Files
mod-playerbots/src/TravelNode.cpp
kadeshar 85c7009fe1 Codestyle fix (#1797)
Warning:
Dont change this PR as draft to make it testable


DONT REVIEW UNTIL Codestyle C++ workflow dont pass
2025-11-05 21:10:17 +01:00

2589 lines
85 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "TravelNode.h"
#include <iomanip>
#include <regex>
#include "BudgetValues.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "TransportMgr.h"
// TravelNodePath(float distance = 0.1f, float extraCost = 0, TravelNodePathType pathType = TravelNodePathType::walk,
// uint32 pathObject = 0, bool calculated = false, std::vector<uint8> maxLevelCreature = { 0,0,0 }, float swimDistance =
// 0)
std::string const TravelNodePath::print()
{
std::ostringstream out;
out << std::fixed << std::setprecision(1);
out << distance << "f,";
out << extraCost << "f,";
out << std::to_string(uint8(pathType)) << ",";
out << pathObject << ",";
out << (calculated ? "true" : "false") << ",";
out << std::to_string(maxLevelCreature[0]) << "," << std::to_string(maxLevelCreature[1]) << ","
<< std::to_string(maxLevelCreature[2]) << ",";
out << swimDistance << "f";
return out.str().c_str();
}
// Gets the extra information needed to properly calculate the cost.
void TravelNodePath::calculateCost(bool distanceOnly)
{
std::unordered_map<FactionTemplateEntry const*, bool> aReact, hReact;
bool aFriend, hFriend;
if (calculated)
return;
distance = 0.1f;
maxLevelCreature = {0, 0, 0};
swimDistance = 0;
WorldPosition lastPoint = WorldPosition();
for (auto& point : path)
{
if (!distanceOnly)
{
for (CreatureData const* cData : point.getCreaturesNear(50)) // Agro radius + 5
{
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(cData->id1);
if (cInfo)
{
FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(cInfo->faction);
if (aReact.find(factionEntry) == aReact.end())
aReact.insert(std::make_pair(
factionEntry, Unit::GetFactionReactionTo(
factionEntry, sFactionTemplateStore.LookupEntry(1)) > REP_NEUTRAL));
aFriend = aReact.find(factionEntry)->second;
if (hReact.find(factionEntry) == hReact.end())
hReact.insert(std::make_pair(
factionEntry, Unit::GetFactionReactionTo(
factionEntry, sFactionTemplateStore.LookupEntry(2)) > REP_NEUTRAL));
hFriend = hReact.find(factionEntry)->second;
if (maxLevelCreature[0] < cInfo->maxlevel && !aFriend && !hFriend)
maxLevelCreature[0] = cInfo->maxlevel;
if (maxLevelCreature[1] < cInfo->maxlevel && aFriend && !hFriend)
maxLevelCreature[1] = cInfo->maxlevel;
if (maxLevelCreature[2] < cInfo->maxlevel && !aFriend && hFriend)
maxLevelCreature[2] = cInfo->maxlevel;
}
}
}
if (lastPoint && point.getMapId() == lastPoint.getMapId())
{
if (!distanceOnly && (point.isInWater() || lastPoint.isInWater()))
swimDistance += point.distance(lastPoint);
distance += point.distance(lastPoint);
}
lastPoint = point;
}
if (!distanceOnly)
calculated = true;
}
// The cost to travel this path.
float TravelNodePath::getCost(Player* bot, uint32 cGold)
{
float modifier = 1.0f; // Global modifier
float timeCost = 0.1f;
float runDistance = distance - swimDistance;
float speed = 8.0f; // default run speed
float swimSpeed = 4.0f; // default swim speed.
if (bot)
{
if (getPathType() == TravelNodePathType::flightPath && pathObject)
{
if (!bot->IsAlive())
return -1;
TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(pathObject);
if (!taxiPath)
return -1;
if (!bot->isTaxiCheater() && taxiPath->price > cGold)
return -1;
if (!bot->isTaxiCheater() && !bot->m_taxi.IsTaximaskNodeKnown(taxiPath->to))
return -1;
TaxiNodesEntry const* startTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->from);
TaxiNodesEntry const* endTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->to);
if (!startTaxiNode || !endTaxiNode ||
!startTaxiNode->MountCreatureID[bot->GetTeamId() == TEAM_ALLIANCE ? 1 : 0] ||
!endTaxiNode->MountCreatureID[bot->GetTeamId() == TEAM_ALLIANCE ? 1 : 0])
return -1;
}
speed = bot->GetSpeed(MOVE_RUN);
swimSpeed = bot->GetSpeed(MOVE_SWIM);
if (bot->HasSpell(1066))
swimSpeed *= 1.5;
uint32 level = bot->GetLevel();
bool isAlliance = Unit::GetFactionReactionTo(bot->GetFactionTemplateEntry(),
sFactionTemplateStore.LookupEntry(1)) > REP_NEUTRAL;
int factionAnnoyance = 0;
if (maxLevelCreature.size() > 0)
{
int mobAnnoyance = (maxLevelCreature[0] - level) - 10; // Mobs 10 levels below do not bother us.
if (isAlliance)
factionAnnoyance = (maxLevelCreature[2] - level) - 10; // Opposite faction below 30 do not bother us.
else if (!isAlliance)
factionAnnoyance = (maxLevelCreature[1] - level) - 10;
if (mobAnnoyance > 0)
modifier += 0.1 * mobAnnoyance; // For each level the whole path takes 10% longer.
if (factionAnnoyance > 0)
modifier += 0.3 * factionAnnoyance; // For each level the whole path takes 10% longer.
}
}
else if (getPathType() == TravelNodePathType::flightPath)
return -1;
if (getPathType() != TravelNodePathType::walk)
timeCost = extraCost * modifier;
else
timeCost = (runDistance / speed + swimDistance / swimSpeed) * modifier;
return timeCost;
}
uint32 TravelNodePath::getPrice()
{
if (getPathType() != TravelNodePathType::flightPath)
return 0;
if (!pathObject)
return 0;
TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(pathObject);
if (!taxiPath)
return 0;
return taxiPath->price;
}
// Creates or appends the path from one node to another. Returns if the path.
TravelNodePath* TravelNode::buildPath(TravelNode* endNode, Unit* bot, bool postProcess)
{
if (getMapId() != endNode->getMapId())
return nullptr;
TravelNodePath* returnNodePath;
if (!hasPathTo(endNode)) // Create path if it doesn't exists
returnNodePath = setPathTo(endNode, TravelNodePath(), false);
else
returnNodePath = getPathTo(endNode); // Get the exsisting path.
if (returnNodePath->getComplete()) // Path is already complete. Return it.
return returnNodePath;
std::vector<WorldPosition> path = returnNodePath->getPath();
if (path.empty())
path = {*getPosition()}; // Start the path from the current Node.
WorldPosition* endPos = endNode->getPosition(); // Build the path to the end Node.
path = endPos->getPathFromPath(path, bot); // Pathfind from the existing path to the end Node.
bool canPath = endPos->isPathTo(path); // Check if we reached our destination.
if (!canPath && endNode->hasLinkTo(this)) // Unable to find a path? See if the reverse is possible.
{
TravelNodePath backNodePath = *endNode->getPathTo(this);
if (backNodePath.getPathType() == TravelNodePathType::walk)
{
std::vector<WorldPosition> bPath = backNodePath.getPath();
if (!backNodePath.getComplete()) // Build it if it's not already complete.
{
if (bPath.empty())
bPath = {*endNode->getPosition()}; // Start the path from the end Node.
WorldPosition* thisPos = getPosition(); // Build the path to this Node.
bPath = thisPos->getPathFromPath(bPath, bot); // Pathfind from the existing path to the this Node.
canPath = thisPos->isPathTo(bPath); // Check if we reached our destination.
}
else
canPath = true;
if (canPath)
{
std::reverse(bPath.begin(), bPath.end());
path = bPath;
}
}
}
// Transports are (probably?) not solid at this moment. We need to walk over them so we need extra code for this.
// Some portals are 'too' solid so we can't properly walk in them. Again we need to bypass this.
if (!isTransport() && !isPortal() && (endNode->isPortal() || endNode->isTransport()))
{
if (endNode->isTransport() && path.back().isInWater()) // Do not swim to boats.
canPath = false;
else if (!canPath && endPos->isPathTo(path, 20.0f)) // Cheat a little for transports and portals.
{
path.push_back(*endPos);
canPath = true;
if (!endNode->hasPathTo(this) || !endNode->getPathTo(this)->getComplete())
{
std::vector<WorldPosition> reversePath = path;
std::reverse(reversePath.begin(), reversePath.end());
TravelNodePath* backNodePath = endNode->setPathTo(this, TravelNodePath(), false);
backNodePath->setComplete(canPath);
endNode->setLinkTo(this, true);
backNodePath->setPath(reversePath);
backNodePath->calculateCost(!postProcess);
}
}
}
if (isTransport() && path.size() > 1)
{
WorldPosition secondPos =
*std::next(path.begin()); // This is to prevent bots from jumping in the water from a transport. Need to
// remove this when transports are properly handled.
if (secondPos.getMap() && secondPos.isInWater())
canPath = false;
}
returnNodePath->setComplete(canPath);
if (canPath && !hasLinkTo(endNode))
setLinkTo(endNode, true);
returnNodePath->setPath(path);
if (!returnNodePath->getCalculated())
{
returnNodePath->calculateCost(!postProcess);
}
if (canPath && endNode->hasPathTo(this) && !endNode->hasLinkTo(this))
{
TravelNodePath* backNodePath = endNode->getPathTo(this);
std::vector<WorldPosition> reversePath = path;
reverse(reversePath.begin(), reversePath.end());
backNodePath->setPath(reversePath);
endNode->setLinkTo(this, true);
if (!backNodePath->getCalculated())
{
backNodePath->calculateCost(!postProcess);
}
}
return returnNodePath;
}
// Generic routine to remove references to nodes.
void TravelNode::removeLinkTo(TravelNode* node, bool removePaths)
{
if (node) // Unlink this specific node
{
if (removePaths)
paths.erase(node);
links.erase(node);
routes.erase(node);
}
else
{
// Remove all references to this node.
for (auto& node : sTravelNodeMap->getNodes())
{
if (node->hasPathTo(this))
node->removeLinkTo(this, removePaths);
}
links.clear();
paths.clear();
routes.clear();
}
}
std::vector<TravelNode*> TravelNode::getNodeMap(bool importantOnly, std::vector<TravelNode*> ignoreNodes)
{
std::vector<TravelNode*> openList;
std::vector<TravelNode*> closeList;
openList.push_back(this);
uint32 i = 0;
while (i < openList.size())
{
TravelNode* currentNode = openList[i];
i++;
if (!importantOnly || currentNode->isImportant())
closeList.push_back(currentNode);
for (auto& nextPath : *currentNode->getLinks())
{
TravelNode* nextNode = nextPath.first;
if (std::find(openList.begin(), openList.end(), nextNode) == openList.end())
{
if (ignoreNodes.empty() ||
std::find(ignoreNodes.begin(), ignoreNodes.end(), nextNode) == ignoreNodes.end())
openList.push_back(nextNode);
}
}
}
return std::move(closeList);
}
bool TravelNode::isUselessLink(TravelNode* farNode)
{
if (getPathTo(farNode)->getPathType() != TravelNodePathType::walk)
return false;
float farLength;
if (hasLinkTo(farNode))
farLength = getPathTo(farNode)->getDistance();
else
farLength = getDistance(farNode);
for (auto& link : *getLinks())
{
TravelNode* nearNode = link.first;
float nearLength = link.second->getDistance();
if (farNode == nearNode)
continue;
if (farNode->hasLinkTo(this) && !nearNode->hasLinkTo(this))
continue;
if (nearNode->hasLinkTo(farNode))
{
// Is it quicker to go past second node to reach first node instead of going directly?
if (nearLength + nearNode->linkDistanceTo(farNode) < farLength * 1.1)
return true;
}
else
{
TravelNodeRoute route = sTravelNodeMap->getRoute(nearNode, farNode, nullptr);
if (route.isEmpty())
continue;
if (route.hasNode(this))
continue;
// Is it quicker to go past second (and multiple) nodes to reach the first node instead of going directly?
if (nearLength + route.getTotalDistance() < farLength * 1.1)
return true;
}
}
return false;
}
void TravelNode::cropUselessLink(TravelNode* farNode)
{
if (isUselessLink(farNode))
removeLinkTo(farNode);
}
bool TravelNode::cropUselessLinks()
{
bool hasRemoved = false;
for (auto& firstLink : *getPaths())
{
TravelNode* farNode = firstLink.first;
if (this->hasLinkTo(farNode) && this->isUselessLink(farNode))
{
this->removeLinkTo(farNode);
hasRemoved = true;
if (sPlayerbotAIConfig->hasLog("crop.csv"))
{
std::ostringstream out;
out << getName() << ",";
out << farNode->getName() << ",";
WorldPosition().printWKT({*getPosition(), *farNode->getPosition()}, out, 1);
out << std::fixed;
sPlayerbotAIConfig->log("crop.csv", out.str().c_str());
}
}
if (farNode->hasLinkTo(this) && farNode->isUselessLink(this))
{
farNode->removeLinkTo(this);
hasRemoved = true;
if (sPlayerbotAIConfig->hasLog("crop.csv"))
{
std::ostringstream out;
out << getName() << ",";
out << farNode->getName() << ",";
WorldPosition().printWKT({*getPosition(), *farNode->getPosition()}, out, 1);
out << std::fixed;
sPlayerbotAIConfig->log("crop.csv", out.str().c_str());
}
}
}
return hasRemoved;
/*
//std::vector<std::pair<TravelNode*, TravelNode*>> toRemove;
for (auto& firstLink : getLinks())
{
TravelNode* firstNode = firstLink.first;
float firstLength = firstLink.second.getDistance();
for (auto& secondLink : getLinks())
{
TravelNode* secondNode = secondLink.first;
float secondLength = secondLink.second.getDistance();
if (firstNode == secondNode)
continue;
if (std::find(toRemove.begin(), toRemove.end(), [firstNode, secondNode](std::pair<TravelNode*, TravelNode*>
pair) {return pair.first == firstNode || pair.first == secondNode;}) != toRemove.end()) continue;
if (firstNode->hasLinkTo(secondNode))
{
//Is it quicker to go past first node to reach second node instead of going directly?
if (firstLength + firstNode->linkLengthTo(secondNode) < secondLength * 1.1)
{
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
continue;
toRemove.push_back(make_pair(this, secondNode));
}
}
else
{
TravelNodeRoute route = sTravelNodeMap->getRoute(firstNode, secondNode, false);
if (route.isEmpty())
continue;
if (route.hasNode(this))
continue;
//Is it quicker to go past first (and multiple) nodes to reach the second node instead of going
directly? if (firstLength + route.getLength() < secondLength * 1.1)
{
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
continue;
toRemove.push_back(make_pair(this, secondNode));
}
}
}
//Reverse cleanup. This is needed when we add a node in an existing map.
if (firstNode->hasLinkTo(this))
{
firstLength = firstNode->getPathTo(this)->getDistance();
for (auto& secondLink : firstNode->getLinks())
{
TravelNode* secondNode = secondLink.first;
float secondLength = secondLink.second.getDistance();
if (this == secondNode)
continue;
if (std::find(toRemove.begin(), toRemove.end(), [firstNode, secondNode](std::pair<TravelNode*,
TravelNode*> pair) {return pair.first == firstNode || pair.first == secondNode; }) != toRemove.end()) continue;
if (firstNode->hasLinkTo(secondNode))
{
//Is it quicker to go past first node to reach second node instead of going directly?
if (firstLength + firstNode->linkLengthTo(secondNode) < secondLength * 1.1)
{
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
continue;
toRemove.push_back(make_pair(this, secondNode));
}
}
else
{
TravelNodeRoute route = sTravelNodeMap->getRoute(firstNode, secondNode, false);
if (route.isEmpty())
continue;
if (route.hasNode(this))
continue;
//Is it quicker to go past first (and multiple) nodes to reach the second node instead of going
directly? if (firstLength + route.getLength() < secondLength * 1.1)
{
if (secondNode->hasLinkTo(this) && !firstNode->hasLinkTo(this))
continue;
toRemove.push_back(make_pair(this, secondNode));
}
}
}
}
}
for (auto& nodePair : toRemove)
nodePair.first->unlinkNode(nodePair.second, false);
*/
}
bool TravelNode::isEqual(TravelNode* compareNode)
{
if (!hasLinkTo(compareNode))
return false;
if (!compareNode->hasLinkTo(this))
return false;
for (auto& node : sTravelNodeMap->getNodes())
{
if (node == this || node == compareNode)
continue;
if (node->hasLinkTo(this) != node->hasLinkTo(compareNode))
return false;
if (hasLinkTo(node) != compareNode->hasLinkTo(node))
return false;
}
return true;
}
void TravelNode::print([[maybe_unused]] bool printFailed)
{
// WorldPosition* startPosition = getPosition(); //not used, line marked for removal.
uint32 mapSize = getNodeMap(true).size();
std::ostringstream out;
std::string name = getName();
name.erase(std::remove(name.begin(), name.end(), '\"'), name.end());
out << name.c_str() << ",";
out << std::fixed << std::setprecision(2);
point.printWKT(out);
out << getZ() << ",";
out << getO() << ",";
out << (isImportant() ? 1 : 0) << ",";
out << mapSize;
sPlayerbotAIConfig->log("travelNodes.csv", out.str().c_str());
std::vector<WorldPosition> ppath;
for (auto& endNode : sTravelNodeMap->getNodes())
{
if (endNode == this)
continue;
if (!hasPathTo(endNode))
continue;
TravelNodePath* path = getPathTo(endNode);
if (!hasLinkTo(endNode) && urand(0, 20) && !printFailed)
continue;
ppath = path->getPath();
if (ppath.size() < 2 && hasLinkTo(endNode))
{
ppath.push_back(point);
ppath.push_back(*endNode->getPosition());
}
if (ppath.size() > 1)
{
std::ostringstream out;
uint32 pathType = 1;
if (!hasLinkTo(endNode))
pathType = 0;
else if (path->getPathType() == TravelNodePathType::transport)
pathType = 2;
else if (path->getPathType() == TravelNodePathType::portal && getMapId() == endNode->getMapId())
pathType = 3;
else if (path->getPathType() == TravelNodePathType::portal)
pathType = 4;
else if (path->getPathType() == TravelNodePathType::flightPath)
pathType = 5;
else if (!path->getComplete())
pathType = 6;
out << pathType << ",";
out << std::fixed << std::setprecision(2);
point.printWKT(ppath, out, 1);
out << path->getPathObject() << ",";
out << path->getDistance() << ",";
out << path->getCost() << ",";
out << (path->getComplete() ? 0 : 1) << ",";
out << std::to_string(path->getMaxLevelCreature()[0]) << ",";
out << std::to_string(path->getMaxLevelCreature()[1]) << ",";
out << std::to_string(path->getMaxLevelCreature()[2]);
sPlayerbotAIConfig->log("travelPaths.csv", out.str().c_str());
}
}
}
// Attempts to move ahead of the path.
bool TravelPath::makeShortCut(WorldPosition startPos, float maxDist)
{
if (getPath().empty())
return false;
float maxDistSq = maxDist * maxDist;
float minDist = -1;
float totalDist = fullPath.begin()->point.sqDistance(startPos);
std::vector<PathNodePoint> newPath;
WorldPosition firstNode;
for (auto& p : fullPath) // cycle over the full path
{
// if (p.point.getMapId() != startPos.getMapId())
// continue;
if (p.point.getMapId() == startPos.getMapId())
{
float curDist = p.point.sqDistance(startPos);
if (&p != &fullPath.front())
totalDist += p.point.sqDistance(std::prev(&p)->point);
if (curDist <
sPlayerbotAIConfig->tooCloseDistance *
sPlayerbotAIConfig->tooCloseDistance) // We are on the path. This is a good starting point
{
minDist = curDist;
totalDist = curDist;
newPath.clear();
}
if (p.type != NODE_PREPATH) // Only look at the part after the first node and in the same map.
{
if (!firstNode)
firstNode = p.point;
if (minDist == -1 || curDist < minDist ||
(curDist < maxDistSq && curDist < totalDist / 2)) // Start building from the last closest point or
// a point that is close but far on the path.
{
minDist = curDist;
totalDist = curDist;
newPath.clear();
}
}
}
newPath.push_back(p);
}
if (newPath.empty() || minDist > maxDistSq || newPath.front().point.getMapId() != startPos.getMapId())
{
clear();
return false;
}
WorldPosition beginPos = newPath.begin()->point;
// The old path seems to be the best.
if (beginPos.distance(firstNode) < sPlayerbotAIConfig->tooCloseDistance)
return false;
// We are (nearly) on the new path. Just follow the rest.
if (beginPos.distance(startPos) < sPlayerbotAIConfig->tooCloseDistance)
{
fullPath = newPath;
return true;
}
std::vector<WorldPosition> toPath = startPos.getPathTo(beginPos, nullptr);
// We can not reach the new begin position. Follow the complete path.
if (!beginPos.isPathTo(toPath))
return false;
// Move to the new path and continue.
fullPath.clear();
addPath(toPath);
addPath(newPath);
return true;
}
bool TravelPath::shouldMoveToNextPoint(WorldPosition startPos, std::vector<PathNodePoint>::iterator beg,
std::vector<PathNodePoint>::iterator ed, std::vector<PathNodePoint>::iterator p,
float& moveDist, float maxDist)
{
if (p == ed) // We are the end. Stop now.
return false;
auto nextP = std::next(p);
// We are moving to a area trigger node and want to move to the next teleport node.
if (p->type == NODE_PORTAL && nextP->type == NODE_PORTAL && p->entry == nextP->entry)
{
return false; // Move to teleport and activate area trigger.
}
// We are using a hearthstone.
if (p->type == NODE_TELEPORT && nextP->type == NODE_TELEPORT && p->entry == nextP->entry)
{
return false; // Move to teleport and activate area trigger.
}
// We are almost at a transport node. Move to the node before this.
if (nextP->type == NODE_TRANSPORT && nextP->entry && moveDist > INTERACTION_DISTANCE)
{
return false;
}
// We are moving to a transport node.
if (p->type == NODE_TRANSPORT && p->entry)
{
if (nextP->type != NODE_TRANSPORT && p != beg &&
std::prev(p)->type != NODE_TRANSPORT) // We are not using the transport. Skip it.
return true;
return false; // Teleport to exit of transport.
}
// We are moving to a flightpath and want to fly.
if (p->type == NODE_FLIGHTPATH && nextP->type == NODE_FLIGHTPATH)
{
return false;
}
float nextMove = p->point.distance(nextP->point);
if (p->point.getMapId() != startPos.getMapId() ||
((moveDist + nextMove > maxDist || startPos.distance(nextP->point) > maxDist) && moveDist > 0))
{
return false;
}
moveDist += nextMove;
return true;
}
// Next position to move to
WorldPosition TravelPath::getNextPoint(WorldPosition startPos, float maxDist, TravelNodePathType& pathType,
uint32& entry)
{
if (getPath().empty())
return WorldPosition();
auto beg = fullPath.begin();
auto ed = fullPath.end();
float minDist = 0.0f;
auto startP = beg;
// Get the closest point on the path to start from.
for (auto p = startP; p != ed; p++)
{
if (p->point.getMapId() != startPos.getMapId())
continue;
float curDist = p->point.distance(startPos);
if (curDist <= minDist || p == beg)
{
minDist = curDist;
startP = p;
}
}
float moveDist = startP->point.distance(startPos);
// Move as far as we are allowed
for (auto p = startP; p != ed; p++)
{
if (shouldMoveToNextPoint(startPos, beg, ed, p, moveDist, maxDist))
continue;
startP = p;
break;
}
// We are moving towards a teleport. Move to portal an activate area trigger
if (startP->type == NODE_PORTAL)
{
pathType = TravelNodePathType::portal;
entry = startP->entry;
return startP->point;
}
// We are using a hearthstone
if (startP->type == NODE_TELEPORT)
{
pathType = TravelNodePathType::teleportSpell;
entry = startP->entry;
return startP->point;
}
// We are moving towards a flight path. Move to flight master and activate flight path.
if (startP->type == NODE_FLIGHTPATH && startPos.distance(startP->point) < INTERACTION_DISTANCE)
{
pathType = TravelNodePathType::flightPath;
entry = startP->entry;
return startP->point;
}
// We are moving towards transport. Teleport to next normal point instead.
if (startP->type == NODE_TRANSPORT)
{
for (auto p = startP + 1; p != ed; p++)
{
if (p->type != NODE_TRANSPORT)
{
pathType = TravelNodePathType::portal;
entry = 0;
return p->point;
}
}
}
// We have to move far for next point. Try to make a cropped path.
if (moveDist < sPlayerbotAIConfig->targetPosRecalcDistance && std::next(startP) != ed)
{
// std::vector<WorldPosition> path = startPos.getPathTo(std::next(startP)->point, nullptr);
// startP->point = startPos.lastInRange(path, -1, maxDist);
return WorldPosition();
}
return startP->point;
}
std::ostringstream const TravelPath::print()
{
std::ostringstream out;
out << sPlayerbotAIConfig->GetTimestampStr();
out << "+00,"
<< "1,";
out << std::fixed;
WorldPosition().printWKT(getPointPath(), out, 1);
return out;
}
float TravelNodeRoute::getTotalDistance()
{
float totalLength = 0;
for (uint32 i = 0; i < nodes.size() - 2; i++)
{
totalLength += nodes[i]->linkDistanceTo(nodes[i + 1]);
}
return totalLength;
}
TravelPath TravelNodeRoute::buildPath(std::vector<WorldPosition> pathToStart, std::vector<WorldPosition> pathToEnd,
[[maybe_unused]] Unit* bot)
{
TravelPath travelPath;
if (!pathToStart.empty()) // From start position to start of path.
travelPath.addPath(pathToStart, NODE_PREPATH);
TravelNode* prevNode = nullptr;
for (auto& node : nodes)
{
if (prevNode)
{
TravelNodePath* nodePath = nullptr;
if (prevNode->hasPathTo(node)) // Get the path to the next node if it exists.
nodePath = prevNode->getPathTo(node);
if (!nodePath || !nodePath->getComplete()) // Build the path to the next node if it doesn't exist.
{
if (!prevNode->isTransport())
nodePath = prevNode->buildPath(node, nullptr);
else // For transports we have no proper path since the node is in air/water. Instead we build a
// reverse path and follow that.
{
node->buildPath(prevNode, nullptr); // Reverse build to get proper path.
nodePath = prevNode->getPathTo(node);
}
}
TravelNodePath returnNodePath;
if (!nodePath || !nodePath->getComplete()) // It looks like we can't properly path to our node. Make a
// temporary reverse path and see if that works instead.
{
returnNodePath =
*node->buildPath(prevNode, nullptr); // Build reverse path and save it to a temporary variable.
std::vector<WorldPosition> path = returnNodePath.getPath();
std::reverse(path.begin(), path.end()); // Reverse the path
returnNodePath.setPath(path);
nodePath = &returnNodePath;
}
if (!nodePath || !nodePath->getComplete()) // If we can not build a path just try to move to the node.
{
travelPath.addPoint(*prevNode->getPosition(), NODE_NODE);
prevNode = node;
continue;
}
if (nodePath->getPathType() == TravelNodePathType::portal) // Teleport to next node.
{
travelPath.addPoint(*prevNode->getPosition(), NODE_PORTAL, nodePath->getPathObject()); // Entry point
travelPath.addPoint(*node->getPosition(), NODE_PORTAL, nodePath->getPathObject()); // Exit point
}
else if (nodePath->getPathType() == TravelNodePathType::transport) // Move onto transport
{
travelPath.addPoint(*prevNode->getPosition(), NODE_TRANSPORT,
nodePath->getPathObject()); // Departure point
travelPath.addPoint(*node->getPosition(), NODE_TRANSPORT, nodePath->getPathObject()); // Arrival point
}
else if (nodePath->getPathType() == TravelNodePathType::flightPath) // Use the flightpath
{
travelPath.addPoint(*prevNode->getPosition(), NODE_FLIGHTPATH,
nodePath->getPathObject()); // Departure point
travelPath.addPoint(*node->getPosition(), NODE_FLIGHTPATH, nodePath->getPathObject()); // Arrival point
}
else if (nodePath->getPathType() == TravelNodePathType::teleportSpell)
{
travelPath.addPoint(*prevNode->getPosition(), NODE_TELEPORT, nodePath->getPathObject());
travelPath.addPoint(*node->getPosition(), NODE_TELEPORT, nodePath->getPathObject());
}
else
{
std::vector<WorldPosition> path = nodePath->getPath();
if (path.size() > 1 &&
node != nodes.back()) // Remove the last point since that will also be the start of the next path.
path.pop_back();
if (path.size() > 1 && prevNode->isPortal() &&
nodePath->getPathType() != TravelNodePathType::portal) // Do not move to the area trigger if we
// don't plan to take the portal.
path.erase(path.begin());
if (path.size() > 1 && prevNode->isTransport() &&
nodePath->getPathType() !=
TravelNodePathType::transport) // Do not move to the transport if we aren't going to take it.
path.erase(path.begin());
travelPath.addPath(path, NODE_PATH);
}
}
prevNode = node;
}
if (!pathToEnd.empty())
travelPath.addPath(pathToEnd, NODE_PATH);
return travelPath;
}
std::ostringstream const TravelNodeRoute::print()
{
std::ostringstream out;
out << sPlayerbotAIConfig->GetTimestampStr();
out << "+00"
<< ",0,"
<< "\"LINESTRING(";
for (auto& node : nodes)
{
out << std::fixed << node->getPosition()->getDisplayX() << " " << node->getPosition()->getDisplayY() << ",";
}
out << ")\"";
return out;
}
TravelNodeMap::TravelNodeMap(TravelNodeMap* baseMap)
{
TravelNode* newNode;
baseMap->m_nMapMtx.lock_shared();
for (auto& node : baseMap->getNodes())
{
newNode = new TravelNode(node);
m_nodes.push_back(newNode);
}
for (auto& node : baseMap->getNodes())
{
newNode = getNode(node);
for (auto& path : *node->getPaths())
{
TravelNode* endNode = getNode(path.first);
newNode->setPathTo(endNode, path.second);
}
}
baseMap->m_nMapMtx.unlock_shared();
}
TravelNode* TravelNodeMap::addNode(WorldPosition pos, std::string const preferedName, bool isImportant,
bool checkDuplicate, [[maybe_unused]] bool transport,
[[maybe_unused]] uint32 transportId)
{
TravelNode* newNode;
if (checkDuplicate)
{
newNode = getNode(pos, nullptr, 5.0f);
if (newNode)
return newNode;
}
std::string finalName = preferedName;
if (!isImportant)
{
std::regex last_num("[[:digit:]]+$");
finalName = std::regex_replace(finalName, last_num, "");
uint32 nameCount = 1;
for (auto& node : getNodes())
{
if (node->getName().find(preferedName + std::to_string(nameCount)) != std::string::npos)
nameCount++;
}
if (nameCount)
finalName += std::to_string(nameCount);
}
newNode = new TravelNode(pos, finalName, isImportant);
m_nodes.push_back(newNode);
return newNode;
}
void TravelNodeMap::removeNode(TravelNode* node)
{
node->removeLinkTo(nullptr, true);
for (auto& tnode : m_nodes)
{
if (tnode == node)
{
delete tnode;
tnode = nullptr;
}
}
m_nodes.erase(std::remove(m_nodes.begin(), m_nodes.end(), nullptr), m_nodes.end());
}
void TravelNodeMap::fullLinkNode(TravelNode* startNode, Unit* bot)
{
WorldPosition* startPosition = startNode->getPosition();
std::vector<TravelNode*> linkNodes = getNodes(*startPosition);
for (auto& endNode : linkNodes)
{
if (endNode == startNode)
continue;
if (startNode->hasLinkTo(endNode))
continue;
startNode->buildPath(endNode, bot);
endNode->buildPath(startNode, bot);
}
startNode->setLinked(true);
}
std::vector<TravelNode*> TravelNodeMap::getNodes(WorldPosition pos, float range)
{
std::vector<TravelNode*> retVec;
for (auto& node : m_nodes)
{
if (node->getMapId() == pos.getMapId())
if (range == -1 || node->getDistance(pos) <= range)
retVec.push_back(node);
}
std::sort(retVec.begin(), retVec.end(),
[pos](TravelNode* i, TravelNode* j)
{ return i->getPosition()->distance(pos) < j->getPosition()->distance(pos); });
return std::move(retVec);
}
TravelNode* TravelNodeMap::getNode(WorldPosition pos, [[maybe_unused]] std::vector<WorldPosition>& ppath, Unit* bot,
float range)
{
//float x = pos.getX(); //not used, line marked for removal.
//float y = pos.getY(); //not used, line marked for removal.
//float z = pos.getZ(); //not used, line marked for removal.
if (bot && !bot->GetMap())
return nullptr;
uint32 c = 0;
std::vector<TravelNode*> nodes = sTravelNodeMap->getNodes(pos, range);
for (auto& node : nodes)
{
if (!bot || pos.canPathTo(*node->getPosition(), bot))
return node;
c++;
if (c > 5) // Max 5 attempts
break;
}
return nullptr;
}
TravelNodeRoute TravelNodeMap::getRoute(TravelNode* start, TravelNode* goal, Player* bot)
{
float botSpeed = bot ? bot->GetSpeed(MOVE_RUN) : 7.0f;
if (start == goal)
return TravelNodeRoute();
// Basic A* algoritm
std::unordered_map<TravelNode*, TravelNodeStub> m_stubs;
TravelNodeStub* startStub = &m_stubs.insert(std::make_pair(start, TravelNodeStub(start))).first->second;
TravelNodeStub* currentNode = nullptr;
TravelNodeStub* childNode = nullptr;
float f = 0.f;
float g = 0.f;
float h = 0.f;
std::vector<TravelNodeStub*> open, closed;
if (bot)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
{
if (botAI->HasCheat(BotCheatMask::gold))
startStub->currentGold = 10000000;
else
{
AiObjectContext* context = botAI->GetAiObjectContext();
startStub->currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::travel);
}
}
else
startStub->currentGold = bot->GetMoney();
if (!bot->HasSpellCooldown(8690) && bot->IsAlive())
{
AiObjectContext* context = botAI->GetAiObjectContext();
TravelNode* homeNode = sTravelNodeMap->getNode(AI_VALUE(WorldPosition, "home bind"), nullptr, 10.0f);
if (homeNode)
{
PortalNode* portNode = (PortalNode*)sTravelNodeMap->teleportNodes[bot->GetGUID()][8690];
{
portNode = new PortalNode(start);
sTravelNodeMap->teleportNodes[bot->GetGUID()][8690] = portNode;
}
portNode->SetPortal(start, homeNode, 8690);
childNode = &m_stubs.insert(std::make_pair(portNode, TravelNodeStub(portNode))).first->second;
childNode->m_g = 10 * MINUTE;
childNode->m_h = childNode->dataNode->fDist(goal) / botSpeed;
childNode->m_f = childNode->m_g + childNode->m_h;
// childNode->parent = startStub;
open.push_back(childNode);
std::push_heap(open.begin(), open.end(),
[](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
childNode->open = true;
}
}
}
if (open.size() == 0 && !start->hasRouteTo(goal))
return TravelNodeRoute();
std::make_heap(open.begin(), open.end(), [](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
open.push_back(startStub);
std::push_heap(open.begin(), open.end(), [](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
startStub->open = true;
while (!open.empty())
{
std::sort(open.begin(), open.end(), [](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
currentNode = open.front(); // pop n node from open for which f is minimal
std::pop_heap(open.begin(), open.end(), [](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
open.pop_back();
currentNode->open = false;
currentNode->close = true;
closed.push_back(currentNode);
if (currentNode->dataNode == goal ||
(currentNode->dataNode->getMapId() != start->getMapId() && currentNode->dataNode->isWalking()))
{
TravelNodeStub* parent = currentNode->parent;
std::vector<TravelNode*> path;
path.push_back(currentNode->dataNode);
while (parent != nullptr)
{
path.push_back(parent->dataNode);
parent = parent->parent;
}
reverse(path.begin(), path.end());
return TravelNodeRoute(path);
}
for (auto const& link : *currentNode->dataNode->getLinks()) // for each successor n' of n
{
TravelNode* linkNode = link.first;
float linkCost = link.second->getCost(bot, currentNode->currentGold);
if (linkCost <= 0)
continue;
childNode = &m_stubs.insert(std::make_pair(linkNode, TravelNodeStub(linkNode))).first->second;
g = currentNode->m_g + linkCost; // stance from start + distance between the two nodes
if ((childNode->open || childNode->close) &&
childNode->m_g <= g) // n' is already in opend or closed with a lower cost g(n')
continue; // consider next successor
h = childNode->dataNode->fDist(goal) / botSpeed;
f = g + h; // compute f(n')
childNode->m_f = f;
childNode->m_g = g;
childNode->m_h = h;
childNode->parent = currentNode;
if (bot && !bot->isTaxiCheater())
childNode->currentGold = currentNode->currentGold - link.second->getPrice();
if (childNode->close)
childNode->close = false;
if (!childNode->open)
{
open.push_back(childNode);
std::push_heap(open.begin(), open.end(),
[](TravelNodeStub* i, TravelNodeStub* j) { return i->m_f < j->m_f; });
childNode->open = true;
}
}
}
return TravelNodeRoute();
}
TravelNodeRoute TravelNodeMap::getRoute(WorldPosition startPos, WorldPosition endPos,
std::vector<WorldPosition>& startPath, Player* bot)
{
if (m_nodes.empty())
return TravelNodeRoute();
std::vector<WorldPosition> newStartPath;
std::vector<TravelNode*> startNodes = m_nodes, endNodes = m_nodes;
if (!startNodes.size() || !endNodes.size())
return TravelNodeRoute();
// Partial sort to get the closest 5 nodes at the begin of the array.
std::partial_sort(startNodes.begin(), startNodes.begin() + 5, startNodes.end(),
[startPos](TravelNode* i, TravelNode* j) { return i->fDist(startPos) < j->fDist(startPos); });
std::partial_sort(endNodes.begin(), endNodes.begin() + 5, endNodes.end(),
[endPos](TravelNode* i, TravelNode* j) { return i->fDist(endPos) < j->fDist(endPos); });
// Cycle over the combinations of these 5 nodes.
uint32 startI = 0, endI = 0;
while (startI < 5 && endI < 5)
{
TravelNode* startNode = startNodes[startI];
TravelNode* endNode = endNodes[endI];
WorldPosition startNodePosition = *startNode->getPosition();
WorldPosition endNodePosition = *endNode->getPosition();
float maxStartDistance = startNode->isTransport() ? 20.0f : sPlayerbotAIConfig->targetPosRecalcDistance;
TravelNodeRoute route = getRoute(startNode, endNode, bot);
if (!route.isEmpty())
{
// Check if the bot can actually walk to this start position.
newStartPath = startPath;
if (startNodePosition.cropPathTo(newStartPath, maxStartDistance) ||
startNode->getPosition()->isPathTo(newStartPath = startPos.getPathTo(startNodePosition, nullptr),
maxStartDistance))
{
startPath = newStartPath;
return route;
}
startI++;
}
// Prefer a differnt end-node.
endI++;
// Cycle to a different start-node if needed.
if (endI > startI + 1)
{
startI++;
endI = 0;
}
}
if (bot && !bot->HasSpellCooldown(8690))
{
startPath.clear();
TravelNode* botNode = sTravelNodeMap->teleportNodes[bot->GetGUID()][0];
{
botNode = new TravelNode(startPos, "Bot Pos", false);
sTravelNodeMap->teleportNodes[bot->GetGUID()][0] = botNode;
}
botNode->setPoint(startPos);
endI = 0;
while (endI < 5)
{
TravelNode* endNode = endNodes[endI];
TravelNodeRoute route = getRoute(botNode, endNode, bot);
if (!route.isEmpty())
return route;
endI++;
}
}
return TravelNodeRoute();
}
TravelPath TravelNodeMap::getFullPath(WorldPosition startPos, WorldPosition endPos, Player* bot)
{
TravelPath movePath;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
std::vector<WorldPosition> beginPath, endPath;
beginPath = endPos.getPathFromPath({startPos}, nullptr, 40);
if (endPos.isPathTo(beginPath))
return TravelPath(beginPath);
//[[Node pathfinding system]]
// We try to find nodes near the bot and near the end position that have a route between them.
// Then bot has to move towards/along the route.
sTravelNodeMap->m_nMapMtx.lock_shared();
// Find the route of nodes starting at a node closest to the start position and ending at a node closest to the
// endposition. Also returns longPath: The path from the start position to the first node in the route.
TravelNodeRoute route = sTravelNodeMap->getRoute(startPos, endPos, beginPath, bot);
if (route.isEmpty())
return movePath;
if (sPlayerbotAIConfig->hasLog("bot_pathfinding.csv"))
{
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{
sPlayerbotAIConfig->openLog("bot_pathfinding.csv", "w");
sPlayerbotAIConfig->log("bot_pathfinding.csv", route.print().str().c_str());
}
}
endPath = route.getNodes().back()->getPosition()->getPathTo(endPos, nullptr);
movePath = route.buildPath(beginPath, endPath);
if (sPlayerbotAIConfig->hasLog("bot_pathfinding.csv"))
{
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{
sPlayerbotAIConfig->openLog("bot_pathfinding.csv", "w");
sPlayerbotAIConfig->log("bot_pathfinding.csv", movePath.print().str().c_str());
}
}
sTravelNodeMap->m_nMapMtx.unlock_shared();
return movePath;
}
bool TravelNodeMap::cropUselessNode(TravelNode* startNode)
{
if (!startNode->isLinked() || startNode->isImportant())
return false;
std::vector<TravelNode*> ignore = {startNode};
for (auto& node : getNodes(*startNode->getPosition(), 5000.f))
{
if (startNode == node)
continue;
if (node->getNodeMap(true).size() > node->getNodeMap(true, ignore).size())
return false;
}
removeNode(startNode);
return true;
}
TravelNode* TravelNodeMap::addZoneLinkNode(TravelNode* startNode)
{
for (auto& path : *startNode->getPaths())
{
//TravelNode* endNode = path.first; //not used, line marked for removal.
std::string zoneName = startNode->getPosition()->getAreaName(true, true);
for (auto& pos : path.second.getPath())
{
std::string const newZoneName = pos.getAreaName(true, true);
if (zoneName != newZoneName)
{
if (!getNode(pos, nullptr, 100.0f))
{
std::string const nodeName = zoneName + " to " + newZoneName;
return sTravelNodeMap->addNode(pos, nodeName, false, true);
}
zoneName = newZoneName;
}
}
}
return nullptr;
}
TravelNode* TravelNodeMap::addRandomExtNode(TravelNode* startNode)
{
std::unordered_map<TravelNode*, TravelNodePath> paths = *startNode->getPaths();
if (paths.empty())
return nullptr;
for (uint32 i = 0; i < 20; i++)
{
auto random_it = std::next(std::begin(paths), urand(0, paths.size() - 1));
TravelNode* endNode = random_it->first;
std::vector<WorldPosition> path = random_it->second.getPath();
if (path.empty())
continue;
// Prefer to skip complete links
if (endNode->hasLinkTo(startNode) && startNode->hasLinkTo(endNode) && !urand(0, 20))
continue;
// Prefer to skip no links
if (!startNode->hasLinkTo(endNode) && !urand(0, 20))
continue;
WorldPosition point = path[urand(0, path.size() - 1)];
if (!getNode(point, nullptr, 100.0f))
return sTravelNodeMap->addNode(point, startNode->getName(), false, true);
}
return nullptr;
}
void TravelNodeMap::manageNodes(Unit* bot, bool mapFull)
{
bool rePrint = false;
if (!bot->GetMap())
return;
if (m_nMapMtx.try_lock())
{
TravelNode* startNode;
TravelNode* newNode;
for (auto startNode : m_nodes)
{
cropUselessNode(startNode);
}
// Pick random Node
for (uint32 i = 0; i < (mapFull ? (uint32)20 : (uint32)1); i++)
{
std::vector<TravelNode*> rnodes = getNodes(WorldPosition(bot));
if (!rnodes.empty())
{
uint32 j = urand(0, rnodes.size() - 1);
startNode = rnodes[j];
newNode = nullptr;
bool nodeDone = false;
if (!nodeDone)
nodeDone = cropUselessNode(startNode);
if (!nodeDone && !urand(0, 20))
newNode = addZoneLinkNode(startNode);
if (!nodeDone && !newNode && !urand(0, 20))
newNode = addRandomExtNode(startNode);
rePrint = nodeDone || rePrint || newNode;
}
}
if (rePrint && (mapFull || !urand(0, 20)))
printMap();
m_nMapMtx.unlock();
}
sTravelNodeMap->m_nMapMtx.lock_shared();
if (!rePrint && mapFull)
printMap();
m_nMapMtx.unlock_shared();
}
void TravelNodeMap::generateNpcNodes()
{
std::unordered_map<uint32, std::pair<CreatureTemplate const*, WorldPosition>> bossMap;
for (auto& creatureData : WorldPosition().getCreaturesNear())
{
WorldPosition guidP(creatureData->mapid, creatureData->posX, creatureData->posY, creatureData->posZ,
creatureData->orientation);
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creatureData->id1);
if (!cInfo)
continue;
uint32 flagMask = UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_SPIRITHEALER |
UNIT_NPC_FLAG_SPIRITGUIDE;
if (cInfo->npcflag & flagMask)
{
std::string nodeName = guidP.getAreaName(false);
if (cInfo->npcflag & UNIT_NPC_FLAG_INNKEEPER)
nodeName += " innkeeper";
else if (cInfo->npcflag & UNIT_NPC_FLAG_FLIGHTMASTER)
nodeName += " flightMaster";
else if (cInfo->npcflag & UNIT_NPC_FLAG_SPIRITHEALER)
nodeName += " spirithealer";
else if (cInfo->npcflag & UNIT_NPC_FLAG_SPIRITGUIDE)
nodeName += " spiritguide";
/*TravelNode* node = */ sTravelNodeMap->addNode(guidP, nodeName, true, true); //node not used, fragment marked for removal.
}
else if (cInfo->rank == 3)
{
std::string const nodeName = cInfo->Name;
sTravelNodeMap->addNode(guidP, nodeName, true, true);
}
else if (cInfo->rank == 1 && !guidP.isOverworld())
{
if (bossMap.find(cInfo->Entry) == bossMap.end())
bossMap[cInfo->Entry] = std::make_pair(cInfo, guidP);
else if (bossMap[cInfo->Entry].second)
bossMap[cInfo->Entry] = std::make_pair(nullptr, GuidPosition());
}
}
for (auto boss : bossMap)
{
WorldPosition guidP = boss.second.second;
if (!guidP)
continue;
CreatureTemplate const* cInfo = boss.second.first;
if (!cInfo)
continue;
std::string const nodeName = cInfo->Name;
sTravelNodeMap->addNode(guidP, nodeName, true, true);
}
}
void TravelNodeMap::generateStartNodes()
{
std::map<uint8, std::string> startNames;
startNames[RACE_HUMAN] = "Human";
startNames[RACE_ORC] = "Orc and Troll";
startNames[RACE_DWARF] = "Dwarf and Gnome";
startNames[RACE_NIGHTELF] = "Night Elf";
startNames[RACE_UNDEAD_PLAYER] = "Undead";
startNames[RACE_TAUREN] = "Tauren";
startNames[RACE_GNOME] = "Dwarf and Gnome";
startNames[RACE_TROLL] = "Orc and Troll";
for (uint32 i = 0; i < MAX_RACES; i++)
{
for (uint32 j = 0; j < MAX_CLASSES; j++)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(i, j);
if (!info)
continue;
WorldPosition pos(info->mapId, info->positionX, info->positionY, info->positionZ, info->orientation);
std::string const nodeName = startNames[i] + " start";
sTravelNodeMap->addNode(pos, nodeName, true, true);
break;
}
}
}
void TravelNodeMap::generateAreaTriggerNodes()
{
// Entrance nodes
for (auto const& itr : sObjectMgr->GetAllAreaTriggerTeleports())
{
AreaTriggerTeleport const& atEntry = itr.second;
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(itr.first);
if (!at)
continue;
WorldPosition inPos = WorldPosition(at->map, at->x, at->y, at->z, at->orientation);
WorldPosition outPos = WorldPosition(atEntry.target_mapId, atEntry.target_X, atEntry.target_Y, atEntry.target_Z,
atEntry.target_Orientation);
std::string nodeName;
if (!outPos.isOverworld())
nodeName = outPos.getAreaName(false) + " entrance";
else if (!inPos.isOverworld())
nodeName = inPos.getAreaName(false) + " exit";
else
nodeName = inPos.getAreaName(false) + " portal";
sTravelNodeMap->addNode(inPos, nodeName, true, true);
}
// Exit nodes
for (auto const& itr : sObjectMgr->GetAllAreaTriggerTeleports())
{
AreaTriggerTeleport const& atEntry = itr.second;
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(itr.first);
if (!at)
continue;
WorldPosition inPos = WorldPosition(at->map, at->x, at->y, at->z, at->orientation);
WorldPosition outPos = WorldPosition(atEntry.target_mapId, atEntry.target_X, atEntry.target_Y, atEntry.target_Z,
atEntry.target_Orientation);
std::string nodeName;
if (!outPos.isOverworld())
nodeName = outPos.getAreaName(false) + " entrance";
else if (!inPos.isOverworld())
nodeName = inPos.getAreaName(false) + " exit";
else
nodeName = inPos.getAreaName(false) + " portal";
//TravelNode* entryNode = sTravelNodeMap->getNode(outPos, nullptr, 20.0f); // Entry side, portal exit. //not used, line marked for removal.
TravelNode* outNode = sTravelNodeMap->addNode(outPos, nodeName, true, true); // Exit size, portal exit.
TravelNode* inNode = sTravelNodeMap->getNode(inPos, nullptr, 5.0f); // Entry side, portal center.
// Portal link from area trigger to area trigger destination.
if (outNode && inNode)
{
TravelNodePath travelPath(0.1f, 3.0f, (uint8)TravelNodePathType::portal, itr.first, true);
travelPath.setPath({*inNode->getPosition(), *outNode->getPosition()});
inNode->setPathTo(outNode, travelPath);
}
}
}
void TravelNodeMap::generateTransportNodes()
{
for (auto const& itr : *sObjectMgr->GetGameObjectTemplates())
{
GameObjectTemplate const* data = &itr.second;
if (data && (data->type == GAMEOBJECT_TYPE_TRANSPORT || data->type == GAMEOBJECT_TYPE_MO_TRANSPORT))
{
TransportAnimation const* animation = sTransportMgr->GetTransportAnimInfo(itr.first);
uint32 pathId = data->moTransport.taxiPathId;
float moveSpeed = data->moTransport.moveSpeed;
if (pathId >= sTaxiPathNodesByPath.size())
continue;
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
std::vector<WorldPosition> ppath;
TravelNode* prevNode = nullptr;
// Elevators/Trams
if (path.empty())
{
if (animation)
{
TransportPathContainer aPath = animation->Path;
float timeStart;
for (auto& transport : WorldPosition().getGameObjectsNear(0, itr.first))
{
prevNode = nullptr;
WorldPosition basePos(transport->mapid, transport->posX, transport->posY, transport->posZ,
transport->orientation);
WorldPosition lPos = WorldPosition();
for (auto& p : aPath)
{
float dx = -1 * p.second->X;
float dy = -1 * p.second->Y;
WorldPosition pos =
WorldPosition(basePos.getMapId(), basePos.getX() + dx, basePos.getY() + dy,
basePos.getZ() + p.second->Z, basePos.getO());
if (prevNode)
{
ppath.push_back(pos);
}
if (pos.distance(&lPos) == 0)
{
TravelNode* node =
sTravelNodeMap->addNode(pos, data->name, true, true, true, itr.first);
if (!prevNode)
{
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
else
{
float totalTime = (p.second->TimeSeg - timeStart) / 1000.0f;
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::transport,
itr.first, true);
node->setPathTo(prevNode, travelPath);
ppath.clear();
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
prevNode = node;
}
lPos = pos;
}
if (prevNode)
{
for (auto& p : aPath)
{
float dx = -1 * p.second->X;
float dy = -1 * p.second->Y;
WorldPosition pos =
WorldPosition(basePos.getMapId(), basePos.getX() + dx, basePos.getY() + dy,
basePos.getZ() + p.second->Z, basePos.getO());
ppath.push_back(pos);
if (pos.distance(&lPos) == 0)
{
TravelNode* node =
sTravelNodeMap->addNode(pos, data->name, true, true, true, itr.first);
if (node != prevNode)
{
if (p.second->TimeSeg < timeStart)
timeStart = 0;
float totalTime = (p.second->TimeSeg - timeStart) / 1000.0f;
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::transport,
itr.first, true);
travelPath.setPath(ppath);
node->setPathTo(prevNode, travelPath);
ppath.clear();
ppath.push_back(pos);
timeStart = p.second->TimeSeg;
}
}
lPos = pos;
}
}
ppath.clear();
}
}
}
else // Boats/Zepelins
{
// Loop over the path and connect stop locations.
for (auto& p : path)
{
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
// if (data->displayId == 3015)
// pos.setZ(pos.getZ() + 6.0f);
// else if (data->displayId == 3031)
// pos.setZ(pos.getZ() - 17.0f);
if (prevNode)
{
ppath.push_back(pos);
}
if (p->delay > 0)
{
TravelNode* node = sTravelNodeMap->addNode(pos, data->name, true, true, true, itr.first);
if (!prevNode)
{
ppath.push_back(pos);
}
else
{
TravelNodePath travelPath(0.1f, 0.0, (uint8)TravelNodePathType::transport, itr.first, true);
travelPath.setPathAndCost(ppath, moveSpeed);
node->setPathTo(prevNode, travelPath);
ppath.clear();
ppath.push_back(pos);
}
prevNode = node;
}
}
if (prevNode)
{
// Continue from start until first stop and connect to end.
for (auto& p : path)
{
WorldPosition pos = WorldPosition(p->mapid, p->x, p->y, p->z, 0);
// if (data->displayId == 3015)
// pos.setZ(pos.getZ() + 6.0f);
// else if (data->displayId == 3031)
// pos.setZ(pos.getZ() - 17.0f);
ppath.push_back(pos);
if (p->delay > 0)
{
TravelNode* node = sTravelNodeMap->getNode(pos, nullptr, 5.0f);
if (node != prevNode)
{
TravelNodePath travelPath(0.1f, 0.0, (uint8)TravelNodePathType::transport, itr.first,
true);
travelPath.setPathAndCost(ppath, moveSpeed);
node->setPathTo(prevNode, travelPath);
}
}
}
}
ppath.clear();
}
}
}
}
void TravelNodeMap::generateZoneMeanNodes()
{
// Zone means
for (auto& loc : sTravelMgr->exploreLocs)
{
std::vector<WorldPosition*> points;
for (auto p : loc.second->getPoints(true))
if (!p->isUnderWater())
points.push_back(p);
if (points.empty())
points = loc.second->getPoints(true);
WorldPosition pos = WorldPosition(points, WP_MEAN_CENTROID);
/*TravelNode* node = */sTravelNodeMap->addNode(pos, pos.getAreaName(), true, true, false); //node not used, but addNode as side effect, fragment marked for removal.
}
}
void TravelNodeMap::generateNodes()
{
LOG_INFO("playerbots", "-Generating Start nodes");
generateStartNodes();
LOG_INFO("playerbots", "-Generating npc nodes");
generateNpcNodes();
LOG_INFO("playerbots", "-Generating area trigger nodes");
generateAreaTriggerNodes();
LOG_INFO("playerbots", "-Generating transport nodes");
generateTransportNodes();
LOG_INFO("playerbots", "-Generating zone mean nodes");
generateZoneMeanNodes();
}
void TravelNodeMap::generateWalkPaths()
{
// Pathfinder
std::vector<WorldPosition> ppath;
std::map<uint32, bool> nodeMaps;
for (auto& startNode : sTravelNodeMap->getNodes())
{
nodeMaps[startNode->getMapId()] = true;
}
for (auto& map : nodeMaps)
{
for (auto& startNode : sTravelNodeMap->getNodes(WorldPosition(map.first, 1, 1)))
{
if (startNode->isLinked())
continue;
for (auto& endNode : sTravelNodeMap->getNodes(*startNode->getPosition(), 2000.0f))
{
if (startNode == endNode)
continue;
if (startNode->hasCompletePathTo(endNode))
continue;
if (startNode->getMapId() != endNode->getMapId())
continue;
startNode->buildPath(endNode, nullptr, false);
}
startNode->setLinked(true);
}
}
LOG_INFO("playerbots", ">> Generated paths for {} nodes.", sTravelNodeMap->getNodes().size());
}
void TravelNodeMap::generateTaxiPaths()
{
for (uint32 i = 0; i < sTaxiPathStore.GetNumRows(); ++i)
{
TaxiPathEntry const* taxiPath = sTaxiPathStore.LookupEntry(i);
if (!taxiPath)
continue;
TaxiNodesEntry const* startTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->from);
if (!startTaxiNode)
continue;
TaxiNodesEntry const* endTaxiNode = sTaxiNodesStore.LookupEntry(taxiPath->to);
if (!endTaxiNode)
continue;
TaxiPathNodeList const& nodes = sTaxiPathNodesByPath[taxiPath->ID];
if (nodes.empty())
continue;
WorldPosition startPos(startTaxiNode->map_id, startTaxiNode->x, startTaxiNode->y, startTaxiNode->z);
WorldPosition endPos(endTaxiNode->map_id, endTaxiNode->x, endTaxiNode->y, endTaxiNode->z);
TravelNode* startNode = sTravelNodeMap->getNode(startPos, nullptr, 15.0f);
TravelNode* endNode = sTravelNodeMap->getNode(endPos, nullptr, 15.0f);
if (!startNode || !endNode)
continue;
std::vector<WorldPosition> ppath;
for (auto& n : nodes)
ppath.push_back(WorldPosition(n->mapid, n->x, n->y, n->z, 0.0));
float totalTime = startPos.getPathLength(ppath) / (450 * 8.0f);
TravelNodePath travelPath(0.1f, totalTime, (uint8)TravelNodePathType::flightPath, i, true);
travelPath.setPath(ppath);
startNode->setPathTo(endNode, travelPath);
}
}
void TravelNodeMap::removeLowNodes()
{
std::vector<TravelNode*> goodNodes;
std::vector<TravelNode*> remNodes;
for (auto& node : sTravelNodeMap->getNodes())
{
if (!node->getPosition()->isOverworld())
continue;
if (std::find(goodNodes.begin(), goodNodes.end(), node) != goodNodes.end())
continue;
if (std::find(remNodes.begin(), remNodes.end(), node) != remNodes.end())
continue;
std::vector<TravelNode*> nodes = node->getNodeMap(true);
if (nodes.size() < 5)
remNodes.insert(remNodes.end(), nodes.begin(), nodes.end());
else
goodNodes.insert(goodNodes.end(), nodes.begin(), nodes.end());
}
for (auto& node : remNodes)
sTravelNodeMap->removeNode(node);
}
void TravelNodeMap::removeUselessPaths()
{
// Clean up node links
for (auto& startNode : sTravelNodeMap->getNodes())
{
for (auto& path : *startNode->getPaths())
if (path.second.getComplete() && startNode->hasLinkTo(path.first))
ASSERT(true);
}
uint32 it = 0/*, rem = 0*/; //rem not used in this scope, (shadowing) fragment marked for removal.
while (true)
{
uint32 rem = 0;
// Clean up node links
for (auto& startNode : sTravelNodeMap->getNodes())
{
if (startNode->cropUselessLinks())
rem++;
}
if (!rem)
break;
hasToSave = true;
it++;
LOG_INFO("playerbots", "Iteration {}, removed {}", it, rem);
}
}
void TravelNodeMap::calculatePathCosts()
{
for (auto& startNode : sTravelNodeMap->getNodes())
{
for (auto& path : *startNode->getLinks())
{
TravelNodePath* nodePath = path.second;
if (path.second->getPathType() != TravelNodePathType::walk)
continue;
if (nodePath->getCalculated())
continue;
nodePath->calculateCost();
}
}
LOG_INFO("playerbots", ">> Calculated pathcost for {} nodes.", sTravelNodeMap->getNodes().size());
}
void TravelNodeMap::generatePaths()
{
LOG_INFO("playerbots", "-Calculating walkable paths");
generateWalkPaths();
LOG_INFO("playerbots", "-Removing useless nodes");
removeLowNodes();
LOG_INFO("playerbots", "-Removing useless paths");
removeUselessPaths();
LOG_INFO("playerbots", "-Calculating path costs");
calculatePathCosts();
LOG_INFO("playerbots", "-Generating taxi paths");
generateTaxiPaths();
}
void TravelNodeMap::generateAll()
{
if (hasToFullGen)
generateNodes();
LOG_INFO("playerbots", "-Calculating mapoffset");
calcMapOffset();
LOG_INFO("playerbots", "-Generating maptransfers");
sTravelMgr->loadMapTransfers();
if (hasToGen || hasToFullGen)
{
generatePaths();
hasToGen = false;
hasToFullGen = false;
hasToSave = true;
}
}
void TravelNodeMap::printMap()
{
if (!sPlayerbotAIConfig->hasLog("travelNodes.csv") && !sPlayerbotAIConfig->hasLog("travelPaths.csv"))
return;
printf("\r [Qgis] \r\x3D");
fflush(stdout);
sPlayerbotAIConfig->openLog("travelNodes.csv", "w");
sPlayerbotAIConfig->openLog("travelPaths.csv", "w");
std::vector<TravelNode*> anodes = getNodes();
//uint32 nr = 0; //not used, line marked for removal.
for (auto& node : anodes)
{
node->print(false);
}
}
void TravelNodeMap::printNodeStore()
{
std::string const nodeStore = "TravelNodeStore.h";
if (!sPlayerbotAIConfig->hasLog(nodeStore))
return;
printf("\r [Map] \r\x3D");
fflush(stdout);
sPlayerbotAIConfig->openLog(nodeStore, "w");
std::unordered_map<TravelNode*, uint32> saveNodes;
std::vector<TravelNode*> anodes = getNodes();
sPlayerbotAIConfig->log(nodeStore, "#pragma once");
sPlayerbotAIConfig->log(nodeStore, "#include \"TravelMgr.h\"");
sPlayerbotAIConfig->log(nodeStore, "class TravelNodeStore");
sPlayerbotAIConfig->log(nodeStore, " {");
sPlayerbotAIConfig->log(nodeStore, " public:");
sPlayerbotAIConfig->log(nodeStore, " static void loadNodes()");
sPlayerbotAIConfig->log(nodeStore, " {");
sPlayerbotAIConfig->log(nodeStore, " TravelNode** nodes = new TravelNode*[%zu];", anodes.size());
for (uint32 i = 0; i < anodes.size(); i++)
{
TravelNode* node = anodes[i];
std::ostringstream out;
std::string name = node->getName();
name.erase(remove(name.begin(), name.end(), '\"'), name.end());
// struct addNode {uint32 node; WorldPosition point; std::string const name; bool isPortal; bool
// isTransport; uint32 transportId; };
out << std::fixed << std::setprecision(2) << " addNodes.push_back(addNode{" << i << ",";
out << "WorldPosition(" << node->getMapId() << ", " << node->getX() << "f, " << node->getY() << "f, "
<< node->getZ() << "f, " << node->getO() << "f),";
out << "\"" << name << "\"";
if (node->isTransport())
out << "," << (node->isTransport() ? "true" : "false") << "," << node->getTransportId();
out << "});";
/*
out << std::fixed << std::setprecision(2) << " nodes[" << i << "] =
sTravelNodeMap->addNode(&WorldPosition(" << node->getMapId() << "," << node->getX() << "f," << node->getY()
<< "f," << node->getZ() << "f,"<< node->getO() <<"f), \""
<< name << "\", " << (node->isImportant() ? "true" : "false") << ", true";
if (node->isTransport())
out << "," << (node->isTransport() ? "true" : "false") << "," << node->getTransportId();
out << ");";
*/
sPlayerbotAIConfig->log(nodeStore, out.str().c_str());
saveNodes.insert(std::make_pair(node, i));
}
for (uint32 i = 0; i < anodes.size(); i++)
{
TravelNode* node = anodes[i];
for (auto& Link : *node->getLinks())
{
std::ostringstream out;
// struct linkNode { uint32 node1; uint32 node2; float distance; float extraCost; bool isPortal; bool
// isTransport; uint32 maxLevelMob; uint32 maxLevelAlliance; uint32 maxLevelHorde; float
// swimDistance; };
out << std::fixed << std::setprecision(2) << " linkNodes3.push_back(linkNode3{" << i << ","
<< saveNodes.find(Link.first)->second << ",";
out << Link.second->print() << "});";
// out << std::fixed << std::setprecision(1) << " nodes[" << i << "]->setPathTo(nodes[" <<
// saveNodes.find(Link.first)->second << "],TravelNodePath("; out << Link.second->print() << "), true);";
sPlayerbotAIConfig->log(nodeStore, out.str().c_str());
}
}
sPlayerbotAIConfig->log(nodeStore, " }");
sPlayerbotAIConfig->log(nodeStore, "};");
printf("\r [Done] \r\x3D");
fflush(stdout);
}
void TravelNodeMap::saveNodeStore()
{
if (!hasToSave)
return;
hasToSave = false;
PlayerbotsDatabaseTransaction trans = PlayerbotsDatabase.BeginTransaction();
trans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE));
trans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE_LINK));
trans->Append(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_TRAVELNODE_PATH));
std::unordered_map<TravelNode*, uint32> saveNodes;
std::vector<TravelNode*> anodes = sTravelNodeMap->getNodes();
for (uint32 i = 0; i < anodes.size(); i++)
{
TravelNode* node = anodes[i];
std::string name = node->getName();
name.erase(remove(name.begin(), name.end(), '\''), name.end());
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_INS_TRAVELNODE);
stmt->SetData(0, i);
stmt->SetData(1, name);
stmt->SetData(2, node->getMapId());
stmt->SetData(3, node->getX());
stmt->SetData(4, node->getY());
stmt->SetData(5, node->getZ());
stmt->SetData(6, node->isLinked());
trans->Append(stmt);
saveNodes.insert(std::make_pair(node, i));
}
LOG_INFO("playerbots", ">> Saved {} travelNodes.", anodes.size());
{
uint32 paths = 0, points = 0;
for (uint32 i = 0; i < anodes.size(); i++)
{
TravelNode* node = anodes[i];
for (auto& link : *node->getLinks())
{
TravelNodePath* path = link.second;
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_INS_TRAVELNODE_LINK);
stmt->SetData(0, i);
stmt->SetData(1, saveNodes.find(link.first)->second);
stmt->SetData(2, static_cast<uint8>(path->getPathType()));
stmt->SetData(3, path->getPathObject());
stmt->SetData(4, path->getDistance());
stmt->SetData(5, path->getSwimDistance());
stmt->SetData(6, path->getExtraCost());
stmt->SetData(7, path->getCalculated());
stmt->SetData(8, path->getMaxLevelCreature()[0]);
stmt->SetData(9, path->getMaxLevelCreature()[1]);
stmt->SetData(10, path->getMaxLevelCreature()[2]);
trans->Append(stmt);
paths++;
std::vector<WorldPosition> ppath = path->getPath();
for (uint32 j = 0; j < ppath.size(); j++)
{
WorldPosition point = ppath[j];
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_INS_TRAVELNODE_PATH);
stmt->SetData(0, i);
stmt->SetData(1, saveNodes.find(link.first)->second);
stmt->SetData(2, j);
stmt->SetData(3, point.getMapId());
stmt->SetData(4, point.getX());
stmt->SetData(5, point.getY());
stmt->SetData(6, point.getZ());
trans->Append(stmt);
points++;
}
}
}
LOG_INFO("playerbots", ">> Saved {} travelNode Paths, {} points.", paths, points);
}
PlayerbotsDatabase.CommitTransaction(trans);
}
void TravelNodeMap::loadNodeStore()
{
std::string const query = "SELECT id, name, map_id, x, y, z, linked FROM playerbots_travelnode";
std::unordered_map<uint32, TravelNode*> saveNodes;
{
if (PreparedQueryResult result =
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE)))
{
do
{
Field* fields = result->Fetch();
TravelNode* node = addNode(WorldPosition(fields[2].Get<uint32>(), fields[3].Get<float>(),
fields[4].Get<float>(), fields[5].Get<float>()),
fields[1].Get<std::string>(), true);
if (fields[6].Get<bool>())
node->setLinked(true);
else
hasToGen = true;
saveNodes.insert(std::make_pair(fields[0].Get<uint32>(), node));
} while (result->NextRow());
LOG_INFO("playerbots", ">> Loaded {} travelNodes.", saveNodes.size());
}
else
{
hasToFullGen = true;
LOG_ERROR("playerbots", ">> Error loading travelNodes.");
}
}
{
if (PreparedQueryResult result =
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE_LINK)))
{
do
{
Field* fields = result->Fetch();
TravelNode* startNode = saveNodes.find(fields[0].Get<uint32>())->second;
TravelNode* endNode = saveNodes.find(fields[1].Get<uint32>())->second;
if (!startNode || !endNode)
continue;
startNode->setPathTo(
endNode,
TravelNodePath(fields[4].Get<float>(), fields[6].Get<float>(), fields[2].Get<uint8>(),
fields[3].Get<uint64>(), fields[7].Get<bool>(),
{fields[8].Get<uint8>(), fields[9].Get<uint8>(), fields[10].Get<uint8>()},
fields[5].Get<float>()),
true);
if (!fields[7].Get<bool>())
hasToGen = true;
} while (result->NextRow());
LOG_INFO("playerbots", ">> Loaded {} travelNode paths.", result->GetRowCount());
}
else
{
LOG_ERROR("playerbots", ">> Error loading travelNode links.");
}
}
{
if (PreparedQueryResult result =
PlayerbotsDatabase.Query(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_TRAVELNODE_PATH)))
{
do
{
Field* fields = result->Fetch();
TravelNode* startNode = saveNodes.find(fields[0].Get<uint32>())->second;
TravelNode* endNode = saveNodes.find(fields[1].Get<uint32>())->second;
if (!startNode || !endNode || !startNode->hasPathTo(endNode))
continue;
TravelNodePath* path = startNode->getPathTo(endNode);
std::vector<WorldPosition> ppath = path->getPath();
ppath.push_back(WorldPosition(fields[3].Get<uint32>(), fields[4].Get<float>(), fields[5].Get<float>(),
fields[6].Get<float>()));
path->setPath(ppath);
if (path->getCalculated())
path->setComplete(true);
} while (result->NextRow());
LOG_INFO("playerbots", ">> Loaded {} travelNode paths points.", result->GetRowCount());
}
else
{
LOG_ERROR("playerbots", ">> Error loading travelNode paths.");
}
}
}
void TravelNodeMap::calcMapOffset()
{
mapOffsets.push_back(std::make_pair(0, WorldPosition(0, 0, 0, 0, 0)));
mapOffsets.push_back(std::make_pair(1, WorldPosition(1, -3680.0, 13670.0, 0, 0)));
mapOffsets.push_back(std::make_pair(530, WorldPosition(530, 15000.0, -20000.0, 0, 0)));
mapOffsets.push_back(std::make_pair(571, WorldPosition(571, 10000.0, 5000.0, 0, 0)));
std::vector<uint32> mapIds;
for (auto& node : m_nodes)
{
if (!node->getPosition()->isOverworld())
if (std::find(mapIds.begin(), mapIds.end(), node->getMapId()) == mapIds.end())
mapIds.push_back(node->getMapId());
}
std::sort(mapIds.begin(), mapIds.end());
std::vector<WorldPosition> min, max;
for (auto& mapId : mapIds)
{
bool doPush = true;
for (auto& node : m_nodes)
{
if (node->getMapId() != mapId)
continue;
if (doPush)
{
min.push_back(*node->getPosition());
max.push_back(*node->getPosition());
doPush = false;
}
else
{
min.back().setX(std::min(min.back().getX(), node->getX()));
min.back().setY(std::min(min.back().getY(), node->getY()));
max.back().setX(std::max(max.back().getX(), node->getX()));
max.back().setY(std::max(max.back().getY(), node->getY()));
}
}
}
WorldPosition curPos = WorldPosition(0, -13000, -13000, 0, 0);
WorldPosition endPos = WorldPosition(0, 3000, -13000, 0, 0);
uint32 i = 0;
float maxY = 0;
//+X -> -Y
for (auto& mapId : mapIds)
{
mapOffsets.push_back(std::make_pair(
mapId, WorldPosition(mapId, curPos.getX() - min[i].getX(), curPos.getY() - max[i].getY(), 0, 0)));
maxY = std::max(maxY, (max[i].getY() - min[i].getY() + 500));
curPos.setX(curPos.getX() + (max[i].getX() - min[i].getX() + 500));
if (curPos.getX() > endPos.getX())
{
curPos.setY(curPos.getY() - maxY);
curPos.setX(-13000);
}
i++;
}
}
WorldPosition TravelNodeMap::getMapOffset(uint32 mapId)
{
for (auto& offset : mapOffsets)
{
if (offset.first == mapId)
return offset.second;
}
return WorldPosition(mapId, 0, 0, 0, 0);
}