
206 {
207 if (cOwner)
208 {
209 cOwner->SetCannotReachTarget(target->GetGUID());
210 }
211
212 owner->StopMoving();
213 return true;
214 }
215
216 if (shortenPath)
217 i_path->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), maxTarget);
218
219 if (cOwner)
220 {
221 cOwner->SetCannotReachTarget();
222 }
223
224 bool walk = false;
225 if (cOwner && !cOwner->IsPet())
226 {
227 switch (cOwner->GetMovementTemplate().GetChase())
228 {
229 case CreatureChaseMovementType::CanWalk:
230 walk = owner->IsWalking();
231 break;
232 case CreatureChaseMovementType::AlwaysWalk:
233 walk = true;
234 break;
235 default:
236 break;
237 }
238 }
239
240 owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
241 i_recalculateTravel = true;
242
243 Movement::MoveSplineInit init(owner);
244 init.MovebyPath(i_path->GetPath());
245 init.SetFacing(target);
246 init.SetWalk(walk);
247 init.Launch();
248 }
249 }
250
251 return true;
252}
#define CONTACT_DISTANCE
Definition: ObjectDefines.h:23
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ MOVEMENTFLAG_BACKWARD
Definition: Unit.h:553
@ UNIT_STATE_NOT_MOVE
Definition: Unit.h:371
UnitMoveType
Definition: Unit.h:377
@ MOVE_FLIGHT
Definition: Unit.h:384
@ MOVE_FLIGHT_BACK
Definition: Unit.h:385
@ MOVE_RUN
Definition: Unit.h:379
@ MOVE_RUN_BACK
Definition: Unit.h:380
@ MOVE_WALK
Definition: Unit.h:378
@ PATHFIND_NOPATH
Definition: PathGenerator.h:51
float GetChaseRange(Unit const *owner, Unit const *target)
Definition: TargetedMovementGenerator.cpp:35
static bool IsMutualChase(Unit *owner, Unit *target)
Definition: TargetedMovementGenerator.cpp:27
TO * getTarget() const
Definition: Reference.h:95
bool isValid() const
Definition: Reference.h:79
void Update(int32 diff)
Definition: Timer.h:239
bool Passed() const
Definition: Timer.h:244
void SetCannotReachTarget(ObjectGuid const &target=ObjectGuid::Empty)
Definition: Creature.cpp:3556
CreatureMovementData const & GetMovementTemplate() const
Definition: Creature.cpp:2901
bool IsMovementPreventedByCasting() const override
Definition: Creature.cpp:3534
CreatureChaseMovementType GetChase() const
Definition: CreatureData.h:156
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
void GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle, float controlZ=0, Position const *startPos=nullptr) const
Definition: Object.cpp:2614
float ToAbsoluteAngle(float relAngle) const
Definition: Position.h:203
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
void GetPosition(float &x, float &y) const
Definition: Position.h:122
float GetPositionY() const
Definition: Position.h:118
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
Definition: Unit.h:1302
float GetSpeed(UnitMoveType mtype) const
Definition: Unit.cpp:14409
virtual bool CanFly() const =0
bool IsPet() const
Definition: Unit.h:1425
bool isInAccessiblePlaceFor(Creature const *c) const
Definition: Unit.cpp:4145
bool HasUnitMovementFlag(uint32 f) const
Definition: Unit.h:2288
bool isMoving() const
Definition: Unit.h:2394
bool IsWalking() const
Definition: Unit.h:2393
FollowerReference i_target
Definition: TargetedMovementGenerator.h:34
bool _mutualChase
Definition: TargetedMovementGenerator.h:70
bool PositionOkay(T *owner, Unit *target, Optional< float > maxDistance, Optional< ChaseAngle > angle)
Definition: TargetedMovementGenerator.cpp:47
void MovementInform(T *)
Definition: TargetedMovementGenerator.cpp:291
bool HasLostTarget(Unit *unit) const
Definition: TargetedMovementGenerator.h:59
bool _movingTowards
Definition: TargetedMovementGenerator.h:69
Definition: MoveSplineInit.h:71

References AlwaysWalk, Unit::CanFly(), CanWalk, CONTACT_DISTANCE, Position::GetAngle(), CreatureMovementData::GetChase(), GetChaseRange(), Object::GetGUID(), Creature::GetMovementTemplate(), WorldObject::GetNearPoint(), Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetSpeed(), Unit::HasUnitMovementFlag(), Unit::isInAccessiblePlaceFor(), Creature::IsMovementPreventedByCasting(), Unit::isMoving(), IsMutualChase(), Unit::IsPet(), Unit::IsWalking(), Movement::MoveSplineInit::Launch(), MOVE_FLIGHT, MOVE_FLIGHT_BACK, MOVE_RUN, MOVE_RUN_BACK, MOVE_WALK, Movement::MoveSplineInit::MovebyPath(), MOVEMENTFLAG_BACKWARD, PATHFIND_NOPATH, Creature::SetCannotReachTarget(), Movement::MoveSplineInit::SetFacing(), Movement::MoveSplineInit::SetWalk(), Unit::StopMoving(), Position::ToAbsoluteAngle(), Object::ToCreature(), TYPEID_PLAYER, UNIT_STATE_CHASE_MOVE, and UNIT_STATE_NOT_MOVE.

◆ EnableWalking()

template<class T >
bool ChaseMovementGenerator< T >::EnableWalking ( ) const
inline
58{ return false; }

◆ GetMovementGeneratorType()

template<class T >
MovementGeneratorType ChaseMovementGenerator< T >::GetMovementGeneratorType ( )
inlinevirtual

Implements MovementGenerator.

45{ return CHASE_MOTION_TYPE; }
@ CHASE_MOTION_TYPE
Definition: MotionMaster.h:43

References CHASE_MOTION_TYPE.

◆ GetTarget()

template<class T >
Unit * ChaseMovementGenerator< T >::GetTarget ( ) const
inline

◆ HasLostTarget()

template<class T >
bool ChaseMovementGenerator< T >::HasLostTarget ( Unit unit) const
inline
59{ return unit->GetVictim() != this->GetTarget(); }
Unit * GetVictim() const
Definition: Unit.h:1398
Unit * GetTarget() const
Definition: TargetedMovementGenerator.h:56

References ChaseMovementGenerator< T >::GetTarget(), and Unit::GetVictim().

◆ MovementInform()

template<class T >
template void ChaseMovementGenerator< T >::MovementInform ( T *  )
292{
293 if (owner->GetTypeId() != TYPEID_UNIT)
294 return;
295
296 // Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
297 if (CreatureAI* AI = owner->ToCreature()->AI())
298 AI->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUID().GetCounter());
299}
@ TYPEID_UNIT
Definition: ObjectGuid.h:37
Definition: CreatureAI.h:71
LowType GetCounter() const
Definition: ObjectGuid.h:147

References CHASE_MOTION_TYPE, and TYPEID_UNIT.

◆ PositionOkay()

template<class T >
bool ChaseMovementGenerator< T >::PositionOkay ( T *  owner,
Unit target,
Optional< float >  maxDistance,
Optional< ChaseAngle angle 
)
48{
49 float const distSq = owner->GetExactDistSq(target);
50
51 // Distance between owner(chaser) and target is greater than the allowed distance.
52 if (maxDistance && distSq > G3D::square(*maxDistance))
53 return false;
54
55 // owner's relative angle to its target is not within boundaries
56 if (angle && !angle->IsAngleOkay(target->GetRelativeAngle(owner)))
57 return false;
58
59 // owner cannot see its target
60 if (!owner->IsWithinLOSInMap(target))
61 return false;
62 return true;
63}
float GetRelativeAngle(const Position *pos) const
Definition: Position.h:197

References Position::GetRelativeAngle().

◆ unitSpeedChanged()

template<class T >
void ChaseMovementGenerator< T >::unitSpeedChanged ( )
inlinevirtual

Member Data Documentation

◆ _angle

template<class T >
Optional<ChaseAngle> const ChaseMovementGenerator< T >::_angle
private

◆ _lastTargetPosition

template<class T >
Optional<Position> ChaseMovementGenerator< T >::_lastTargetPosition
private

◆ _movingTowards

template<class T >
bool ChaseMovementGenerator< T >::_movingTowards = true
private

◆ _mutualChase

template<class T >
bool ChaseMovementGenerator< T >::_mutualChase = true
private

◆ _range

template<class T >
Optional<ChaseRange> const ChaseMovementGenerator< T >::_range
private

◆ i_path

template<class T >
std::unique_ptr<PathGenerator> ChaseMovementGenerator< T >::i_path
private

◆ i_recalculateTravel

template<class T >
bool ChaseMovementGenerator< T >::i_recalculateTravel
private

◆ i_recheckDistance

template<class T >
TimeTrackerSmall ChaseMovementGenerator< T >::i_recheckDistance
private