Movement overhead

This commit is contained in:
Yunfan Li
2024-04-11 19:17:42 +08:00
parent 3be922ce78
commit f2884d94e6
2 changed files with 82 additions and 8 deletions

View File

@@ -3,7 +3,9 @@
*/
#include "MovementActions.h"
#include "Map.h"
#include "MotionMaster.h"
#include "MoveSplineInitArgs.h"
#include "MovementGenerator.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
@@ -151,13 +153,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// }
bool generatePath = !bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) &&
!bot->IsFlying() && !bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !bot->IsInWater();
float modifiedZ = SearchBestGroundZForPath(x, y, z, generatePath, 20.0f, normal_only, 8.0f);
if (modifiedZ == INVALID_HEIGHT) {
return false;
}
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > sPlayerbotAIConfig->contactDistance)
{
if (!generatePath) {
float distance = bot->GetExactDist(x, y, z);
WaitForReach(distance);
if (bot->IsSitState())
@@ -171,9 +168,36 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
MotionMaster &mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(mapId, x, y, modifiedZ, generatePath);
mm.MovePoint(mapId, x, y, z, generatePath);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true;
} else {
float modifiedZ;
Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ);
if (modifiedZ == INVALID_HEIGHT) {
return false;
}
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > sPlayerbotAIConfig->contactDistance)
{
WaitForReach(distance);
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{
bot->CastStop();
botAI->InterruptSpell();
}
MotionMaster &mm = *bot->GetMotionMaster();
mm.Clear();
mm.MoveSplinePath(&path);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true;
}
}
return false;
@@ -1378,6 +1402,55 @@ float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool g
return current_z;
}
const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount, bool normal_only, float step)
{
bool found = false;
modified_z = INVALID_HEIGHT;
float tempZ = bot->GetMapWaterOrGroundLevel(x, y, z);
PathGenerator gen(bot);
gen.CalculatePath(x, y, tempZ);
Movement::PointsArray result = gen.GetPath();
float min_length = gen.getPathLength();
if (gen.GetPathType() == PATHFIND_NORMAL && abs(tempZ - z) < 0.5f) {
modified_z = tempZ;
return result;
}
// Start searching
if (gen.GetPathType() == PATHFIND_NORMAL) {
found = true;
modified_z = tempZ;
}
int count = 1;
for (float delta = step; count < maxSearchCount / 2 + 1; count++, delta += step) {
tempZ = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
PathGenerator gen(bot);
gen.CalculatePath(x, y, tempZ);
if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
found = true;
min_length = gen.getPathLength();
result = gen.GetPath();
modified_z = tempZ;
}
}
for (float delta = -step; count < maxSearchCount; count++, delta -= step) {
tempZ = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
PathGenerator gen(bot);
gen.CalculatePath(x, y, tempZ);
if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
found = true;
min_length = gen.getPathLength();
result = gen.GetPath();
modified_z = tempZ;
}
}
if (!found && normal_only) {
return Movement::PointsArray{};
}
if (!found && !normal_only) {
return result;
}
return result;
}
bool FleeAction::Execute(Event event)
{

View File

@@ -43,6 +43,7 @@ class MovementAction : public Action
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
private:
float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount = 5, bool normal_only = false, float step = 8.0f);
};
class FleeAction : public MovementAction