fix(Core/Movement): (#7008)

- Get zone/area IDs from vmap data in the liquid update
- Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
- Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields.
- Clean up liquid state handling on Unit and Player
- Implemented getting area id from gameobject spawns.
- Removed old core related to getting movement flags dependent on environment.
- Movement flags are now processed more precisely and dynamically.

Original source: TrinityCore.

- Closes #5086
- Updates #2208.
This commit is contained in:
UltraNix
2021-08-25 12:41:20 +02:00
committed by GitHub
parent 909c3e5799
commit a8c0a2cc89
47 changed files with 1086 additions and 883 deletions

View File

@@ -8,9 +8,14 @@
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "Log.h"
#include "MapTree.h"
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
#include "VMapFactory.h"
#include "VMapManager2.h"
#include "WorldModel.h"
#include <G3D/AABox.h>
#include <G3D/Ray.h>
#include <G3D/Vector3.h>
@@ -145,6 +150,52 @@ struct DynamicTreeIntersectionCallback
bool didHit() const { return did_hit;}
};
struct DynamicTreeAreaInfoCallback
{
DynamicTreeAreaInfoCallback(uint32 phaseMask)
: _phaseMask(phaseMask) {}
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
obj.IntersectPoint(p, _areaInfo, _phaseMask);
}
VMAP::AreaInfo const& GetAreaInfo() const
{
return _areaInfo;
}
private:
uint32 _phaseMask;
VMAP::AreaInfo _areaInfo;
};
struct DynamicTreeLocationInfoCallback
{
DynamicTreeLocationInfoCallback(uint32 phaseMask)
: _phaseMask(phaseMask), _hitModel(nullptr) {}
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
if (obj.GetLocationInfo(p, _locationInfo, _phaseMask))
_hitModel = &obj;
}
VMAP::LocationInfo& GetLocationInfo()
{
return _locationInfo;
}
GameObjectModel const* GetHitModel() const
{
return _hitModel;
}
private:
uint32 _phaseMask;
VMAP::LocationInfo _locationInfo;
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
{
@@ -238,3 +289,41 @@ float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist,
return -G3D::finf();
}
}
bool DynamicMapTree::GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const
{
G3D::Vector3 v(x, y, z + 0.5f);
DynamicTreeAreaInfoCallback intersectionCallBack(phasemask);
impl->intersectPoint(v, intersectionCallBack);
if (intersectionCallBack.GetAreaInfo().result)
{
flags = intersectionCallBack.GetAreaInfo().flags;
adtId = intersectionCallBack.GetAreaInfo().adtId;
rootId = intersectionCallBack.GetAreaInfo().rootId;
groupId = intersectionCallBack.GetAreaInfo().groupId;
z = intersectionCallBack.GetAreaInfo().ground_Z;
return true;
}
return false;
}
void DynamicMapTree::GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const
{
G3D::Vector3 v(x, y, z + 0.5f);
DynamicTreeLocationInfoCallback intersectionCallBack(phasemask);
impl->intersectPoint(v, intersectionCallBack);
if (intersectionCallBack.GetLocationInfo().hitModel)
{
data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z;
uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType();
float liquidLevel;
if (!reqLiquidType || (dynamic_cast<VMAP::VMapManager2*>(VMAP::VMapFactory::createOrGetVMapManager())->GetLiquidFlagsPtr(liquidType) & reqLiquidType))
if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel))
data.liquidInfo.emplace(liquidType, liquidLevel);
data.areaInfo.emplace(0,
intersectionCallBack.GetLocationInfo().rootId,
intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(),
intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags());
}
}