fix(Core/Objects): increase sight range of objects & correct general defau… (#9180)

This commit is contained in:
acidmanifesto
2021-11-17 20:00:01 +01:00
committed by GitHub
parent 4fc673dc4a
commit de6af87bd3
8 changed files with 4070 additions and 34 deletions

View File

@@ -60,6 +60,16 @@
#include "LuaEngine.h"
#endif
constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max)] =
{
DEFAULT_VISIBILITY_DISTANCE,
VISIBILITY_DISTANCE_TINY,
VISIBILITY_DISTANCE_SMALL,
VISIBILITY_DISTANCE_LARGE,
VISIBILITY_DISTANCE_GIGANTIC,
MAX_VISIBILITY_DISTANCE
};
Object::Object() : m_PackGUID(sizeof(uint64) + 1)
{
m_objectTypeId = TYPEID_OBJECT;
@@ -1099,7 +1109,7 @@ WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
#ifdef ELUNA
elunaEvents(nullptr),
#endif
LastUsedScriptID(0), m_name(""), m_isActive(false), m_isVisibilityDistanceOverride(false), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
LastUsedScriptID(0), m_name(""), m_isActive(false), m_visibilityDistanceOverride(false), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
_zoneId(0), _areaId(0), _floorZ(INVALID_HEIGHT), _outdoors(false), _liquidData(), _updatePositionData(false), m_transport(nullptr),
m_currMap(nullptr), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
{
@@ -1170,12 +1180,15 @@ void WorldObject::setActive(bool on)
}
}
void WorldObject::SetVisibilityDistanceOverride(bool isVisibilityDistanceOverride)
void WorldObject::SetVisibilityDistanceOverride(VisibilityDistanceType type)
{
ASSERT(type < VisibilityDistanceType::Max);
if (GetTypeId() == TYPEID_PLAYER)
{
return;
}
m_isVisibilityDistanceOverride = isVisibilityDistanceOverride;
m_visibilityDistanceOverride = VisibilityDistances[AsUnderlyingType(type)];
}
void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
@@ -1814,15 +1827,25 @@ float WorldObject::GetGridActivationRange() const
float WorldObject::GetVisibilityRange() const
{
if (IsVisibilityOverridden() && GetTypeId() == TYPEID_UNIT)
{
return MAX_VISIBILITY_DISTANCE;
}
else if (GetTypeId() == TYPEID_GAMEOBJECT)
{
if (IsInWintergrasp())
return VISIBILITY_DIST_WINTERGRASP + VISIBILITY_INC_FOR_GOBJECTS;
else if (IsVisibilityOverridden())
return MAX_VISIBILITY_DISTANCE;
else
return GetMap()->GetVisibilityRange() + VISIBILITY_INC_FOR_GOBJECTS;
{
if (IsInWintergrasp())
{
return VISIBILITY_DIST_WINTERGRASP + VISIBILITY_INC_FOR_GOBJECTS;
}
else if (IsVisibilityOverridden())
{
return MAX_VISIBILITY_DISTANCE;
}
else
{
return GetMap()->GetVisibilityRange() + VISIBILITY_INC_FOR_GOBJECTS;
}
}
}
else
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();

View File

@@ -25,6 +25,7 @@
#include "Map.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Optional.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include <set>
@@ -842,8 +843,9 @@ public:
[[nodiscard]] bool isActiveObject() const { return m_isActive; }
void setActive(bool isActiveObject);
[[nodiscard]] bool IsVisibilityOverridden() const { return m_isVisibilityDistanceOverride; }
void SetVisibilityDistanceOverride(bool isVisibilityDistanceOverride);
[[nodiscard]] bool IsFarVisible() const { return m_isFarVisible; }
[[nodiscard]] bool IsVisibilityOverridden() const { return m_visibilityDistanceOverride.has_value(); }
void SetVisibilityDistanceOverride(VisibilityDistanceType type);
void SetWorldObject(bool apply);
[[nodiscard]] bool IsPermanentWorldObject() const { return m_isWorldObject; }
[[nodiscard]] bool IsWorldObject() const;
@@ -900,7 +902,8 @@ public:
protected:
std::string m_name;
bool m_isActive;
bool m_isVisibilityDistanceOverride;
bool m_isFarVisible;
Optional<float> m_visibilityDistanceOverride;
const bool m_isWorldObject;
ZoneScript* m_zoneScript;

View File

@@ -20,19 +20,26 @@
#include "Define.h"
#define CONTACT_DISTANCE 0.5f
#define INTERACTION_DISTANCE 5.5f
#define ATTACK_DISTANCE 5.0f
#define MAX_SEARCHER_DISTANCE 150.0f // pussywizard: replace the use of MAX_VISIBILITY_DISTANCE in searchers, because MAX_VISIBILITY_DISTANCE is quite too big for this purpose
#define MAX_VISIBILITY_DISTANCE 250.0f // max distance for visible objects, experimental
#define VISIBILITY_INC_FOR_GOBJECTS 30.0f // pussywizard
#define VISIBILITY_COMPENSATION 15.0f // increase searchers
#define SPELL_SEARCHER_COMPENSATION 30.0f // increase searchers size in case we have large npc near cell border
#define VISIBILITY_DIST_WINTERGRASP 175.0f
#define SIGHT_RANGE_UNIT 50.0f
#define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents
#define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
#define DEFAULT_VISIBILITY_BGARENAS 150.0f // default visible distance in BG/Arenas, 150 yards
#define CONTACT_DISTANCE 0.5f
#define INTERACTION_DISTANCE 5.5f
#define ATTACK_DISTANCE 5.0f
#define VISIBILITY_COMPENSATION 15.0f // increase searchers
#define INSPECT_DISTANCE 28.0f
#define VISIBILITY_INC_FOR_GOBJECTS 30.0f // pussywizard
#define SPELL_SEARCHER_COMPENSATION 30.0f // increase searchers size in case we have large npc near cell border
#define TRADE_DISTANCE 11.11f
#define MAX_VISIBILITY_DISTANCE 250.0f // max distance for visible objects, experimental
#define SIGHT_RANGE_UNIT 50.0f
#define MAX_SEARCHER_DISTANCE 150.0f // pussywizard: replace the use of MAX_VISIBILITY_DISTANCE in searchers, because MAX_VISIBILITY_DISTANCE is quite too big for this purpose
#define VISIBILITY_DISTANCE_GIGANTIC 400.0f
#define VISIBILITY_DISTANCE_LARGE 200.0f
#define VISIBILITY_DISTANCE_NORMAL 100.0f
#define VISIBILITY_DISTANCE_SMALL 50.0f
#define VISIBILITY_DISTANCE_TINY 25.0f
#define DEFAULT_VISIBILITY_DISTANCE 100.0f // default visible distance, 100 yards on continents
#define DEFAULT_VISIBILITY_INSTANCE 170.0f // default visible distance in instances, 170 yards
#define VISIBILITY_DIST_WINTERGRASP 175.0f
#define DEFAULT_VISIBILITY_BGARENAS 533.0f // default visible distance in BG/Arenas, roughly 533 yards
#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
#define DEFAULT_COMBAT_REACH 1.5f
@@ -49,6 +56,18 @@ inline uint32 MAKE_PAIR32(uint16 l, uint16 h);
inline uint16 PAIR32_HIPART(uint32 x);
inline uint16 PAIR32_LOPART(uint32 x);
enum class VisibilityDistanceType : uint8
{
Normal = 0,
Tiny = 1,
Small = 2,
Large = 3,
Gigantic = 4,
Infinite = 5,
Max
};
uint32 PAIR64_HIPART(uint64 x)
{
return (uint32)((x >> 32) & UI64LIT(0x00000000FFFFFFFF));