mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Big update.
This commit is contained in:
988
src/TravelMgr.h
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988
src/TravelMgr.h
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@@ -0,0 +1,988 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
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*/
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#ifndef _PLAYERBOT_TRAVELMGR_H
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#define _PLAYERBOT_TRAVELMGR_H
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#include "AiObject.h"
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#include "CreatureData.h"
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#include "GameObject.h"
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#include "GridDefines.h"
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#include "PlayerbotAIConfig.h"
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#include <boost/functional/hash.hpp>
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#include <random>
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class GuidPosition;
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class ObjectGuid;
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class Quest;
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class Player;
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class PlayerbotAI;
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struct QuestStatusData;
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namespace G3D
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{
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class Vector2;
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class Vector3;
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class Vector4;
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}
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//Constructor types for WorldPosition
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enum WorldPositionConst
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{
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WP_RANDOM = 0,
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WP_CENTROID = 1,
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WP_MEAN_CENTROID = 2,
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WP_CLOSEST = 3
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};
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enum TravelState
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{
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TRAVEL_STATE_IDLE = 0,
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TRAVEL_STATE_TRAVEL_PICK_UP_QUEST = 1,
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TRAVEL_STATE_WORK_PICK_UP_QUEST = 2,
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TRAVEL_STATE_TRAVEL_DO_QUEST = 3,
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TRAVEL_STATE_WORK_DO_QUEST = 4,
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TRAVEL_STATE_TRAVEL_HAND_IN_QUEST = 5,
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TRAVEL_STATE_WORK_HAND_IN_QUEST = 6,
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TRAVEL_STATE_TRAVEL_RPG = 7,
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TRAVEL_STATE_TRAVEL_EXPLORE = 8,
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MAX_TRAVEL_STATE
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};
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enum TravelStatus
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{
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TRAVEL_STATUS_NONE = 0,
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TRAVEL_STATUS_PREPARE = 1,
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TRAVEL_STATUS_TRAVEL = 2,
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TRAVEL_STATUS_WORK = 3,
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TRAVEL_STATUS_COOLDOWN = 4,
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TRAVEL_STATUS_EXPIRED = 5,
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MAX_TRAVEL_STATUS
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};
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class QuestTravelDestination;
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//A quest destination container for quick lookup of all destinations related to a quest.
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struct QuestContainer
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{
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std::vector<QuestTravelDestination*> questGivers;
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std::vector<QuestTravelDestination*> questTakers;
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std::vector<QuestTravelDestination*> questObjectives;
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};
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typedef std::pair<int32, int32> mGridCoord;
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//Extension of WorldLocation with distance functions.
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class WorldPosition : public WorldLocation
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{
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public:
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//Constructors
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WorldPosition() : WorldLocation() { };
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WorldPosition(WorldLocation const& loc) : WorldLocation(loc) { }
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WorldPosition(WorldPosition const& pos) : WorldLocation(pos), visitors(pos.visitors) { }
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WorldPosition(std::string const str);
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WorldPosition(uint32 mapid, float x, float y, float z = 0.f, float orientation = 0.f) : WorldLocation(mapid, x, y, z, orientation) { }
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WorldPosition(uint32 mapId, const Position& pos);
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WorldPosition(WorldObject const* wo);
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WorldPosition(std::vector<WorldPosition*> list, WorldPositionConst conType);
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WorldPosition(std::vector<WorldPosition> list, WorldPositionConst conType);
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WorldPosition(uint32 mapid, GridCoord grid);
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WorldPosition(uint32 mapid, CellCoord cell);
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WorldPosition(uint32 mapid, mGridCoord grid);
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//Setters
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void set(const WorldLocation& pos);
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void setMapId(uint32 id);
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void setX(float x);
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void setY(float y);
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void setZ(float z);
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void setO(float o);
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void addVisitor()
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{
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++visitors;
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}
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void remVisitor()
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{
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--visitors;
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}
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//Getters
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operator bool() const;
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bool operator==(WorldPosition const& p1);
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bool operator!=(WorldPosition const& p1);
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WorldPosition& operator+=(WorldPosition const& p1);
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WorldPosition& operator-=(WorldPosition const& p1);
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uint32 getMapId();
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float getX();
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float getY();
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float getZ();
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float getO();
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G3D::Vector3 getVector3();
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std::string const print();
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std::string const to_string();
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void printWKT(std::vector<WorldPosition> points, std::ostringstream& out, uint32 dim = 0, bool loop = false);
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void printWKT(std::ostringstream& out) { printWKT({ *this }, out); }
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uint32 getVisitors() { return visitors; }
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bool isOverworld();
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bool isInWater();
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bool isUnderWater();
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WorldPosition relPoint(WorldPosition* center);
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WorldPosition offset(WorldPosition* center);
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float size();
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//Slow distance function using possible map transfers.
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float distance(WorldPosition* center);
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float distance(WorldPosition center)
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{
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return distance(¢er);
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}
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float fDist(WorldPosition* center);
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float fDist(WorldPosition center)
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{
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return fDist(¢er);
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}
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template<class T>
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std::pair<T, WorldPosition> closest(std::vector<std::pair<T, WorldPosition>> list)
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{
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return *std::min_element(list.begin(), list.end(), [this](std::pair<T, WorldPosition> i, std::pair<T, WorldPosition> j)
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{
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return this->distance(i.second) < this->distance(j.second);
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});
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}
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template<class T>
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std::pair<T, WorldPosition> closest(std::vector<T> list)
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{
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return closest(GetPosList(list));
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}
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//Returns the closest point from the list.
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WorldPosition* closest(std::vector<WorldPosition*> list)
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{
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return *std::min_element(list.begin(), list.end(), [this](WorldPosition* i, WorldPosition* j) { return this->distance(i) < this->distance(j); });
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}
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WorldPosition closest(std::vector<WorldPosition> list)
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{
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return *std::min_element(list.begin(), list.end(), [this](WorldPosition i, WorldPosition j) { return this->distance(i) < this->distance(j); });
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}
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//Quick square distance in 2d plane.
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float sqDistance2d(WorldPosition center)
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{
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return (getX() - center.getX()) * (getX() - center.getX()) + (getY() - center.getY()) * (getY() - center.getY());
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}
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//Quick square distance calculation without map check. Used for getting the minimum distant points.
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float sqDistance(WorldPosition center)
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{
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return (getX() - center.getX()) * (getX() - center.getX()) + (getY() - center.getY()) *
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(getY() - center.getY()) + (getZ() - center.getZ()) * (getZ() - center.getZ());
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}
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float sqDistance2d(WorldPosition* center)
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{
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return (getX() - center->getX()) * (getX() - center->getX()) + (getY() - center->getY()) * (getY() - center->getY());
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}
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float sqDistance(WorldPosition* center)
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{
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return (getX() - center->getX()) * (getX() - center->getX()) + (getY() - center->getY()) *
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(getY() - center->getY()) + (getZ() - center->getZ()) * (getZ() - center->getZ());
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}
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//Returns the closest point of the list. Fast but only works for the same map.
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WorldPosition* closestSq(std::vector<WorldPosition*> list)
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{
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return *std::min_element(list.begin(), list.end(), [this](WorldPosition* i, WorldPosition* j) { return this->sqDistance(i) < this->sqDistance(j); });
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}
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WorldPosition closestSq(std::vector<WorldPosition> list)
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{
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return *std::min_element(list.begin(), list.end(), [this](WorldPosition i, WorldPosition j) { return this->sqDistance(i) < this->sqDistance(j); });
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}
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float getAngleTo(WorldPosition endPos)
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{
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float ang = atan2(endPos.getY() - getY(), endPos.getX() - getX());
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return (ang >= 0) ? ang : 2 * static_cast<float>(M_PI) + ang;
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}
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float getAngleBetween(WorldPosition dir1, WorldPosition dir2)
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{
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return abs(getAngleTo(dir1) - getAngleTo(dir2));
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}
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WorldPosition lastInRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);
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WorldPosition firstOutRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);
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float mSign(WorldPosition* p1, WorldPosition* p2)
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{
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return(getX() - p2->getX()) * (p1->getY() - p2->getY()) - (p1->getX() - p2->getX()) * (getY() - p2->getY());
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}
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bool isInside(WorldPosition* p1, WorldPosition* p2, WorldPosition* p3);
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//Map functions. Player independent.
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MapEntry const* getMapEntry();
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uint32 getInstanceId();
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Map* getMap();
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const float getHeight();
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std::set<Transport*> getTransports(uint32 entry = 0);
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GridCoord getGridCoord() { return Acore::ComputeGridCoord(getX(), getY()); };
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std::vector<GridCoord> getGridCoord(WorldPosition secondPos);
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std::vector<WorldPosition> fromGridCoord(GridCoord GridCoord);
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CellCoord getCellCoord() { return Acore::ComputeCellCoord(getX(), getY()); }
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std::vector<WorldPosition> fromCellCoord(CellCoord cellCoord);
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std::vector<WorldPosition> gridFromCellCoord(CellCoord cellCoord);
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mGridCoord getmGridCoord()
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{
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return std::make_pair((int32)(CENTER_GRID_ID - getX() / SIZE_OF_GRIDS), (int32)(CENTER_GRID_ID - getY() / SIZE_OF_GRIDS));
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}
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std::vector<mGridCoord> getmGridCoords(WorldPosition secondPos);
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std::vector<WorldPosition> frommGridCoord(mGridCoord GridCoord);
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void loadMapAndVMap(uint32 mapId, uint8 x, uint8 y);
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void loadMapAndVMap()
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{
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loadMapAndVMap(getMapId(), getmGridCoord().first, getmGridCoord().second);
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}
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void loadMapAndVMaps(WorldPosition secondPos);
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//Display functions
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WorldPosition getDisplayLocation();
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float getDisplayX()
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{
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return getDisplayLocation().getY() * -1.0;
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}
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float getDisplayY()
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{
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return getDisplayLocation().getX();
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}
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uint16 getAreaId();
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AreaTableEntry const* getArea();
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std::string const getAreaName(bool fullName = true, bool zoneName = false);
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std::vector<WorldPosition> fromPointsArray(std::vector<G3D::Vector3> path);
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//Pathfinding
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std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
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std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
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std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)
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{
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return getPathFromPath({ startPos }, bot);
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}
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std::vector<WorldPosition> getPathTo(WorldPosition endPos, Unit* bot)
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{
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return endPos.getPathFrom(*this, bot);
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}
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bool isPathTo(std::vector<WorldPosition> path, float maxDistance = sPlayerbotAIConfig->targetPosRecalcDistance) { return !path.empty() && distance(path.back()) < maxDistance; };
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bool cropPathTo(std::vector<WorldPosition>& path, float maxDistance = sPlayerbotAIConfig->targetPosRecalcDistance);
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bool canPathTo(WorldPosition endPos, Unit* bot) { return endPos.isPathTo(getPathTo(endPos, bot)); }
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float getPathLength(std::vector<WorldPosition> points)
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{
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float dist = 0.f;
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for (auto& p : points)
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{
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if (&p == &points.front())
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dist = 0.f;
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else
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dist += std::prev(&p, 1)->distance(p);
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}
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return dist;
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}
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bool GetReachableRandomPointOnGround(Player* bot, float radius, bool randomRange = true);
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uint32 getUnitsAggro(GuidVector& units, Player* bot);
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//Creatures
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std::vector<CreatureData const*> getCreaturesNear(float radius = 0, uint32 entry = 0);
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//GameObjects
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std::vector<GameObjectData const*> getGameObjectsNear(float radius = 0, uint32 entry = 0);
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private:
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uint32 visitors = 0;
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};
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inline ByteBuffer& operator<<(ByteBuffer& b, WorldPosition& guidP)
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{
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b << guidP.getMapId();
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b << guidP.getX();
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b << guidP.getY();
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b << guidP.getZ();
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b << guidP.getO();
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b << guidP.getVisitors();
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return b;
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}
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inline ByteBuffer& operator>>(ByteBuffer& b, WorldPosition& g)
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{
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uint32 mapid;
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float coord_x;
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float coord_y;
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float coord_z;
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float orientation;
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uint32 visitors = 0;
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b >> mapid;
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b >> coord_x;
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b >> coord_y;
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b >> coord_z;
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b >> orientation;
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b >> visitors;
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return b;
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}
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//Generic creature finder
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class FindPointCreatureData
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{
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public:
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FindPointCreatureData(WorldPosition point1 = WorldPosition(), float radius1 = 0, uint32 entry1 = 0) { point = point1; radius = radius1; entry = entry1; }
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|
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void operator()(CreatureData const& dataPair);
|
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std::vector<CreatureData const*> GetResult() const { return data; };
|
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|
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private:
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WorldPosition point;
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float radius;
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uint32 entry;
|
||||
|
||||
std::vector<CreatureData const*> data;
|
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};
|
||||
|
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//Generic gameObject finder
|
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class FindPointGameObjectData
|
||||
{
|
||||
public:
|
||||
FindPointGameObjectData(WorldPosition point1 = WorldPosition(), float radius1 = 0, uint32 entry1 = 0) { point = point1; radius = radius1; entry = entry1; }
|
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|
||||
void operator()(GameObjectData const& dataPair);
|
||||
std::vector<GameObjectData const*> GetResult() const { return data; };
|
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|
||||
private:
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WorldPosition point;
|
||||
float radius;
|
||||
uint32 entry;
|
||||
|
||||
std::vector<GameObjectData const*> data;
|
||||
};
|
||||
|
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class GuidPosition : public ObjectGuid, public WorldPosition
|
||||
{
|
||||
public:
|
||||
GuidPosition() : ObjectGuid(), WorldPosition(), loadedFromDB(false) { }
|
||||
GuidPosition(WorldObject* wo);
|
||||
GuidPosition(CreatureData const& creData);
|
||||
GuidPosition(GameObjectData const& goData);
|
||||
|
||||
CreatureTemplate const* GetCreatureTemplate();
|
||||
GameObjectTemplate const* GetGameObjectTemplate();
|
||||
|
||||
WorldObject* GetWorldObject();
|
||||
Creature* GetCreature();
|
||||
Unit* GetUnit();
|
||||
GameObject* GetGameObject();
|
||||
Player* GetPlayer();
|
||||
|
||||
bool HasNpcFlag(NPCFlags flag);
|
||||
|
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bool isDead(); //For loaded grids check if the unit/object is unloaded/dead.
|
||||
|
||||
operator bool() const { return !IsEmpty(); }
|
||||
bool operator==(ObjectGuid const& guid) const { return GetRawValue() == guid.GetRawValue(); }
|
||||
bool operator!=(ObjectGuid const& guid) const { return GetRawValue() != guid.GetRawValue(); }
|
||||
bool operator<(ObjectGuid const& guid) const { return GetRawValue() < guid.GetRawValue(); }
|
||||
|
||||
private:
|
||||
bool loadedFromDB;
|
||||
};
|
||||
|
||||
template<class T>
|
||||
std::vector<std::pair<T, WorldPosition>> GetPosList(std::vector<T> oList)
|
||||
{
|
||||
std::vector<std::pair<T, WorldPosition>> retList;
|
||||
for (auto& obj : oList)
|
||||
retList.push_back(std::make_pair(obj, WorldPosition(obj)));
|
||||
|
||||
return std::move(retList);
|
||||
};
|
||||
|
||||
template<class T>
|
||||
std::vector<std::pair<T, WorldPosition>> GetPosVector(std::vector<T> oList)
|
||||
{
|
||||
std::vector<std::pair<T, WorldPosition>> retList;
|
||||
for (auto& obj : oList)
|
||||
retList.push_back(make_pair(obj, WorldPosition(obj)));
|
||||
|
||||
return std::move(retList);
|
||||
};
|
||||
|
||||
class mapTransfer
|
||||
{
|
||||
public:
|
||||
mapTransfer(WorldPosition pointFrom1, WorldPosition pointTo1, float portalLength1 = 0.1f)
|
||||
: pointFrom(pointFrom1), pointTo(pointTo1), portalLength(portalLength1) { }
|
||||
|
||||
bool isFrom(WorldPosition point)
|
||||
{
|
||||
return point.getMapId() == pointFrom.getMapId();
|
||||
}
|
||||
|
||||
bool isTo(WorldPosition point)
|
||||
{
|
||||
return point.getMapId() == pointTo.getMapId();
|
||||
}
|
||||
|
||||
WorldPosition* getPointFrom()
|
||||
{
|
||||
return &pointFrom;
|
||||
}
|
||||
|
||||
WorldPosition* getPointTo()
|
||||
{
|
||||
return &pointTo;
|
||||
}
|
||||
|
||||
bool isUseful(WorldPosition point)
|
||||
{
|
||||
return isFrom(point) || isTo(point);
|
||||
}
|
||||
|
||||
float distance(WorldPosition point)
|
||||
{
|
||||
return isUseful(point) ? (isFrom(point) ? point.distance(pointFrom) : point.distance(pointTo)) : 200000;
|
||||
}
|
||||
|
||||
bool isUseful(WorldPosition start, WorldPosition end)
|
||||
{
|
||||
return isFrom(start) && isTo(end);
|
||||
}
|
||||
|
||||
float distance(WorldPosition start, WorldPosition end)
|
||||
{
|
||||
return (isUseful(start, end) ? (start.distance(pointFrom) + portalLength + pointTo.distance(end)) : 200000);
|
||||
}
|
||||
|
||||
float fDist(WorldPosition start, WorldPosition end);
|
||||
|
||||
private:
|
||||
WorldPosition pointFrom;
|
||||
WorldPosition pointTo;
|
||||
float portalLength = 0.1f;
|
||||
};
|
||||
|
||||
//A destination for a bot to travel to and do something.
|
||||
class TravelDestination
|
||||
{
|
||||
public:
|
||||
TravelDestination() { }
|
||||
TravelDestination(float radiusMin1, float radiusMax1)
|
||||
{
|
||||
radiusMin = radiusMin1; radiusMax = radiusMax1;
|
||||
}
|
||||
TravelDestination(std::vector<WorldPosition*> points1, float radiusMin1, float radiusMax1)
|
||||
{
|
||||
points = points1; radiusMin = radiusMin1; radiusMax = radiusMax1;
|
||||
}
|
||||
|
||||
void addPoint(WorldPosition* pos)
|
||||
{
|
||||
points.push_back(pos);
|
||||
}
|
||||
|
||||
void setExpireDelay(uint32 delay)
|
||||
{
|
||||
expireDelay = delay;
|
||||
}
|
||||
|
||||
void setCooldownDelay(uint32 delay)
|
||||
{
|
||||
cooldownDelay = delay;
|
||||
}
|
||||
|
||||
void setMaxVisitors(uint32 maxVisitors1 = 0, uint32 maxVisitorsPerPoint1 = 0)
|
||||
{
|
||||
maxVisitors = maxVisitors1;
|
||||
maxVisitorsPerPoint = maxVisitorsPerPoint1;
|
||||
}
|
||||
|
||||
std::vector<WorldPosition*> getPoints(bool ignoreFull = false);
|
||||
uint32 getExpireDelay() { return expireDelay; }
|
||||
uint32 getCooldownDelay() { return cooldownDelay; }
|
||||
|
||||
void addVisitor()
|
||||
{
|
||||
++visitors;
|
||||
}
|
||||
|
||||
void remVisitor()
|
||||
{
|
||||
--visitors;
|
||||
}
|
||||
|
||||
uint32 getVisitors()
|
||||
{
|
||||
return visitors;
|
||||
}
|
||||
|
||||
virtual Quest const* GetQuestTemplate() { return nullptr; }
|
||||
virtual bool isActive(Player* bot) { return false; }
|
||||
|
||||
bool isFull(bool ignoreFull = false);
|
||||
|
||||
virtual std::string const getName() { return "TravelDestination"; }
|
||||
virtual int32 getEntry() { return 0; }
|
||||
virtual std::string const getTitle() { return "generic travel destination"; }
|
||||
|
||||
WorldPosition* nearestPoint(WorldPosition* pos);
|
||||
|
||||
float distanceTo(WorldPosition* pos) { return nearestPoint(pos)->distance(pos); }
|
||||
bool onMap(WorldPosition* pos) { return nearestPoint(pos)->getMapId() == pos->getMapId(); }
|
||||
virtual bool isIn(WorldPosition* pos, float radius = 0.f) { return onMap(pos) && distanceTo(pos) <= (radius? radius : radiusMin); }
|
||||
virtual bool isOut(WorldPosition* pos, float radius = 0.f) { return !onMap(pos) || distanceTo(pos) > (radius? radius : radiusMax); }
|
||||
float getRadiusMin() { return radiusMin; }
|
||||
|
||||
std::vector<WorldPosition*> touchingPoints(WorldPosition* pos);
|
||||
std::vector<WorldPosition*> sortedPoints(WorldPosition* pos);
|
||||
std::vector<WorldPosition*> nextPoint(WorldPosition* pos, bool ignoreFull = true);
|
||||
|
||||
protected:
|
||||
std::vector<WorldPosition*> points;
|
||||
float radiusMin = 0;
|
||||
float radiusMax = 0;
|
||||
|
||||
uint32 visitors = 0;
|
||||
uint32 maxVisitors = 0;
|
||||
uint32 maxVisitorsPerPoint = 0;
|
||||
uint32 expireDelay = 5 * 1000;
|
||||
uint32 cooldownDelay = 60 * 1000;
|
||||
};
|
||||
|
||||
//A travel target that is always inactive and jumps to cooldown.
|
||||
class NullTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
NullTravelDestination(uint32 cooldownDelay1 = 5 * 60 * 1000) : TravelDestination()
|
||||
{
|
||||
cooldownDelay = cooldownDelay1;
|
||||
};
|
||||
|
||||
Quest const* GetQuestTemplate() override { return nullptr; }
|
||||
|
||||
bool isActive(Player* bot) override { return false; }
|
||||
|
||||
std::string const getName() override { return "NullTravelDestination"; }
|
||||
std::string const getTitle() override { return "no destination"; }
|
||||
|
||||
bool isIn(WorldPosition* pos, float radius = 0.f) override { return true; }
|
||||
bool isOut(WorldPosition* pos, float radius = 0.f) override { return false; }
|
||||
};
|
||||
|
||||
//A travel target specifically related to a quest.
|
||||
class QuestTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
QuestTravelDestination(uint32 questId1, float radiusMin1, float radiusMax1);
|
||||
|
||||
Quest const* GetQuestTemplate() override { return questTemplate; }
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
|
||||
std::string const getName() override { return "QuestTravelDestination"; }
|
||||
int32 getEntry() override { return 0; }
|
||||
std::string const getTitle() override;
|
||||
|
||||
protected:
|
||||
uint32 questId;
|
||||
Quest const* questTemplate;
|
||||
};
|
||||
|
||||
//A quest giver or taker.
|
||||
class QuestRelationTravelDestination : public QuestTravelDestination
|
||||
{
|
||||
public:
|
||||
QuestRelationTravelDestination(uint32 quest_id1, uint32 entry1, uint32 relation1, float radiusMin1, float radiusMax1) :
|
||||
QuestTravelDestination(quest_id1, radiusMin1, radiusMax1)
|
||||
{
|
||||
entry = entry1;
|
||||
relation = relation1;
|
||||
}
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
std::string const getName() override { return "QuestRelationTravelDestination"; }
|
||||
int32 getEntry() override { return entry; }
|
||||
std::string const getTitle() override;
|
||||
virtual uint32 getRelation() { return relation; }
|
||||
|
||||
private:
|
||||
uint32 relation;
|
||||
int32 entry;
|
||||
};
|
||||
|
||||
//A quest objective (creature/gameobject to grind/loot)
|
||||
class QuestObjectiveTravelDestination : public QuestTravelDestination
|
||||
{
|
||||
public:
|
||||
QuestObjectiveTravelDestination(uint32 quest_id1, uint32 entry1, uint32 objective1, float radiusMin1, float radiusMax1, uint32 itemId1 = 0) :
|
||||
QuestTravelDestination(quest_id1, radiusMin1, radiusMax1)
|
||||
{
|
||||
objective = objective1;
|
||||
entry = entry1;
|
||||
itemId = itemId1;
|
||||
}
|
||||
|
||||
bool isCreature();
|
||||
uint32 ReqCreature();
|
||||
uint32 ReqGOId();
|
||||
uint32 ReqCount();
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
std::string const getName() override { return "QuestObjectiveTravelDestination"; }
|
||||
int32 getEntry() override { return entry; }
|
||||
std::string const getTitle() override;
|
||||
|
||||
private:
|
||||
uint32 objective;
|
||||
uint32 entry;
|
||||
uint32 itemId = 0;
|
||||
};
|
||||
|
||||
//A location with rpg target(s) based on race and level
|
||||
class RpgTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
RpgTravelDestination(uint32 entry1, float radiusMin1, float radiusMax1) : TravelDestination(radiusMin1, radiusMax1)
|
||||
{
|
||||
entry = entry1;
|
||||
}
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
virtual CreatureTemplate const* GetCreatureTemplate();
|
||||
std::string const getName() override { return "RpgTravelDestination"; }
|
||||
int32 getEntry() override { return 0; }
|
||||
std::string const getTitle() override;
|
||||
|
||||
protected:
|
||||
uint32 entry;
|
||||
};
|
||||
|
||||
//A location with zone exploration target(s)
|
||||
class ExploreTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
ExploreTravelDestination(uint32 areaId1, float radiusMin1, float radiusMax1) : TravelDestination(radiusMin1, radiusMax1)
|
||||
{
|
||||
areaId = areaId1;
|
||||
}
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
std::string const getName() override { return "ExploreTravelDestination"; }
|
||||
int32 getEntry() override { return 0; }
|
||||
std::string const getTitle() override;
|
||||
virtual uint32 getAreaId() { return areaId; }
|
||||
|
||||
protected:
|
||||
uint32 areaId;
|
||||
};
|
||||
|
||||
//A location with zone exploration target(s)
|
||||
class GrindTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
GrindTravelDestination(int32 entry1, float radiusMin1, float radiusMax1) : TravelDestination(radiusMin1, radiusMax1)
|
||||
{
|
||||
entry = entry1;
|
||||
}
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
virtual CreatureTemplate const* GetCreatureTemplate();
|
||||
std::string const getName() override { return "GrindTravelDestination"; }
|
||||
int32 getEntry() override { return entry; }
|
||||
std::string const getTitle() override;
|
||||
|
||||
protected:
|
||||
int32 entry;
|
||||
};
|
||||
|
||||
//A location with a boss
|
||||
class BossTravelDestination : public TravelDestination
|
||||
{
|
||||
public:
|
||||
BossTravelDestination(int32 entry1, float radiusMin1, float radiusMax1) : TravelDestination(radiusMin1, radiusMax1)
|
||||
{
|
||||
entry = entry1;
|
||||
cooldownDelay = 1000;
|
||||
}
|
||||
|
||||
bool isActive(Player* bot) override;
|
||||
CreatureTemplate const* getCreatureTemplate();
|
||||
std::string const getName() override { return "BossTravelDestination"; }
|
||||
int32 getEntry() override { return entry; }
|
||||
std::string const getTitle() override;
|
||||
|
||||
protected:
|
||||
int32 entry;
|
||||
};
|
||||
|
||||
//Current target and location for the bot to travel to.
|
||||
//The flow is as follows:
|
||||
//PREPARE (wait until no loot is near)
|
||||
//TRAVEL (move towards target until close enough) (rpg and grind is disabled)
|
||||
//WORK (grind/rpg until the target is no longer active) (rpg and grind is enabled on quest mobs)
|
||||
//COOLDOWN (wait some time free to do what the bot wants)
|
||||
//EXPIRE (if any of the above actions take too long pick a new target)
|
||||
class TravelTarget : AiObject
|
||||
{
|
||||
public:
|
||||
TravelTarget(PlayerbotAI* botAI) : AiObject(botAI), m_status(TRAVEL_STATUS_NONE), startTime(getMSTime()) { };
|
||||
TravelTarget(PlayerbotAI* botAI, TravelDestination* tDestination1, WorldPosition* wPosition1) : AiObject(botAI), m_status(TRAVEL_STATUS_NONE), startTime(getMSTime())
|
||||
{
|
||||
setTarget(tDestination1, wPosition1);
|
||||
}
|
||||
|
||||
~TravelTarget();
|
||||
|
||||
void setTarget(TravelDestination* tDestination1, WorldPosition* wPosition1, bool groupCopy1 = false);
|
||||
void setStatus(TravelStatus status);
|
||||
void setExpireIn(uint32 expireMs)
|
||||
{
|
||||
statusTime = getExpiredTime() + expireMs;
|
||||
}
|
||||
|
||||
void incRetry(bool isMove)
|
||||
{
|
||||
if (isMove)
|
||||
++moveRetryCount;
|
||||
else
|
||||
++extendRetryCount;
|
||||
}
|
||||
|
||||
void setRetry(bool isMove, uint32 newCount = 0)
|
||||
{
|
||||
if (isMove)
|
||||
moveRetryCount = newCount;
|
||||
else
|
||||
extendRetryCount = newCount;
|
||||
}
|
||||
|
||||
void setForced(bool forced1)
|
||||
{
|
||||
forced = forced1;
|
||||
}
|
||||
|
||||
void setRadius(float radius1)
|
||||
{
|
||||
radius = radius1;
|
||||
}
|
||||
|
||||
void copyTarget(TravelTarget* target);
|
||||
void addVisitors();
|
||||
void releaseVisitors();
|
||||
|
||||
float distance(Player* bot);
|
||||
|
||||
WorldPosition* getPosition();
|
||||
TravelDestination* getDestination();
|
||||
|
||||
uint32 getEntry()
|
||||
{
|
||||
if (!tDestination)
|
||||
return 0;
|
||||
|
||||
return tDestination->getEntry();
|
||||
}
|
||||
|
||||
PlayerbotAI* getAi()
|
||||
{
|
||||
return botAI;
|
||||
}
|
||||
|
||||
uint32 getExpiredTime()
|
||||
{
|
||||
return getMSTime() - startTime;
|
||||
}
|
||||
|
||||
uint32 getTimeLeft()
|
||||
{
|
||||
return statusTime - getExpiredTime();
|
||||
}
|
||||
|
||||
uint32 getMaxTravelTime();
|
||||
uint32 getRetryCount(bool isMove)
|
||||
{
|
||||
return isMove ? moveRetryCount: extendRetryCount;
|
||||
}
|
||||
|
||||
bool isTraveling();
|
||||
bool isActive();
|
||||
bool isWorking();
|
||||
bool isPreparing();
|
||||
bool isMaxRetry(bool isMove)
|
||||
{
|
||||
return isMove ? (moveRetryCount > 5) : (extendRetryCount > 5);
|
||||
}
|
||||
|
||||
TravelStatus getStatus()
|
||||
{
|
||||
return m_status;
|
||||
}
|
||||
|
||||
TravelState getTravelState();
|
||||
|
||||
bool isGroupCopy()
|
||||
{
|
||||
return groupCopy;
|
||||
}
|
||||
|
||||
bool isForced()
|
||||
{
|
||||
return forced;
|
||||
}
|
||||
|
||||
protected:
|
||||
TravelStatus m_status;
|
||||
|
||||
uint32 startTime;
|
||||
uint32 statusTime = 0;
|
||||
|
||||
bool forced = false;
|
||||
float radius = 0.f;
|
||||
bool groupCopy = false;
|
||||
bool visitor = true;
|
||||
|
||||
uint32 extendRetryCount = 0;
|
||||
uint32 moveRetryCount = 0;
|
||||
|
||||
TravelDestination* tDestination = nullptr;
|
||||
WorldPosition* wPosition = nullptr;
|
||||
};
|
||||
|
||||
//General container for all travel destinations.
|
||||
class TravelMgr
|
||||
{
|
||||
public:
|
||||
TravelMgr() { };
|
||||
|
||||
static TravelMgr* instance()
|
||||
{
|
||||
static TravelMgr instance;
|
||||
return &instance;
|
||||
}
|
||||
|
||||
void Clear();
|
||||
void LoadQuestTravelTable();
|
||||
|
||||
template <class D, class W, class URBG>
|
||||
void weighted_shuffle(D first, D last, W first_weight, W last_weight, URBG&& g)
|
||||
{
|
||||
while (first != last && first_weight != last_weight)
|
||||
{
|
||||
std::discrete_distribution<int>dd(first_weight, last_weight);
|
||||
auto i = dd(g);
|
||||
|
||||
if (i)
|
||||
{
|
||||
std::swap(*first, *std::next(first, i));
|
||||
std::swap(*first_weight, *std::next(first_weight, i));
|
||||
}
|
||||
++first;
|
||||
++first_weight;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<WorldPosition*> getNextPoint(WorldPosition* center, std::vector<WorldPosition*> points, uint32 amount = 1);
|
||||
std::vector<WorldPosition> getNextPoint(WorldPosition center, std::vector<WorldPosition> points, uint32 amount = 1);
|
||||
QuestStatusData* getQuestStatus(Player* bot, uint32 questId);
|
||||
bool getObjectiveStatus(Player* bot, Quest const* pQuest, uint32 objective);
|
||||
uint32 getDialogStatus(Player* pPlayer, int32 questgiver, Quest const* pQuest);
|
||||
std::vector<TravelDestination*> getQuestTravelDestinations(Player* bot, int32 questId = -1, bool ignoreFull = false, bool ignoreInactive = false, float maxDistance = 5000, bool ignoreObjectives = false);
|
||||
std::vector<TravelDestination*> getRpgTravelDestinations(Player* bot, bool ignoreFull = false, bool ignoreInactive = false, float maxDistance = 5000);
|
||||
std::vector<TravelDestination*> getExploreTravelDestinations(Player* bot, bool ignoreFull = false, bool ignoreInactive = false);
|
||||
std::vector<TravelDestination*> getGrindTravelDestinations(Player* bot, bool ignoreFull = false, bool ignoreInactive = false, float maxDistance = 5000);
|
||||
std::vector<TravelDestination*> getBossTravelDestinations(Player* bot, bool ignoreFull = false, bool ignoreInactive = false, float maxDistance = 25000);
|
||||
|
||||
void setNullTravelTarget(Player* player);
|
||||
|
||||
void addMapTransfer(WorldPosition start, WorldPosition end, float portalDistance = 0.1f, bool makeShortcuts = true);
|
||||
void loadMapTransfers();
|
||||
float mapTransDistance(WorldPosition start, WorldPosition end);
|
||||
float fastMapTransDistance(WorldPosition start, WorldPosition end);
|
||||
|
||||
NullTravelDestination* nullTravelDestination = new NullTravelDestination();
|
||||
WorldPosition* nullWorldPosition = new WorldPosition();
|
||||
|
||||
void addBadVmap(uint32 mapId, uint8 x, uint8 y)
|
||||
{
|
||||
badVmap.push_back(std::make_tuple(mapId, x, y));
|
||||
}
|
||||
|
||||
void addBadMmap(uint32 mapId, uint8 x, uint8 y)
|
||||
{
|
||||
badMmap.push_back(std::make_tuple(mapId, x, y));
|
||||
}
|
||||
|
||||
bool isBadVmap(uint32 mapId, uint8 x, uint8 y)
|
||||
{
|
||||
return std::find(badVmap.begin(), badVmap.end(), std::make_tuple(mapId, x, y)) != badVmap.end();
|
||||
}
|
||||
|
||||
bool isBadMmap(uint32 mapId, uint8 x, uint8 y)
|
||||
{
|
||||
return std::find(badMmap.begin(), badMmap.end(), std::make_tuple(mapId, x, y)) != badMmap.end();
|
||||
}
|
||||
|
||||
void printGrid(uint32 mapId, int x, int y, std::string const type);
|
||||
void printObj(WorldObject* obj, std::string const type);
|
||||
|
||||
//protected:
|
||||
void logQuestError(uint32 errorNr, Quest* quest, uint32 objective = 0, uint32 unitId = 0, uint32 itemId = 0);
|
||||
|
||||
std::vector<uint32> avoidLoaded;
|
||||
|
||||
std::vector<QuestTravelDestination*> questGivers;
|
||||
std::vector<RpgTravelDestination*> rpgNpcs;
|
||||
std::vector<GrindTravelDestination*> grindMobs;
|
||||
std::vector<BossTravelDestination*> bossMobs;
|
||||
|
||||
std::unordered_map<uint32, ExploreTravelDestination*> exploreLocs;
|
||||
std::unordered_map<uint32, QuestContainer*> quests;
|
||||
|
||||
std::vector<std::tuple<uint32, uint8, uint8>> badVmap, badMmap;
|
||||
|
||||
std::unordered_map<std::pair<uint32, uint32>, std::vector<mapTransfer>, boost::hash<std::pair<uint32, uint32>>> mapTransfersMap;
|
||||
};
|
||||
|
||||
#define sTravelMgr TravelMgr::instance()
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user