1049 lines
35 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.
*/
#ifndef _PLAYERBOT_TRAVELMGR_H
#define _PLAYERBOT_TRAVELMGR_H
#include <boost/functional/hash.hpp>
#include <cmath>
#include <map>
#include <random>
#include "AiObject.h"
#include "CreatureData.h"
#include "GameObject.h"
#include "GridDefines.h"
#include "PlayerbotAIConfig.h"
class Creature;
class GuidPosition;
class PathGenerator;
class ObjectGuid;
class Quest;
class Player;
class PlayerbotAI;
struct QuestStatusData;
namespace G3D
{
class Vector2;
class Vector3;
class Vector4;
} // namespace G3D
// Constructor types for WorldPosition
enum WorldPositionConst
{
WP_RANDOM = 0,
WP_CENTROID = 1,
WP_MEAN_CENTROID = 2,
WP_CLOSEST = 3
};
enum TravelState
{
TRAVEL_STATE_IDLE = 0,
TRAVEL_STATE_TRAVEL_PICK_UP_QUEST = 1,
TRAVEL_STATE_WORK_PICK_UP_QUEST = 2,
TRAVEL_STATE_TRAVEL_DO_QUEST = 3,
TRAVEL_STATE_WORK_DO_QUEST = 4,
TRAVEL_STATE_TRAVEL_HAND_IN_QUEST = 5,
TRAVEL_STATE_WORK_HAND_IN_QUEST = 6,
TRAVEL_STATE_TRAVEL_RPG = 7,
TRAVEL_STATE_TRAVEL_EXPLORE = 8,
MAX_TRAVEL_STATE
};
enum TravelStatus
{
TRAVEL_STATUS_NONE = 0,
TRAVEL_STATUS_PREPARE = 1,
TRAVEL_STATUS_TRAVEL = 2,
TRAVEL_STATUS_WORK = 3,
TRAVEL_STATUS_COOLDOWN = 4,
TRAVEL_STATUS_EXPIRED = 5,
MAX_TRAVEL_STATUS
};
class QuestTravelDestination;
// A quest destination container for quick lookup of all destinations related to a quest.
struct QuestContainer
{
std::vector<QuestTravelDestination*> questGivers;
std::vector<QuestTravelDestination*> questTakers;
std::vector<QuestTravelDestination*> questObjectives;
};
typedef std::pair<int32, int32> mGridCoord;
// Extension of WorldLocation with distance functions.
class WorldPosition : public WorldLocation
{
public:
// Constructors
WorldPosition() : WorldLocation(){};
WorldPosition(WorldLocation const& loc) : WorldLocation(loc) {}
WorldPosition(WorldPosition const& pos) : WorldLocation(pos), visitors(pos.visitors) {}
WorldPosition(std::string const str);
WorldPosition(uint32 mapid, float x, float y, float z = 0.f, float orientation = 0.f)
: WorldLocation(mapid, x, y, z, orientation)
{
}
WorldPosition(uint32 mapId, const Position& pos);
WorldPosition(WorldObject const* wo);
WorldPosition(std::vector<WorldPosition*> list, WorldPositionConst conType);
WorldPosition(std::vector<WorldPosition> list, WorldPositionConst conType);
WorldPosition(uint32 mapid, GridCoord grid);
WorldPosition(uint32 mapid, CellCoord cell);
WorldPosition(uint32 mapid, mGridCoord grid);
//Setters
void set(const WorldLocation& pos);
void set(const WorldObject* wo);
void set(const WorldPosition& pos);
void setMapId(uint32 id);
void setX(float x);
void setY(float y);
void setZ(float z);
void setO(float o);
void addVisitor() { ++visitors; }
void remVisitor() { --visitors; }
// Getters
operator bool() const;
friend bool operator==(WorldPosition const& p1, const WorldPosition& p2);
friend bool operator!=(WorldPosition const& p1, const WorldPosition& p2);
WorldPosition& operator=(WorldPosition const&) = default;
WorldPosition& operator+=(WorldPosition const& p1);
WorldPosition& operator-=(WorldPosition const& p1);
G3D::Vector3 getVector3();
std::string const print();
std::string const to_string();
std::vector<std::string> split(const std::string& s, char delimiter);
void printWKT(std::vector<WorldPosition> points, std::ostringstream& out, uint32 dim = 0, bool loop = false);
void printWKT(std::ostringstream& out) { printWKT({*this}, out); }
uint32 getVisitors() { return visitors; }
bool isOverworld();
bool isInWater();
bool isUnderWater();
// Snap Z to the water surface (level + 0.5y). Returns false if the
// point isn't in/under water or the water level can't be sampled.
bool setAtWaterSurface();
bool IsValid();
WorldPosition relPoint(WorldPosition* center);
WorldPosition offset(WorldPosition* center);
float size();
// Slow distance function using possible map transfers.
float distance(WorldPosition* center);
float distance(WorldPosition center) { return distance(&center); }
float fDist(WorldPosition* center);
float fDist(WorldPosition center) { return fDist(&center); }
template <class T>
std::pair<T, WorldPosition> closest(std::vector<std::pair<T, WorldPosition>> list)
{
return *std::min_element(list.begin(), list.end(),
[this](std::pair<T, WorldPosition> i, std::pair<T, WorldPosition> j)
{ return this->distance(i.second) < this->distance(j.second); });
}
template <class T>
std::pair<T, WorldPosition> closest(std::vector<T> list)
{
return closest(GetPosList(list));
}
// Returns the closest point from the list.
WorldPosition* closest(std::vector<WorldPosition*> list)
{
return *std::min_element(list.begin(), list.end(),
[this](WorldPosition* i, WorldPosition* j)
{ return this->distance(i) < this->distance(j); });
}
WorldPosition closest(std::vector<WorldPosition> list)
{
return *std::min_element(list.begin(), list.end(),
[this](WorldPosition i, WorldPosition j)
{ return this->distance(i) < this->distance(j); });
}
// Quick square distance in 2d plane.
float sqDistance2d(WorldPosition center)
{
return GetExactDist2dSq(center.GetPositionX(), center.GetPositionY());
}
// Quick square distance calculation without map check. Used for getting the minimum distant points.
float sqDistance(WorldPosition center)
{
return (GetPositionX() - center.GetPositionX()) * (GetPositionX() - center.GetPositionX()) +
(GetPositionY() - center.GetPositionY()) * (GetPositionY() - center.GetPositionY()) +
(GetPositionZ() - center.GetPositionZ()) * (GetPositionZ() - center.GetPositionZ());
}
float sqDistance2d(WorldPosition* center)
{
return GetExactDist2dSq(center->GetPositionX(), center->GetPositionY());
}
float sqDistance(WorldPosition* center)
{
return (GetPositionX() - center->GetPositionX()) * (GetPositionX() - center->GetPositionX()) +
(GetPositionY() - center->GetPositionY()) * (GetPositionY() - center->GetPositionY()) +
(GetPositionZ() - center->GetPositionZ()) * (GetPositionZ() - center->GetPositionZ());
}
// Returns the closest point of the list. Fast but only works for the same map.
WorldPosition* closestSq(std::vector<WorldPosition*> list)
{
return *std::min_element(list.begin(), list.end(),
[this](WorldPosition* i, WorldPosition* j)
{ return this->sqDistance(i) < this->sqDistance(j); });
}
WorldPosition closestSq(std::vector<WorldPosition> list)
{
return *std::min_element(list.begin(), list.end(),
[this](WorldPosition i, WorldPosition j)
{ return this->sqDistance(i) < this->sqDistance(j); });
}
float getAngleTo(WorldPosition endPos)
{
float ang = atan2(endPos.GetPositionY() - GetPositionY(), endPos.GetPositionX() - GetPositionX());
return (ang >= 0) ? ang : 2 * static_cast<float>(M_PI) + ang;
}
float getAngleBetween(WorldPosition dir1, WorldPosition dir2) { return abs(getAngleTo(dir1) - getAngleTo(dir2)); }
// Project this point onto the segment [p1, p2]. Returns t such that
// p1 + t*(p2-p1) is the projection. t=0 means at p1, t=1 means at p2,
// 0<t<1 means strictly between. Used to decide whether the bot has
// already passed a path waypoint and should skip to the next one.
float projectOnSegment(WorldPosition const& p1, WorldPosition const& p2) const
{
if (p1.GetMapId() != p2.GetMapId() || p1.GetMapId() != GetMapId())
return 0.0f;
float dx = p2.GetPositionX() - p1.GetPositionX();
float dy = p2.GetPositionY() - p1.GetPositionY();
float dz = p2.GetPositionZ() - p1.GetPositionZ();
float lenSq = dx * dx + dy * dy + dz * dz;
if (lenSq == 0.0f)
return 0.0f;
return ((GetPositionX() - p1.GetPositionX()) * dx +
(GetPositionY() - p1.GetPositionY()) * dy +
(GetPositionZ() - p1.GetPositionZ()) * dz) / lenSq;
}
WorldPosition lastInRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);
WorldPosition firstOutRange(std::vector<WorldPosition> list, float minDist = -1.f, float maxDist = -1.f);
float mSign(WorldPosition* p1, WorldPosition* p2)
{
return (GetPositionX() - p2->GetPositionX()) * (p1->GetPositionY() - p2->GetPositionY()) -
(p1->GetPositionX() - p2->GetPositionX()) * (GetPositionY() - p2->GetPositionY());
}
bool isInside(WorldPosition* p1, WorldPosition* p2, WorldPosition* p3);
// Map functions. Player independent.
MapEntry const* getMapEntry();
uint32 getInstanceId();
Map* getMap();
float getHeight(); // remove const - whipowill
std::set<Transport*> getTransports(uint32 entry = 0);
CellCoord getCellCoord() { return Acore::ComputeCellCoord(GetPositionX(), GetPositionY()); }
GridCoord getGridCoord()
{
CellCoord cellCoord = getCellCoord();
Cell cell(cellCoord);
return GridCoord(cell.GridX(), cell.GridY());
}
std::vector<GridCoord> getGridCoord(WorldPosition secondPos);
std::vector<WorldPosition> fromGridCoord(GridCoord GridCoord);
std::vector<WorldPosition> fromCellCoord(CellCoord cellCoord);
std::vector<WorldPosition> gridFromCellCoord(CellCoord cellCoord);
mGridCoord getmGridCoord()
{
return std::make_pair((int32)(CENTER_GRID_ID - GetPositionX() / SIZE_OF_GRIDS),
(int32)(CENTER_GRID_ID - GetPositionY() / SIZE_OF_GRIDS));
}
std::vector<mGridCoord> getmGridCoords(WorldPosition secondPos);
std::vector<WorldPosition> frommGridCoord(mGridCoord GridCoord);
// Display functions
WorldPosition getDisplayLocation();
float getDisplayX() { return getDisplayLocation().GetPositionY() * -1.0; }
float getDisplayY() { return getDisplayLocation().GetPositionX(); }
uint16 getAreaId();
AreaTableEntry const* getArea();
std::string const getAreaName(bool fullName = true, bool zoneName = false);
std::vector<WorldPosition> fromPointsArray(std::vector<G3D::Vector3> path);
// Pathfinding
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, Unit* bot);
std::vector<WorldPosition> getPathStepFrom(WorldPosition startPos, PathGenerator& pathfinder);
std::vector<WorldPosition> getPathFromPath(std::vector<WorldPosition> startPath, Unit* bot, uint8 maxAttempt = 40);
std::vector<WorldPosition> getPathFrom(WorldPosition startPos, Unit* bot)
{
return getPathFromPath({startPos}, bot);
}
std::vector<WorldPosition> getPathTo(WorldPosition endPos, Unit* bot) { return endPos.getPathFrom(*this, bot); }
// The path "reaches" this position when its last point is on
// the same map, within maxDistance horizontally, and within
// maxZDistance vertically. 3D Euclidean distance would falsely
// accept paths that end the right horizontal distance from us
// but on a roof/floor below. maxDistance == 0 falls back to
// targetPosRecalcDistance (0.1y).
bool isPathTo(std::vector<WorldPosition> const& path, float const maxDistance = 0.0f,
float const maxZDistance = 2.0f) const
{
if (path.empty())
return false;
WorldPosition const& back = path.back();
if (back.GetMapId() != GetMapId())
return false;
float const realMax = maxDistance > 0.0f ? maxDistance
: sPlayerbotAIConfig.targetPosRecalcDistance;
if (GetExactDist2dSq(&back) >= realMax * realMax)
return false;
return std::fabs(back.GetPositionZ() - GetPositionZ()) < maxZDistance;
}
bool cropPathTo(std::vector<WorldPosition>& path, float maxDistance = sPlayerbotAIConfig.targetPosRecalcDistance);
bool canPathTo(WorldPosition endPos, Unit* bot) { return endPos.isPathTo(getPathTo(endPos, bot)); }
float getPathLength(std::vector<WorldPosition> points)
{
float dist = 0.f;
for (auto& p : points)
{
if (&p == &points.front())
dist = 0.f;
else
dist += std::prev(&p, 1)->distance(p);
}
return dist;
}
bool GetReachableRandomPointOnGround(Player* bot, float radius, bool randomRange = true);
uint32 getUnitsAggro(GuidVector& units, Player* bot);
// Creatures
std::vector<CreatureData const*> getCreaturesNear(float radius = 0, uint32 entry = 0);
// GameObjects
std::vector<GameObjectData const*> getGameObjectsNear(float radius = 0, uint32 entry = 0);
private:
uint32 visitors = 0;
};
inline ByteBuffer& operator<<(ByteBuffer& b, WorldPosition& guidP)
{
b << guidP.GetMapId();
b << guidP.GetPositionX();
b << guidP.GetPositionY();
b << guidP.GetPositionZ();
b << guidP.GetOrientation();
b << guidP.getVisitors();
return b;
}
inline ByteBuffer& operator>>(ByteBuffer& b, [[maybe_unused]] WorldPosition& g)
{
uint32 mapid;
float coord_x;
float coord_y;
float coord_z;
float orientation;
uint32 visitors = 0;
b >> mapid;
b >> coord_x;
b >> coord_y;
b >> coord_z;
b >> orientation;
b >> visitors;
return b;
}
// Generic creature finder
class FindPointCreatureData
{
public:
FindPointCreatureData(WorldPosition point1 = WorldPosition(), float radius1 = 0, uint32 entry1 = 0)
{
point = point1;
radius = radius1;
entry = entry1;
}
void operator()(CreatureData const& dataPair);
std::vector<CreatureData const*> GetResult() const { return data; };
private:
WorldPosition point;
float radius;
uint32 entry;
std::vector<CreatureData const*> data;
};
// Generic gameObject finder
class FindPointGameObjectData
{
public:
FindPointGameObjectData(WorldPosition point1 = WorldPosition(), float radius1 = 0, uint32 entry1 = 0)
{
point = point1;
radius = radius1;
entry = entry1;
}
void operator()(GameObjectData const& dataPair);
std::vector<GameObjectData const*> GetResult() const { return data; };
private:
WorldPosition point;
float radius;
uint32 entry;
std::vector<GameObjectData const*> data;
};
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();
GameObject* GetGameObject();
Unit* GetUnit();
Creature* GetCreature();
Player* GetPlayer();
bool HasNpcFlag(NPCFlags flag);
bool IsCreatureOrGOAccessible(); // For loaded grids check if the creature/gameobject is in world + alive
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 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 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;
}
virtual ~TravelDestination();
void addPoint(WorldPosition* pos)
{
if (!pos)
return;
points.push_back(new WorldPosition(*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([[maybe_unused]] 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([[maybe_unused]] Player* bot) override { return false; }
std::string const getName() override { return "NullTravelDestination"; }
std::string const getTitle() override { return "no destination"; }
bool isIn([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] float radius = 0.f) override { return true; }
bool isOut([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] 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 entry; }
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 { return title; };
virtual void setTitle(std::string newTitle) { title = newTitle; }
virtual uint32 getAreaId() { return areaId; }
protected:
uint32 areaId;
std::string title = "";
};
// 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:
struct NpcLocation
{
WorldLocation loc;
uint32 entry;
};
struct FlightMasterInfo
{
WorldPosition pos;
uint32 zoneId; // resolved once at cache load
uint32 taxiNodeId; // DBC taxi node nearest to this flight master
uint32 templateEntry; // creature template ID (for ObjectGuid construction)
uint32 dbGuid; // DB spawn GUID (for ObjectGuid construction)
};
static TravelMgr& instance()
{
static TravelMgr instance;
return instance;
}
void Clear();
void LoadQuestTravelTable();
// Navigation
void Init();
FlightMasterInfo const* GetNearestFlightMasterInfo(Player* bot) const;
std::vector<std::vector<uint32>> GetOptimalFlightDestinations(Player* bot);
const std::vector<WorldLocation> GetTeleportLocations(Player* bot);
const std::vector<WorldLocation> GetTravelHubs(Player* bot);
std::vector<WorldLocation> GetCityLocations(Player* bot);
std::vector<uint32> GetFlightNodesInZone(uint32 zoneId, TeamId team, uint32 excludeNode = 0) const;
bool SelectAuctioneerByMap(Player* bot, NpcLocation& outAuctioneer);
const std::vector<WorldLocation>& GetLocsPerLevelCache(uint8 level) { return locsPerLevelCache[level]; }
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);
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;
private:
TravelMgr() = default;
~TravelMgr() = default;
TravelMgr(const TravelMgr&) = delete;
TravelMgr& operator=(const TravelMgr&) = delete;
TravelMgr(TravelMgr&&) = delete;
TravelMgr& operator=(TravelMgr&&) = delete;
// Navigation initialization
void PrepareZone2LevelBracket();
void PrepareDestinationCache();
// Internal types
struct LevelBracket
{
uint32 low;
uint32 high;
bool InsideBracket(uint32 val) const { return val >= low && val <= high; }
};
// Navigation caches
std::map<uint32, FlightMasterInfo> allianceFlightMasterCache;
std::map<uint32, FlightMasterInfo> hordeFlightMasterCache;
std::map<uint8, std::vector<WorldLocation>> allianceHubsPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> hordeHubsPerLevelCache;
std::map<uint8, std::vector<NpcLocation>> bankerLocsPerLevelCache;
std::unordered_map<uint16, std::unordered_map<uint32, std::vector<NpcLocation>>> hordeAuctioneerCache;
std::unordered_map<uint16, std::unordered_map<uint32, std::vector<NpcLocation>>> allianceAuctioneerCache;
std::unordered_map<uint32, WorldLocation> bankerEntryToLocation;
std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
std::unordered_map<uint32, std::vector<WorldLocation>> creatureSpawnsByTemplate;
std::map<uint32, LevelBracket> zone2LevelBracket;
};
#define sTravelMgr TravelMgr::instance()
#endif