fix(Core/Spells): FIxed calculating LoS for dynamic objects. (#13795)

Fixes #13777
This commit is contained in:
UltraNix
2022-11-16 05:19:29 +01:00
committed by GitHub
parent 853cf6c142
commit 3603f44dad
3 changed files with 12 additions and 10 deletions

View File

@@ -1233,11 +1233,11 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
return distsq < maxdist * maxdist;
}
Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight) const
Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight, Optional<float> combatReach) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()));
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), GetCombatReach());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), (combatReach ? *combatReach : GetCombatReach()));
return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
}
@@ -1344,7 +1344,7 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
return true;
}
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= {}*/) const
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= { }*/, Optional<float> combatReach /*= { }*/) const
{
if (!IsInMap(obj))
return false;
@@ -1365,14 +1365,14 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlag
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight);
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight, combatReach);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight) const
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight, Optional<float> combatReach) const
{
Position pos = GetHitSpherePointFor(dest, collisionHeight);
Position pos = GetHitSpherePointFor(dest, collisionHeight, combatReach);
x = pos.GetPositionX();
y = pos.GetPositionY();
z = pos.GetPositionZ();