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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Spells): FIxed calculating LoS for dynamic objects. (#13795)
Fixes #13777
This commit is contained in:
@@ -1233,11 +1233,11 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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return distsq < maxdist * maxdist;
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight) const
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Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight, Optional<float> combatReach) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()));
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), GetCombatReach());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), (combatReach ? *combatReach : GetCombatReach()));
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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}
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@@ -1344,7 +1344,7 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
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return true;
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}
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bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= {}*/) const
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bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= { }*/, Optional<float> combatReach /*= { }*/) const
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{
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if (!IsInMap(obj))
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return false;
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@@ -1365,14 +1365,14 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlag
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z += GetCollisionHeight();
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}
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else
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GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight);
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GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight, combatReach);
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return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
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}
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight) const
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight, Optional<float> combatReach) const
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{
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Position pos = GetHitSpherePointFor(dest, collisionHeight);
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Position pos = GetHitSpherePointFor(dest, collisionHeight, combatReach);
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x = pos.GetPositionX();
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y = pos.GetPositionY();
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z = pos.GetPositionZ();
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@@ -465,9 +465,9 @@ public:
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
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[[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
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[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, Optional<float> collisionHeight = { }) const;
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[[nodiscard]] Position GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight = { }) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight = { }) const;
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[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, Optional<float> collisionHeight = { }, Optional<float> combatReach = { }) const;
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[[nodiscard]] Position GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight = { }, Optional<float> combatReach = { }) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight = { }, Optional<float> combatReach = { }) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
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[[nodiscard]] bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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@@ -2926,13 +2926,15 @@ void DynObjAura::FillTargetMap(std::map<Unit*, uint8>& targets, Unit* /*caster*/
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Unit* target = *itr;
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Optional<float> collisionHeight = { };
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Optional<float> combatReach = { };
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if (Unit* dynObjCaster = GetDynobjOwner()->GetCaster())
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{
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collisionHeight = dynObjCaster->GetCollisionHeight();
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combatReach = dynObjCaster->GetCombatReach();
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}
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if (!spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) &&
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!target->IsWithinLOSInMap(GetDynobjOwner(), VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_ALL_CHECKS, collisionHeight))
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!GetDynobjOwner()->IsWithinLOSInMap(target, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_ALL_CHECKS, collisionHeight, combatReach))
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{
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continue;
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}
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