fix(Core/FleeingMovementGenerator): Prevent fleeing players from moving off cliffs (#22462)

Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
This commit is contained in:
Anton Popovichenko
2025-07-14 10:24:55 +02:00
committed by GitHub
parent a88c058ef0
commit 7712c2a973
3 changed files with 9 additions and 8 deletions

View File

@@ -144,6 +144,9 @@ void FleeingMovementGenerator<T>::SetTargetLocation(T* owner)
bool result = _path->CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
if (!result || (_path->GetPathType() & PathType(PATHFIND_NOPATH | PATHFIND_SHORTCUT | PATHFIND_FARFROMPOLY | PATHFIND_NOT_USING_PATH)))
{
if (_fleeTargetGUID)
++_invalidPathsCount;
_timer.Reset(100);
return;
}
@@ -152,15 +155,13 @@ void FleeingMovementGenerator<T>::SetTargetLocation(T* owner)
if (_path->getPathLength() < MIN_PATH_LENGTH)
{
if (_fleeTargetGUID)
{
++_shortPathsCount;
}
++_invalidPathsCount;
_timer.Reset(100);
return;
}
_shortPathsCount = 0;
_invalidPathsCount = 0;
Movement::MoveSplineInit init(owner);
init.MovebyPath(_path->GetPath());
@@ -175,7 +176,7 @@ void FleeingMovementGenerator<T>::GetPoint(T* owner, Position& position)
float casterDistance = 0.f;
float casterAngle = 0.f;
Unit* fleeTarget = nullptr;
if (_shortPathsCount < 5)
if (_invalidPathsCount < 5)
fleeTarget = ObjectAccessor::GetUnit(*owner, _fleeTargetGUID);
if (fleeTarget)

View File

@@ -26,7 +26,7 @@ template<class T>
class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
{
public:
explicit FleeingMovementGenerator(ObjectGuid fleeTargetGUID) : _path(nullptr), _fleeTargetGUID(fleeTargetGUID), _timer(0), _interrupt(false), _shortPathsCount(0) { }
explicit FleeingMovementGenerator(ObjectGuid fleeTargetGUID) : _path(nullptr), _fleeTargetGUID(fleeTargetGUID), _timer(0), _interrupt(false), _invalidPathsCount(0) { }
MovementGeneratorType GetMovementGeneratorType() override { return FLEEING_MOTION_TYPE; }
@@ -43,7 +43,7 @@ class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovem
ObjectGuid _fleeTargetGUID;
TimeTracker _timer;
bool _interrupt;
uint8 _shortPathsCount;
uint8 _invalidPathsCount;
};
class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>

View File

@@ -556,7 +556,7 @@ void PathGenerator::BuildPointPath(const float* startPoint, const float* endPoin
}
// Special case with start and end positions very close to each other
if (_polyLength == 1 && pointCount == 1)
if (_polyLength == 1 && pointCount == 1 && !(dtResult & DT_SLOPE_TOO_STEEP))
{
// First point is start position, append end position
dtVcopy(&pathPoints[1 * VERTEX_SIZE], endPoint);