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fix(Core/Spell): Improvements to path generation for Charge mechanic (#11534)
It has its flaws but it can be improved and it's actually a lot better than what we currently have.
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@@ -646,7 +646,6 @@ Spell::Spell(Unit* caster, SpellInfo const* info, TriggerCastFlags triggerFlags,
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m_glyphIndex = 0;
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m_preCastSpell = 0;
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m_spellAura = nullptr;
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m_pathFinder = nullptr; // pussywizard
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_scriptsLoaded = false;
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//Auto Shot & Shoot (wand)
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@@ -701,7 +700,6 @@ Spell::~Spell()
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}
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delete m_spellValue;
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delete m_pathFinder; // pussywizard
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CheckEffectExecuteData();
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}
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@@ -6001,40 +5999,28 @@ SpellCastResult Spell::CheckCast(bool strict)
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{
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Unit* target = m_targets.GetUnitTarget();
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if (!target)
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return SPELL_FAILED_BAD_TARGETS;
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return SPELL_FAILED_DONT_REPORT;
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Position pos;
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target->GetChargeContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
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// first we must check to see if the target is in LoS. A path can usually be built but LoS matters for charge spells
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if (!target->IsWithinLOSInMap(m_caster)) //Do full LoS/Path check. Don't exclude m2
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return SPELL_FAILED_LINE_OF_SIGHT;
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if (m_caster->GetMapId() == 618) // pussywizard: 618 Ring of Valor
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pos.m_positionZ = std::max(pos.m_positionZ, 28.28f);
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float objSize = target->GetCombatReach();
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float range = m_spellInfo->GetMaxRange(true, m_caster, this) * 1.5f + objSize; // can't be overly strict
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float maxdist = m_caster->GetMeleeRange(target);
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if (!target->IsInDist(&pos, maxdist))
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m_preGeneratedPath = std::make_unique<PathGenerator>(m_caster);
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m_preGeneratedPath->SetPathLengthLimit(range);
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// first try with raycast, if it fails fall back to normal path
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bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false);
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if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT)
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return SPELL_FAILED_NOPATH;
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else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE))
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return SPELL_FAILED_NOPATH;
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else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line
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return SPELL_FAILED_NOPATH;
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if (m_caster->GetMapId() == 618) // pussywizard: 618 Ring of Valor
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{
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if (!((target->GetPositionZ() > 32.0f) ^ (m_caster->GetPositionZ() > 32.0f)))
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break;
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return SPELL_FAILED_NOPATH;
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}
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else if (m_caster->GetMapId() == 572) // pussywizard: 572 Ruins of Lordaeron
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{
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if (pos.GetPositionX() < 1275.0f || m_caster->GetPositionX() < 1275.0f) // special case (acid)
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break; // can't force path because the way is around and the path is too long
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}
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if (m_caster->GetTransport() != target->GetTransport())
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return SPELL_FAILED_NOPATH;
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if (m_caster->GetTransport())
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break;
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m_pathFinder = new PathGenerator(m_caster);
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m_pathFinder->CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.15f, false);
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G3D::Vector3 endPos = m_pathFinder->GetEndPosition(); // also check distance between target and the point calculated by mmaps
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if (m_pathFinder->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE) || target->GetExactDistSq(endPos.x, endPos.y, endPos.z) > maxdist * maxdist || m_pathFinder->getPathLength() > (40.0f + (m_caster->HasAura(58097) ? 5.0f : 0.0f)))
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return SPELL_FAILED_NOPATH;
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m_preGeneratedPath->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), objSize); // move back
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}
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if (Player* player = m_caster->ToPlayer())
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player->SetCanTeleport(true);
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