fix(Core/Tools): Revert "Handle different slopes in mmaps and Add so… (#12111)

...me more input parameters to improve"

This reverts commit b544eb420e.
Fixes #12079
This commit is contained in:
UltraNix
2022-06-21 21:07:53 +02:00
committed by GitHub
parent 73bd2b446c
commit 113bdacb5f
10 changed files with 183 additions and 264 deletions

View File

@@ -641,12 +641,12 @@ void PathGenerator::CreateFilter()
// creatures don't take environmental damage
if (creature->CanEnterWater())
includeFlags |= (NAV_WATER | NAV_MAGMA_SLIME);
includeFlags |= (NAV_WATER | NAV_MAGMA);
}
else // assume Player
{
// perfect support not possible, just stay 'safe'
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA_SLIME);
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA);
}
_filter.setIncludeFlags(includeFlags);
@@ -671,17 +671,13 @@ void PathGenerator::UpdateFilter()
_filter.setIncludeFlags(includedFlags);
}
if (Creature const* _sourceCreature = _source->ToCreature())
{
/*if (Creature const* _sourceCreature = _source->ToCreature())
if (_sourceCreature->IsInCombat() || _sourceCreature->IsInEvadeMode())
{
_filter.setIncludeFlags(_filter.getIncludeFlags() | NAV_GROUND_STEEP);
}
}
_filter.setIncludeFlags(_filter.getIncludeFlags() | NAV_GROUND_STEEP);*/
}
}
NavTerrainFlag PathGenerator::GetNavTerrain(float x, float y, float z) const
NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z) const
{
LiquidData data;
LiquidData const& liquidData = _source->GetMap()->GetLiquidData(_source->GetPhaseMask(), x, y, z, _source->GetCollisionHeight(), MAP_ALL_LIQUIDS);
@@ -695,7 +691,7 @@ NavTerrainFlag PathGenerator::GetNavTerrain(float x, float y, float z) const
return NAV_WATER;
case MAP_LIQUID_TYPE_MAGMA:
case MAP_LIQUID_TYPE_SLIME:
return NAV_MAGMA_SLIME;
return NAV_MAGMA;
default:
return NAV_GROUND;
}
@@ -1143,9 +1139,9 @@ bool PathGenerator::IsWaterPath(Movement::PointsArray pathPoints) const
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
for (uint32 i = 0; i < pathPoints.size(); ++i)
{
NavTerrainFlag terrain = GetNavTerrain(pathPoints[i].x, pathPoints[i].y, pathPoints[i].z);
NavTerrain terrain = GetNavTerrain(pathPoints[i].x, pathPoints[i].y, pathPoints[i].z);
// One of the points is not in the water
if (terrain != NAV_MAGMA_SLIME && terrain != NAV_WATER)
if (terrain != NAV_MAGMA && terrain != NAV_WATER)
{
waterPath = false;
break;

View File

@@ -168,7 +168,7 @@ class PathGenerator
void BuildPointPath(float const* startPoint, float const* endPoint);
void BuildShortcut();
[[nodiscard]] NavTerrainFlag GetNavTerrain(float x, float y, float z) const;
[[nodiscard]] NavTerrain GetNavTerrain(float x, float y, float z) const;
void CreateFilter();
void UpdateFilter();