fix(Core/Player): allow attacking target within boundary radius when… (#22500)

Co-authored-by: Kito <kito@vortexirc.com>
This commit is contained in:
Jelle Meeus
2025-07-29 05:38:49 -07:00
committed by GitHub
parent 98eda3684d
commit 40c58123b1
4 changed files with 18 additions and 6 deletions

View File

@@ -181,8 +181,8 @@ void Player::Update(uint32 p_time)
m_swingErrorMsg = 1;
}
}
// 120 degrees of radiant range
else if (!HasInArc(2 * M_PI / 3, victim))
// 120 degrees of radiant range, if player is not in boundary radius
else if (!IsWithinBoundaryRadius(victim) && !HasInArc(2 * float(M_PI) / 3, victim))
{
setAttackTimer(BASE_ATTACK, 100);
if (m_swingErrorMsg != 2) // send single time (client auto repeat)
@@ -211,8 +211,8 @@ void Player::Update(uint32 p_time)
{
if (!IsWithinMeleeRange(victim))
setAttackTimer(OFF_ATTACK, 100);
else if (!HasInArc(2 * M_PI / 3, victim))
setAttackTimer(OFF_ATTACK, 100);
else if (!IsWithinBoundaryRadius(victim) && !HasInArc(2 * float(M_PI) / 3, victim))
setAttackTimer(BASE_ATTACK, 100);
else
{
// prevent base and off attack in same time, delay attack at

View File

@@ -698,6 +698,16 @@ bool Unit::IsWithinRange(Unit const* obj, float dist) const
return distsq <= dist * dist;
}
bool Unit::IsWithinBoundaryRadius(const Unit* obj) const
{
if (!obj || !IsInMap(obj) || !InSamePhase(obj))
return false;
float objBoundaryRadius = std::max(obj->GetBoundaryRadius(), MIN_MELEE_REACH);
return IsInDist(obj, objBoundaryRadius);
}
bool Unit::GetRandomContactPoint(Unit const* obj, float& x, float& y, float& z, bool force) const
{
float combat_reach = GetCombatReach();

View File

@@ -818,9 +818,11 @@ public:
bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
// Combat range
[[nodiscard]] float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; }
[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
bool IsWithinBoundaryRadius(const Unit* obj) const;
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
float GetMeleeRange(Unit const* target) const;