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

@@ -110,6 +110,9 @@ namespace Movement
[[nodiscard]] Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx + 1, false) : Vector3(); }
[[nodiscard]] int32 currentPathIdx() const;
[[nodiscard]] bool HasAnimation() const { return splineflags.animation; }
[[nodiscard]] uint8 GetAnimationType() const { return splineflags.animId; }
bool onTransport;
[[nodiscard]] std::string ToString() const;
[[nodiscard]] bool HasStarted() const