mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 02:20:27 +00:00
feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
This commit is contained in:
@@ -153,9 +153,28 @@ ProcEventInfo::ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget,
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#pragma warning(disable:4355)
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#endif
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Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject),
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m_movedByPlayer(nullptr), m_lastSanctuaryTime(0), IsAIEnabled(false), NeedChangeAI(false),
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m_ControlledByPlayer(false), m_CreatedByPlayer(false), movespline(new Movement::MoveSpline()), i_AI(nullptr), i_disabledAI(nullptr), m_realRace(0), m_race(0), m_AutoRepeatFirstCast(false), m_procDeep(0), m_removedAurasCount(0),
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i_motionMaster(new MotionMaster(this)), m_regenTimer(0), m_ThreatManager(this), m_vehicle(nullptr), m_vehicleKit(nullptr), m_unitTypeMask(UNIT_MASK_NONE), m_HostileRefManager(this)
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m_movedByPlayer(nullptr),
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m_lastSanctuaryTime(0),
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IsAIEnabled(false),
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NeedChangeAI(false),
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m_ControlledByPlayer(false),
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m_CreatedByPlayer(false),
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movespline(new Movement::MoveSpline()),
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i_AI(nullptr),
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i_disabledAI(nullptr),
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m_realRace(0),
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m_race(0),
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m_AutoRepeatFirstCast(false),
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m_procDeep(0),
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m_removedAurasCount(0),
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i_motionMaster(new MotionMaster(this)),
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m_regenTimer(0),
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m_ThreatManager(this),
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m_vehicle(nullptr),
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m_vehicleKit(nullptr),
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m_unitTypeMask(UNIT_MASK_NONE),
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m_HostileRefManager(this),
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m_comboTarget(nullptr)
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{
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#ifdef _MSC_VER
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#pragma warning(default:4355)
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@@ -246,7 +265,6 @@ Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject),
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m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
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m_mmapNotAcceptableStartTime = 0;
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m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
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m_last_notify_mstime = 0;
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m_delayed_unit_relocation_timer = 0;
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@@ -445,7 +463,7 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 T
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data.append(GetPackGUID());
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data << uint8(0); // new in 3.1
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data << GetPositionX() << GetPositionY() << GetPositionZ() + GetHoverHeight();
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data << GetPositionX() << GetPositionY() << GetPositionZ();
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data << World::GetGameTimeMS();
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data << uint8(0);
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data << uint32(sf);
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@@ -571,12 +589,32 @@ bool Unit::IsWithinMeleeRange(const Unit* obj, float dist) const
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float dz = GetPositionZ() - obj->GetPositionZ();
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float distsq = dx * dx + dy * dy + dz * dz;
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float sizefactor = GetMeleeReach() + obj->GetMeleeReach();
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float maxdist = dist + sizefactor;
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float maxdist = dist + GetMeleeRange(obj);
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return distsq < maxdist * maxdist;
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}
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float Unit::GetMeleeRange(Unit const* target) const
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{
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float range = GetCombatReach() + target->GetCombatReach() + 4.0f / 3.0f;
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return std::max(range, NOMINAL_MELEE_RANGE);
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}
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bool Unit::IsWithinRange(Unit const* obj, float dist) const
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{
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if (!obj || !IsInMap(obj) || !InSamePhase(obj))
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{
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return false;
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}
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auto dx = GetPositionX() - obj->GetPositionX();
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auto dy = GetPositionY() - obj->GetPositionY();
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auto dz = GetPositionZ() - obj->GetPositionZ();
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auto distsq = dx * dx + dy * dy + dz * dz;
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return distsq <= dist * dist;
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}
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bool Unit::GetRandomContactPoint(const Unit* obj, float& x, float& y, float& z, bool force) const
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{
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float combat_reach = GetCombatReach();
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@@ -595,14 +633,14 @@ bool Unit::GetRandomContactPoint(const Unit* obj, float& x, float& y, float& z,
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GetAngle(obj) + (attacker_number ? (static_cast<float>(M_PI / 2) - static_cast<float>(M_PI) * (float)rand_norm()) * float(attacker_number) / combat_reach * 0.3f : 0));
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// pussywizard
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if (fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
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if (fabs(this->GetPositionZ() - z) > this->GetCollisionHeight() || !IsWithinLOS(x, y, z))
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{
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x = this->GetPositionX();
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y = this->GetPositionY();
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z = this->GetPositionZ();
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obj->UpdateAllowedPositionZ(x, y, z);
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}
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float maxDist = MELEE_RANGE + GetMeleeReach() + obj->GetMeleeReach();
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float maxDist = GetMeleeRange(obj);
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if (GetExactDistSq(x, y, z) >= maxDist * maxDist)
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{
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if (force)
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@@ -2141,7 +2179,7 @@ void Unit::CalcHealAbsorb(Unit const* victim, const SpellInfo* healSpell, uint32
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healAmount = RemainingHeal;
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}
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void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool extra)
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void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extra)
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{
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if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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return;
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@@ -2188,6 +2226,95 @@ void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool ext
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}
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}
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Position* Unit::GetMeleeAttackPoint(Unit* attacker)
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{
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if (!attacker)
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{
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return nullptr;
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}
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AttackerSet attackers = getAttackers();
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if (attackers.size() <= 1) // if the attackers are not more than one
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{
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return nullptr;
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}
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float meleeReach = GetExactDist2d(attacker);
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if (meleeReach <= 0)
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{
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return nullptr;
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}
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float minAngle = 0;
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Unit *refUnit = nullptr;
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uint32 validAttackers = 0;
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double attackerSize = attacker->GetCollisionRadius();
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for (const auto& otherAttacker: attackers)
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{
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// if the otherAttacker is not valid, skip
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if (!otherAttacker ||
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otherAttacker->GetGUID() == attacker->GetGUID() ||
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!otherAttacker->IsWithinMeleeRange(this) ||
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otherAttacker->isMoving()
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)
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{
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continue;
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}
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float curretAngle = atan(attacker->GetExactDist2d(otherAttacker) / meleeReach);
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if (minAngle == 0 || curretAngle < minAngle)
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{
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minAngle = curretAngle;
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refUnit = otherAttacker;
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}
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validAttackers++;
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}
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if (!validAttackers || !refUnit)
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return nullptr;
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float contactDist = attackerSize + refUnit->GetCollisionRadius();
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float requiredAngle = atan(contactDist / meleeReach);
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float attackersAngle = atan(attacker->GetExactDist2d(refUnit) / meleeReach);
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// in instance: the more attacker there are, the higher will be the tollerance
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// outside: creatures should not intersecate
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float angleTollerance = attacker->GetMap()->IsDungeon() ? requiredAngle - requiredAngle * tanh(validAttackers / 5.0f) : requiredAngle;
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if (attackersAngle > angleTollerance)
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{
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return nullptr;
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}
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double angle = atan(contactDist / meleeReach);
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float angularRadius = frand(0.1f, 0.3f) + angle;
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int8 direction = (urand(0, 1) ? -1 : 1);
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float currentAngle = GetAngle(refUnit);
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float absAngle = currentAngle + angularRadius * direction;
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float x, y, z;
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float distance = meleeReach - GetObjectSize();
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GetNearPoint(attacker, x, y, z, distance, 0.0f, absAngle);
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if (!GetMap()->CanReachPositionAndGetValidCoords(this, x, y, z, true, true))
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{
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GetNearPoint(attacker, x, y, z, distance, 0.0f, absAngle * -1); // try the other side
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if (!GetMap()->CanReachPositionAndGetValidCoords(this, x, y, z, true, true))
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{
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return nullptr;
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}
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}
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return new Position(x,y,z);
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}
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void Unit::HandleProcExtraAttackFor(Unit* victim)
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{
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while (m_extraAttacks)
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@@ -3514,7 +3641,7 @@ bool Unit::isInAccessiblePlaceFor(Creature const* c) const
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}
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if (IsInWater())
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return IsUnderWater() ? c->CanSwim() : (c->CanSwim() || c->CanFly());
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return IsUnderWater() ? c->CanEnterWater() : (c->CanEnterWater() || c->CanFly());
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else
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return c->CanWalk() || c->CanFly() || (c->CanSwim() && IsInWater(true));
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}
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@@ -3534,33 +3661,38 @@ void Unit::UpdateEnvironmentIfNeeded(const uint8 option)
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return;
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}
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if (option <= 1 && GetExactDistSq(&m_last_environment_position) < 2.5f * 2.5f)
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// run environment checks everytime the unit moves
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// more than it's average radius
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// TODO: find better solution here
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float radiusWidth = GetCollisionRadius();
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float radiusHeight = GetCollisionHeight() / 2;
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float radiusAvg = (radiusWidth + radiusHeight) / 2;
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if (option <= 1 && GetExactDistSq(&m_last_environment_position) < radiusAvg*radiusAvg)
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return;
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m_last_environment_position.Relocate(GetPositionX(), GetPositionY(), GetPositionZ());
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m_staticFloorZ = GetMap()->GetHeight(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ());
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m_is_updating_environment = true;
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bool changed = false;
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Creature* c = this->ToCreature();
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Map* baseMap = const_cast<Map*>(GetBaseMap());
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Creature* c = this->ToCreature();
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if (!c || !baseMap)
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{
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m_is_updating_environment = false;
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return;
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}
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bool canChangeFlying = option == 3 || ((c->GetScriptId() == 0 || GetInstanceId() == 0) && GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE);
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bool canChangeFlying = option == 3 || GetMotionMaster()->GetCurrentMovementGeneratorType() != WAYPOINT_MOTION_TYPE;
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bool canFallGround = option == 0 && canChangeFlying && GetInstanceId() == 0 && !IsInCombat() && !GetVehicle() && !GetTransport() && !HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && !c->IsTrigger() && !c->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) && GetMotionMaster()->GetCurrentMovementGeneratorType() <= RANDOM_MOTION_TYPE && !HasUnitState(UNIT_STATE_EVADE) && !IsControlledByPlayer();
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float x = GetPositionX(), y = GetPositionY(), z = GetPositionZ();
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bool isInAir = true;
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float ground_z = z;
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LiquidData liquidData;
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liquidData.level = INVALID_HEIGHT;
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ZLiquidStatus liquidStatus = baseMap->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData);
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// IsInWater
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bool enoughWater = (liquidData.level > INVALID_HEIGHT && liquidData.level > liquidData.depth_level && liquidData.level - liquidData.depth_level >= 1.5f); // also check if theres enough water - at least 2yd
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bool enoughWater = baseMap->HasEnoughWater(this, liquidData);
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m_last_isinwater_status = (liquidStatus & (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER)) && enoughWater;
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m_last_islittleabovewater_status = (liquidData.level > INVALID_HEIGHT && liquidData.level > liquidData.depth_level && liquidData.level <= z + 3.0f && liquidData.level > z - 1.0f);
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@@ -3615,12 +3747,12 @@ void Unit::UpdateEnvironmentIfNeeded(const uint8 option)
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// Refresh being in water
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if (m_last_isinwater_status)
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{
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if (!c->CanFly() || z < liquidData.level - 2.0f)
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if (!c->CanFly() || enoughWater)
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{
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if (!HasUnitState(UNIT_STATE_NO_ENVIRONMENT_UPD) && c->CanSwim() && (!HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) || !HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY)))
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{
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SetSwim(true);
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SetDisableGravity(true);
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// SetDisableGravity(true);
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changed = true;
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}
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isInAir = false;
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@@ -3648,11 +3780,12 @@ void Unit::UpdateEnvironmentIfNeeded(const uint8 option)
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{
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if (GetMap()->GetGrid(x, y))
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{
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float temp = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true, 100.0f);
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float temp = GetFloorZ();
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if (temp > INVALID_HEIGHT)
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{
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ground_z = (c->CanSwim() && liquidData.level > INVALID_HEIGHT) ? liquidData.level : temp;
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isInAir = flyingBarelyInWater || G3D::fuzzyGt(z, ground_z + 0.75f) || G3D::fuzzyLt(z, ground_z - 0.5f);
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bool canHover = c->CanHover();
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isInAir = flyingBarelyInWater || (G3D::fuzzyGt(GetPositionZ(), ground_z + (canHover ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f) + GROUND_HEIGHT_TOLERANCE) || G3D::fuzzyLt(GetPositionZ(), ground_z - GROUND_HEIGHT_TOLERANCE)); // Can be underground too, prevent the falling
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}
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else
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isInAir = true;
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@@ -3685,24 +3818,26 @@ void Unit::UpdateEnvironmentIfNeeded(const uint8 option)
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}
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else if (c->CanFly() && isInAir)
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{
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if (!c->IsFalling() && (!HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY) || !HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) /*|| !HasUnitMovementFlag(MOVEMENTFLAG_HOVER)*/))
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if (!c->IsFalling() && (!HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY) || !HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) || !HasUnitMovementFlag(MOVEMENTFLAG_HOVER)))
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{
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SetCanFly(true);
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SetDisableGravity(true);
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//SetHover(true);
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if (IsAlive() && (c->CanHover() || HasAuraType(SPELL_AURA_HOVER)))
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SetHover(true);
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changed = true;
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}
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}
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else
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY) || HasUnitMovementFlag(MOVEMENTFLAG_FLYING) /*|| HasUnitMovementFlag(MOVEMENTFLAG_HOVER)*/)
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if (HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY) || HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
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{
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SetCanFly(false);
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RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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//SetHover(false);
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if (!HasAuraType(SPELL_AURA_HOVER))
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SetHover(false);
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changed = true;
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}
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if (HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) && !HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) /*&& !HasUnitMovementFlag(MOVEMENTFLAG_HOVER)*/)
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if (HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) && !HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
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{
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SetDisableGravity(false);
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changed = true;
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@@ -9570,6 +9705,13 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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if (GetTypeId() == TYPEID_PLAYER && IsMounted())
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return false;
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// creatures cannot attack while evading
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Creature* creature = ToCreature();
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if (creature && creature->IsInEvadeMode())
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{
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return false;
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}
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//if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) // pussywizard: wtf? why having this flag prevents from entering combat? it should just prevent melee attack
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// return false;
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@@ -9638,7 +9780,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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//if (GetTypeId() == TYPEID_UNIT)
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// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
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if (GetTypeId() == TYPEID_UNIT && !IsPet())
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if (creature && !IsPet())
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{
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// should not let player enter combat by right clicking target - doesn't helps
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SetInCombatWith(victim);
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@@ -9646,8 +9788,8 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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victim->SetInCombatWith(this);
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AddThreat(victim, 0.0f);
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ToCreature()->SendAIReaction(AI_REACTION_HOSTILE);
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ToCreature()->CallAssistance();
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creature->SendAIReaction(AI_REACTION_HOSTILE);
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creature->CallAssistance();
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}
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// delay offhand weapon attack to next attack time
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@@ -9659,7 +9801,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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// Let the pet know we've started attacking someting. Handles melee attacks only
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// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
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if (this->GetTypeId() == TYPEID_PLAYER && !m_Controlled.empty())
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if (GetTypeId() == TYPEID_PLAYER && !m_Controlled.empty())
|
||||
for (Unit::ControlSet::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
|
||||
if (Unit* pet = *itr)
|
||||
if (pet->IsAlive() && pet->GetTypeId() == TYPEID_UNIT)
|
||||
@@ -12546,7 +12688,7 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
|
||||
WorldPacket data(SMSG_MOVE_SET_COLLISION_HGT, GetPackGUID().size() + 4 + 4);
|
||||
data.append(GetPackGUID());
|
||||
data << uint32(sWorld->GetGameTime()); // Packet counter
|
||||
data << player->GetCollisionHeight(true);
|
||||
data << player->GetCollisionHeight();
|
||||
player->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
@@ -12566,7 +12708,7 @@ void Unit::Dismount()
|
||||
WorldPacket data(SMSG_MOVE_SET_COLLISION_HGT, GetPackGUID().size() + 4 + 4);
|
||||
data.append(GetPackGUID());
|
||||
data << uint32(sWorld->GetGameTime()); // Packet counter
|
||||
data << thisPlayer->GetCollisionHeight(false);
|
||||
data << thisPlayer->GetCollisionHeight();
|
||||
thisPlayer->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
@@ -12728,7 +12870,6 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy, uint32 duration)
|
||||
|
||||
if (Creature* creature = ToCreature())
|
||||
{
|
||||
creature->m_targetsNotAcceptable.clear();
|
||||
creature->UpdateEnvironmentIfNeeded(2);
|
||||
|
||||
// Set home position at place of engaging combat for escorted creatures
|
||||
@@ -12746,6 +12887,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy, uint32 duration)
|
||||
creature->GetFormation()->MemberAttackStart(creature, enemy);
|
||||
}
|
||||
|
||||
creature->RefreshSwimmingFlag();
|
||||
|
||||
if (IsPet())
|
||||
{
|
||||
UpdateSpeed(MOVE_RUN, true);
|
||||
@@ -12880,7 +13023,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
|
||||
return false;
|
||||
}
|
||||
// check flags
|
||||
if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_UNK_16)
|
||||
if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NON_ATTACKABLE_2)
|
||||
|| (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
|
||||
|| (!target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
|
||||
|| (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC))
|
||||
@@ -13748,33 +13891,15 @@ Unit* Creature::SelectVictim()
|
||||
|
||||
if (target && _CanDetectFeignDeathOf(target) && CanCreatureAttack(target))
|
||||
{
|
||||
if (m_mmapNotAcceptableStartTime) m_mmapNotAcceptableStartTime = 0; // pussywizard: finding any valid target resets timer
|
||||
SetInFront(target);
|
||||
return target;
|
||||
}
|
||||
|
||||
// pussywizard: if victim is not acceptable only due to mmaps, it may be for example a knockback, wait for a few secs before evading
|
||||
if (!target && !isWorldBoss() && !GetInstanceId() && IsAlive() && (!CanHaveThreatList() || !getThreatManager().isThreatListEmpty()))
|
||||
if (Unit* v = GetVictim())
|
||||
if (isTargetNotAcceptableByMMaps(v->GetGUID(), sWorld->GetGameTime(), v))
|
||||
if (_CanDetectFeignDeathOf(v) && CanCreatureAttack(v))
|
||||
{
|
||||
if (m_mmapNotAcceptableStartTime)
|
||||
{
|
||||
if (sWorld->GetGameTime() <= m_mmapNotAcceptableStartTime + 4)
|
||||
return nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_mmapNotAcceptableStartTime = sWorld->GetGameTime();
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// pussywizard: not sure why it's here
|
||||
// pussywizard: if some npc (not player pet) is attacking us and we can't fight back - don't evade o_O
|
||||
// last case when creature must not go to evade mode:
|
||||
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
|
||||
// Note: creature does not have targeted movement generator but has attacker in this case
|
||||
for (AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
|
||||
if ((*itr) && !CanCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER && !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
|
||||
if ((*itr) && CanCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER && !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
|
||||
return nullptr;
|
||||
|
||||
if (GetVehicle())
|
||||
@@ -15812,7 +15937,7 @@ bool Unit::IsStandState() const
|
||||
|
||||
void Unit::SetStandState(uint8 state)
|
||||
{
|
||||
SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
|
||||
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_STAND_STATE, state);
|
||||
|
||||
if (IsStandState())
|
||||
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED);
|
||||
@@ -17442,6 +17567,9 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
|
||||
CombatStop();
|
||||
DeleteThreatList();
|
||||
|
||||
if (Creature* creature = ToCreature())
|
||||
creature->RefreshSwimmingFlag();
|
||||
|
||||
if (GetTypeId() == TYPEID_PLAYER)
|
||||
sScriptMgr->OnPlayerBeingCharmed(ToPlayer(), charmer, _oldFactionId, charmer->getFaction());
|
||||
|
||||
@@ -18634,7 +18762,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
|
||||
{
|
||||
float x = pos.GetPositionX() + 2.0f * cos(pos.GetOrientation() - M_PI / 2.0f);
|
||||
float y = pos.GetPositionY() + 2.0f * sin(pos.GetOrientation() - M_PI / 2.0f);
|
||||
float z = GetMap()->GetHeight(GetPhaseMask(), x, y, pos.GetPositionZ()) + 0.1f;
|
||||
float z = GetMapHeight(x, y, pos.GetPositionZ());
|
||||
if (z > INVALID_HEIGHT)
|
||||
pos.Relocate(x, y, z);
|
||||
}
|
||||
@@ -18718,15 +18846,12 @@ void Unit::_ExitVehicle(Position const* exitPosition)
|
||||
|
||||
void Unit::BuildMovementPacket(ByteBuffer* data) const
|
||||
{
|
||||
if (GetTypeId() == TYPEID_UNIT && GetHoverHeight() >= 2.0f && !HasUnitMovementFlag(MOVEMENTFLAG_FALLING) && !movespline->isFalling()) // pussywizard: add disable gravity to hover (artifically, not to spoil speed and other things)
|
||||
*data << uint32(GetUnitMovementFlags() | MOVEMENTFLAG_DISABLE_GRAVITY); // movement flags
|
||||
else
|
||||
*data << uint32(GetUnitMovementFlags()); // movement flags
|
||||
*data << uint32(GetUnitMovementFlags()); // movement flags
|
||||
*data << uint16(GetExtraUnitMovementFlags()); // 2.3.0
|
||||
*data << uint32(World::GetGameTimeMS()); // time / counter
|
||||
*data << GetPositionX();
|
||||
*data << GetPositionY();
|
||||
*data << GetPositionZ() + GetHoverHeight();
|
||||
*data << GetPositionZ();
|
||||
*data << GetOrientation();
|
||||
|
||||
// 0x00000200
|
||||
@@ -18776,6 +18901,13 @@ bool Unit::IsFalling() const
|
||||
return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR) || movespline->isFalling();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief this method checks the current flag of a unit
|
||||
*
|
||||
* These flags can be set within the database or dynamically changed at runtime
|
||||
* UNIT_FLAG_SWIMMING must be updated when a unit enters a swimmable area
|
||||
*
|
||||
*/
|
||||
bool Unit::CanSwim() const
|
||||
{
|
||||
// Mirror client behavior, if this method returns false then client will not use swimming animation and for players will apply gravity as if there was no water
|
||||
@@ -18787,7 +18919,7 @@ bool Unit::CanSwim() const
|
||||
return false;
|
||||
if (IsPet() && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT))
|
||||
return true;
|
||||
return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_RENAME | UNIT_FLAG_UNK_15);
|
||||
return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_RENAME | UNIT_FLAG_SWIMMING);
|
||||
}
|
||||
|
||||
void Unit::NearTeleportTo(float x, float y, float z, float orientation, bool casting /*= false*/, bool vehicleTeleport /*= false*/, bool withPet /*= false*/, bool removeTransport /*= false*/)
|
||||
@@ -19496,9 +19628,15 @@ bool Unit::SetSwim(bool enable)
|
||||
return false;
|
||||
|
||||
if (enable)
|
||||
{
|
||||
AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
|
||||
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SWIMMING);
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
|
||||
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SWIMMING);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -19570,13 +19708,23 @@ bool Unit::SetHover(bool enable, bool /*packetOnly = false*/)
|
||||
if (enable == HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
|
||||
return false;
|
||||
|
||||
float hoverHeight = GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
|
||||
|
||||
if (enable)
|
||||
{
|
||||
AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
|
||||
if (hoverHeight && GetPositionZ() - GetFloorZ() < hoverHeight)
|
||||
UpdateHeight(GetPositionZ() + hoverHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER);
|
||||
if (hoverHeight && (!isDying() || GetTypeId() != TYPEID_UNIT))
|
||||
{
|
||||
float newZ = std::max<float>(GetFloorZ(), GetPositionZ() - hoverHeight);
|
||||
UpdateAllowedPositionZ(GetPositionX(), GetPositionY(), newZ);
|
||||
UpdateHeight(newZ);
|
||||
}
|
||||
SendMovementFlagUpdate(); // pussywizard: needed for falling after death (instead of falling onto air at hover height)
|
||||
}
|
||||
|
||||
@@ -19835,3 +19983,78 @@ bool Unit::IsInCombatWith(Unit const* who) const
|
||||
// Nothing found, false.
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief this method gets the diameter of a Unit by DB if any value is defined, otherwise it gets the value by the DBC
|
||||
*
|
||||
* If the player is mounted the diameter also takes in consideration the mount size
|
||||
*
|
||||
* @return float The diameter of a unit
|
||||
*/
|
||||
float Unit::GetCollisionWidth() const
|
||||
{
|
||||
if (GetTypeId() == TYPEID_PLAYER)
|
||||
return GetObjectSize();
|
||||
|
||||
float scaleMod = GetObjectScale(); // 99% sure about this
|
||||
float objectSize = GetObjectSize();
|
||||
float defaultSize = DEFAULT_WORLD_OBJECT_SIZE * scaleMod;
|
||||
|
||||
//! Dismounting case - use basic default model data
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId());
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelId);
|
||||
|
||||
if (IsMounted())
|
||||
{
|
||||
if (CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID)))
|
||||
{
|
||||
if (CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId))
|
||||
{
|
||||
if (G3D::fuzzyGt(mountModelData->CollisionWidth, modelData->CollisionWidth))
|
||||
modelData = mountModelData;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float collisionWidth = scaleMod * modelData->CollisionWidth * modelData->Scale * displayInfo->scale * 2;
|
||||
// if the objectSize is the default value or the creature is mounted and we have a DBC value, then we can retrieve DBC value instead
|
||||
return G3D::fuzzyGt(collisionWidth, 0.0f) && (G3D::fuzzyEq(objectSize,defaultSize) || IsMounted()) ? collisionWidth : objectSize;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief this method gets the radius of a Unit by DB if any value is defined, otherwise it gets the value by the DBC
|
||||
*
|
||||
* If the player is mounted the radius also takes in consideration the mount size
|
||||
*
|
||||
* @return float The radius of a unit
|
||||
*/
|
||||
float Unit::GetCollisionRadius() const
|
||||
{
|
||||
return GetCollisionWidth() / 2;
|
||||
}
|
||||
|
||||
//! Return collision height sent to client
|
||||
float Unit::GetCollisionHeight() const
|
||||
{
|
||||
float scaleMod = GetObjectScale(); // 99% sure about this
|
||||
float defaultHeight = DEFAULT_WORLD_OBJECT_SIZE * scaleMod;
|
||||
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId());
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelId);
|
||||
float collisionHeight = 0.0f;
|
||||
|
||||
if (IsMounted())
|
||||
{
|
||||
if (CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID)))
|
||||
{
|
||||
if (CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId))
|
||||
{
|
||||
collisionHeight = scaleMod * (mountModelData->MountHeight + modelData->CollisionHeight * modelData->Scale * displayInfo->scale * 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
collisionHeight = scaleMod * modelData->CollisionHeight * modelData->Scale * displayInfo->scale;
|
||||
|
||||
return collisionHeight == 0.0f ? defaultHeight : collisionHeight;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user