mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 05:36:23 +00:00
fix(Core/CreatureAI): revert NPC repositioning and path system (temporarily) (#4274)
This commit is contained in:
@@ -29,7 +29,6 @@
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#include "DBCStores.h"
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#include "Log.h"
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#include "VMapDefinitions.h"
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#include "GridDefines.h"
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using G3D::Vector3;
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@@ -55,7 +54,7 @@ namespace VMAP
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Vector3 VMapManager2::convertPositionToInternalRep(float x, float y, float z) const
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{
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Vector3 pos;
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const float mid = 0.5f * MAX_NUMBER_OF_GRIDS * SIZE_OF_GRIDS;
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const float mid = 0.5f * 64.0f * 533.33333333f;
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pos.x = mid - x;
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pos.y = mid - y;
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pos.z = z;
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@@ -309,4 +308,4 @@ namespace VMAP
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return StaticMapTree::CanLoadMap(std::string(basePath), mapId, x, y);
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}
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} // namespace VMAP
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} // namespace VMAP
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@@ -1,45 +0,0 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-AGPL3
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*/
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#ifndef _GEOMETRY_H
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#define _GEOMETRY_H
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#include <cmath>
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#include <iostream>
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#include <cstdlib>
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using namespace std;
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inline float getAngle(float startX, float startY, float destX, float destY)
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{
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auto dx = destX - startX;
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auto dy = destY - startY;
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auto ang = atan2(dy, dx);
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ang = (ang >= 0) ? ang : 2 * M_PI + ang;
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return ang;
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}
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inline float getSlopeAngle(float startX, float startY, float startZ, float destX, float destY, float destZ)
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{
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auto a = (startX * destX + startY * destY + startZ * destZ);
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auto b = sqrt(pow(startX,2.0f) + pow(startY,2.0f) + pow(startZ, 2.0f));
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auto c = sqrt(pow(destX,2.0f) + pow(destY,2.0f) + pow(destZ, 2.0f));
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auto ang = acos(a / (b * c));
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if (isnan(ang))
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{
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return 0.0f;
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}
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return ang;
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}
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inline float getSlopeAngleAbs(float startX, float startY, float startZ, float destX, float destY, float destZ)
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{
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return abs(getSlopeAngle(startX, startY, startZ, destX, destY, destZ));
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}
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#endif
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@@ -257,40 +257,6 @@ bool CreatureAI::_EnterEvadeMode()
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return true;
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}
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void CreatureAI::MoveCircleChecks()
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{
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() ||
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!me->IsWithinMeleeRange(victim) ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
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)
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{
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return;
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}
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me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
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}
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void CreatureAI::MoveBackwardsChecks() {
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
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)
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{
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return;
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}
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float moveDist = CalculatePct(me->GetCombatReach() + victim->GetCombatReach(), 100);
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me->GetMotionMaster()->MoveBackwards(victim, moveDist);
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}
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Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
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{
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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@@ -71,9 +71,6 @@ public:
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~CreatureAI() override {}
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void MoveCircleChecks();
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void MoveBackwardsChecks();
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/// == Reactions At =================================
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// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
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@@ -586,35 +586,6 @@ void Creature::Update(uint32 diff)
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RemoveCharmAuras();
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}
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// Circling the target
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if (diff >= m_moveCircleMovementTime)
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{
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AI()->MoveCircleChecks();
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m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL * 2, MOVE_CIRCLE_CHECK_INTERVAL * 3);
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}
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else
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{
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m_moveCircleMovementTime -= diff;
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}
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// If we are closer than 50% of the combat reach we are going to reposition the victim
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if (Unit *victim = GetVictim();
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victim && GetDistance(victim->GetPosition()) < CalculatePct(GetCombatReach() + victim->GetCombatReach(), 50)) {
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if (diff >= m_moveBackwardsMovementTime)
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{
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AI()->MoveBackwardsChecks();
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m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL/2, MOVE_BACKWARDS_CHECK_INTERVAL * 2);
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}
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else
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{
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m_moveBackwardsMovementTime -= diff;
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}
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}
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else
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{
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m_moveBackwardsMovementTime = MOVE_BACKWARDS_CHECK_INTERVAL;
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}
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if (!IsInEvadeMode() && IsAIEnabled)
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{
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// do not allow the AI to be changed during update
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@@ -684,20 +655,6 @@ void Creature::Update(uint32 diff)
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}
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}
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bool Creature::IsFreeToMove()
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{
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uint32 moveFlags = m_movementInfo.GetMovementFlags();
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// Do not reposition ourself when we are not allowed to move
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if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove()) &&
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(GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE ||
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moveFlags & MOVEMENTFLAG_SPLINE_ENABLED))
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{
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return false;
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}
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return true;
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}
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void Creature::Regenerate(Powers power)
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{
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uint32 curValue = GetPower(power);
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@@ -1562,10 +1519,8 @@ bool Creature::CanStartAttack(Unit const* who) const
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// This set of checks is should be done only for creatures
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if ((HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC) && who->GetTypeId() != TYPEID_PLAYER) || // flag is valid only for non player characters
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(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC) && who->GetTypeId() == TYPEID_PLAYER)) // immune to PC and target is a player, return false
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{
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(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC) && who->GetTypeId() == TYPEID_PLAYER)) // immune to PC and target is a player, return false
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return false;
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}
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if (Unit* owner = who->GetOwner())
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if (owner->GetTypeId() == TYPEID_PLAYER && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC)) // immune to PC and target has player owner
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@@ -2875,16 +2830,6 @@ void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
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SetInFront(target);
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}
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bool Creature::HasSpellFocus(Spell const* focusSpell) const
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{
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if (isDead()) // dead creatures cannot focus
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{
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return false;
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}
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return focusSpell ? (focusSpell == _spellFocusInfo.Spell) : (_spellFocusInfo.Spell || _spellFocusInfo.Delay);
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}
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void Creature::ReleaseFocus(Spell const* focusSpell)
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{
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// focused to something else
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@@ -2942,25 +2887,3 @@ float Creature::GetAttackDistance(Unit const* player) const
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return (retDistance * aggroRate);
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}
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bool Creature::IsMovementPreventedByCasting() const
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{
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Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL];
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// first check if currently a movement allowed channel is active and we're not casting
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if (!!spell && spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive() && spell->GetSpellInfo()->IsMoveAllowedChannel())
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{
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return false;
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}
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if (HasSpellFocus())
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{
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return true;
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}
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if (HasUnitState(UNIT_STATE_CASTING))
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{
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return true;
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}
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return false;
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}
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@@ -520,15 +520,6 @@ public:
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bool SetWaterWalking(bool enable, bool packetOnly = false) override;
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bool SetFeatherFall(bool enable, bool packetOnly = false) override;
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bool SetHover(bool enable, bool packetOnly = false) override;
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bool HasSpellFocus(Spell const* focusSpell = nullptr) const;
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struct
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{
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::Spell const* Spell = nullptr;
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uint32 Delay = 0; // ms until the creature's target should snap back (0 = no snapback scheduled)
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uint64 Target; // the creature's "real" target while casting
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float Orientation = 0.0f; // the creature's "real" orientation while casting
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} _spellFocusInfo;
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[[nodiscard]] uint32 GetShieldBlockValue() const override
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{
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@@ -733,18 +724,11 @@ public:
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void SetTarget(uint64 guid) override;
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void FocusTarget(Spell const* focusSpell, WorldObject const* target);
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void ReleaseFocus(Spell const* focusSpell);
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bool IsMovementPreventedByCasting() const;
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// Part of Evade mechanics
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[[nodiscard]] time_t GetLastDamagedTime() const { return _lastDamagedTime; }
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void SetLastDamagedTime(time_t val) { _lastDamagedTime = val; }
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bool IsFreeToMove();
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static constexpr uint32 MOVE_CIRCLE_CHECK_INTERVAL = 1500;
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static constexpr uint32 MOVE_BACKWARDS_CHECK_INTERVAL = 2000;
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uint32 m_moveCircleMovementTime = MOVE_CIRCLE_CHECK_INTERVAL;
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uint32 m_moveBackwardsMovementTime = MOVE_BACKWARDS_CHECK_INTERVAL;
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protected:
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bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, const CreatureData* data = nullptr);
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bool InitEntry(uint32 entry, const CreatureData* data = nullptr);
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@@ -5,7 +5,6 @@
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*/
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#include "Common.h"
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#include "Geometry.h"
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#include "SharedDefines.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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@@ -1151,19 +1150,13 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks ch
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{
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if (IsInWorld())
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{
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oz += GetCollisionHeight();
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float x, y, z;
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if (GetTypeId() == TYPEID_PLAYER)
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{
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GetPosition(x, y, z);
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z += GetCollisionHeight();
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}
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else
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{
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GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
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}
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return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks);
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return GetMap()->isInLineOfSight(x, y, z + 2.0f, ox, oy, oz + 2.0f, GetPhaseMask(), checks);
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}
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return true;
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}
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@@ -1309,7 +1302,12 @@ float Position::GetAngle(const Position* obj) const
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// Return angle in range 0..2*pi
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float Position::GetAngle(const float x, const float y) const
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{
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return getAngle(GetPositionX(), GetPositionY(), x, y);
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float dx = x - GetPositionX();
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float dy = y - GetPositionY();
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float ang = atan2(dy, dx);
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ang = (ang >= 0) ? ang : 2 * M_PI + ang;
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return ang;
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}
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void Position::GetSinCos(const float x, const float y, float& vsin, float& vcos) const
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@@ -2680,83 +2678,23 @@ void WorldObject::MovePosition(Position& pos, float dist, float angle)
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pos.m_orientation = m_orientation;
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}
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Position WorldObject::GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY)
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void WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float angle)
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{
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auto dx = destX - startX;
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auto dy = destY - startY;
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auto ang = atan2(dy, dx);
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ang = (ang >= 0) ? ang : 2 * M_PI + ang;
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Position pos = Position(startX, startY, startZ, ang);
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auto distance = pos.GetExactDist2d(destX,destY);
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MovePositionToFirstCollision(pos, distance, ang);
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return pos;
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};
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Position WorldObject::GetFirstCollisionPosition(float destX, float destY, float destZ)
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{
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Position pos = GetPosition();
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auto distance = GetExactDistSq(destX,destY,destZ);
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auto dx = destX - pos.GetPositionX();
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auto dy = destY - pos.GetPositionY();
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auto ang = atan2(dy, dx);
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ang = (ang >= 0) ? ang : 2 * M_PI + ang;
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MovePositionToFirstCollision(pos, distance, ang);
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return pos;
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};
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Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
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{
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Position pos = GetPosition();
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GetFirstCollisionPosition(pos, dist, angle);
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return pos;
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}
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/**
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*
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* \return true -> collision, false -> no collision
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*/
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bool WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float angle)
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{
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angle += pos.GetOrientation();
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angle += m_orientation;
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float destx, desty, destz;
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destx = pos.m_positionX + dist * cos(angle);
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desty = pos.m_positionY + dist * sin(angle);
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destz = pos.m_positionZ;
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if (isType(TYPEMASK_UNIT | TYPEMASK_PLAYER) && !ToUnit()->IsInWater())
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destz += 2.0f;
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// Prevent invalid coordinates here, position is unchanged
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if (!acore::IsValidMapCoord(destx, desty))
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{
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sLog->outCrash("WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
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return false;
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return;
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}
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// Use a detour raycast to get our first collision point
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PathGenerator path(this);
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path.SetUseRaycast(true);
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bool result = path.CalculatePath(destx, desty, destz, false);
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// Check for valid path types before we proceed
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if (!(path.GetPathType() & PATHFIND_NOT_USING_PATH))
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{
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if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END)) {
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return false;
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}
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}
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// collision check
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bool col = (!result || (path.GetPathType() & PATHFIND_SHORTCUT) || (path.GetPathType() & PATHFIND_FARFROMPOLY));
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G3D::Vector3 endPos = path.GetPath().back();
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destx = endPos.x;
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desty = endPos.y;
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destz = endPos.z;
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// Xinef: ugly hack for dalaran arena
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float selfAddition = 1.5f;
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float allowedDiff = 6.0f;
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@@ -2770,8 +2708,10 @@ bool WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float
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else
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UpdateAllowedPositionZ(destx, desty, destz);
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bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + selfAddition, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
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// collision occured
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if (VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + selfAddition, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f))
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if (col)
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{
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// move back a bit
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if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
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@@ -2781,11 +2721,13 @@ bool WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float
|
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}
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newDist = sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
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col = true;
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}
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// check dynamic collision, Collided with a gameobject
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if (GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + selfAddition, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f))
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// check dynamic collision
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col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + selfAddition, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
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// Collided with a gameobject
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if (col)
|
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{
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// move back a bit
|
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if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
|
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@@ -2794,7 +2736,6 @@ bool WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float
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||||
desty -= CONTACT_DISTANCE * sin(angle);
|
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}
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newDist = sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
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||||
col = true;
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}
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|
||||
float step = newDist / 10.0f;
|
||||
@@ -2836,28 +2777,6 @@ bool WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float
|
||||
|
||||
pos.Relocate(destx, desty, destz);
|
||||
pos.m_orientation = m_orientation;
|
||||
|
||||
// position has no ground under it (or is too far away)
|
||||
/* if (ground <= INVALID_HEIGHT)
|
||||
{
|
||||
if (Unit const* unit = ToUnit())
|
||||
{
|
||||
// unit can fly, ignore.
|
||||
if (unit->CanFly())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// fall back to gridHeight if any
|
||||
float gridHeight = GetMap()->GetHeight(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
|
||||
if (gridHeight > INVALID_HEIGHT)
|
||||
{
|
||||
pos.m_positionZ = gridHeight + unit->GetHoverHeight();
|
||||
}
|
||||
}
|
||||
} */
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
void WorldObject::MovePositionToFirstCollisionForTotem(Position& pos, float dist, float angle, bool forGameObject)
|
||||
@@ -3166,8 +3085,3 @@ uint64 WorldObject::GetTransGUID() const
|
||||
return GetTransport()->GetGUID();
|
||||
return 0;
|
||||
}
|
||||
|
||||
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
|
||||
{
|
||||
return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch);
|
||||
}
|
||||
|
||||
@@ -792,10 +792,7 @@ public:
|
||||
GetPosition(&pos);
|
||||
MovePosition(pos, dist, angle);
|
||||
}
|
||||
bool MovePositionToFirstCollision(Position& pos, float dist, float angle);
|
||||
Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY);
|
||||
Position GetFirstCollisionPosition(float destX, float destY, float destZ);
|
||||
Position GetFirstCollisionPosition(float dist, float angle);
|
||||
void MovePositionToFirstCollision(Position& pos, float dist, float angle);
|
||||
void GetFirstCollisionPosition(Position& pos, float dist, float angle)
|
||||
{
|
||||
GetPosition(&pos);
|
||||
@@ -1059,9 +1056,6 @@ public:
|
||||
[[nodiscard]] virtual float GetStationaryY() const { return GetPositionY(); }
|
||||
[[nodiscard]] virtual float GetStationaryZ() const { return GetPositionZ(); }
|
||||
[[nodiscard]] virtual float GetStationaryO() const { return GetOrientation(); }
|
||||
float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = 50.0f) const; // DEFAULT_HEIGHT_SEARCH in map.h
|
||||
|
||||
virtual float GetCollisionHeight() const { return 0.0f; }
|
||||
|
||||
protected:
|
||||
std::string m_name;
|
||||
|
||||
@@ -2559,6 +2559,40 @@ public:
|
||||
|
||||
[[nodiscard]] bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
|
||||
|
||||
//! Return collision height sent to client
|
||||
float GetCollisionHeight(bool mounted)
|
||||
{
|
||||
if (mounted)
|
||||
{
|
||||
CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID));
|
||||
if (!mountDisplayInfo)
|
||||
return GetCollisionHeight(false);
|
||||
|
||||
CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId);
|
||||
if (!mountModelData)
|
||||
return GetCollisionHeight(false);
|
||||
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId());
|
||||
ASSERT(displayInfo);
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
|
||||
ASSERT(modelData);
|
||||
|
||||
float scaleMod = GetFloatValue(OBJECT_FIELD_SCALE_X); // 99% sure about this
|
||||
|
||||
return scaleMod * mountModelData->MountHeight + modelData->CollisionHeight * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
//! Dismounting case - use basic default model data
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId());
|
||||
ASSERT(displayInfo);
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
|
||||
ASSERT(modelData);
|
||||
|
||||
return modelData->CollisionHeight;
|
||||
}
|
||||
}
|
||||
|
||||
// OURS
|
||||
// saving
|
||||
void AdditionalSavingAddMask(uint8 mask) { m_additionalSaveTimer = 2000; m_additionalSaveMask |= mask; }
|
||||
|
||||
@@ -153,28 +153,9 @@ ProcEventInfo::ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget,
|
||||
#pragma warning(disable:4355)
|
||||
#endif
|
||||
Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject),
|
||||
m_movedByPlayer(nullptr),
|
||||
m_lastSanctuaryTime(0),
|
||||
IsAIEnabled(false),
|
||||
NeedChangeAI(false),
|
||||
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),
|
||||
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),
|
||||
m_comboTarget(nullptr)
|
||||
m_movedByPlayer(nullptr), m_lastSanctuaryTime(0), IsAIEnabled(false), NeedChangeAI(false),
|
||||
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),
|
||||
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)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default:4355)
|
||||
@@ -596,21 +577,6 @@ bool Unit::IsWithinMeleeRange(const Unit* obj, float dist) const
|
||||
return distsq < maxdist * maxdist;
|
||||
}
|
||||
|
||||
bool Unit::IsWithinRange(Unit const* obj, float dist) const
|
||||
{
|
||||
if (!obj || !IsInMap(obj) || !InSamePhase(obj))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
auto dx = GetPositionX() - obj->GetPositionX();
|
||||
auto dy = GetPositionY() - obj->GetPositionY();
|
||||
auto dz = GetPositionZ() - obj->GetPositionZ();
|
||||
auto distsq = dx * dx + dy * dy + dz * dz;
|
||||
|
||||
return distsq <= dist * dist;
|
||||
}
|
||||
|
||||
bool Unit::GetRandomContactPoint(const Unit* obj, float& x, float& y, float& z, bool force) const
|
||||
{
|
||||
float combat_reach = GetCombatReach();
|
||||
@@ -2222,125 +2188,6 @@ void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool ext
|
||||
}
|
||||
}
|
||||
|
||||
Position* Unit::GetMeleeAttackPoint(Unit* attacker)
|
||||
{
|
||||
if (!attacker) // only player & pets to save CPU
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
AttackerSet attackers = getAttackers();
|
||||
|
||||
if (attackers.size() <= 1) // if the attackers are not more than one
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
float meleeReach = attacker->GetMeleeReach();
|
||||
|
||||
if (meleeReach <= 0)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
float currentAngle, minDistance = 0;
|
||||
Unit *refUnit = nullptr;
|
||||
uint32 validAttackers=0;
|
||||
|
||||
for (const auto& otherAttacker: attackers)
|
||||
{
|
||||
// if the otherAttacker is not valid, skip
|
||||
if (!otherAttacker ||
|
||||
otherAttacker->GetGUID() == attacker->GetGUID() ||
|
||||
!otherAttacker->IsWithinMeleeRange(this) ||
|
||||
otherAttacker->isMoving()
|
||||
)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float tempDist = attacker->GetExactDist2d(otherAttacker) - (attacker->GetObjectSize()/2) - (otherAttacker->GetObjectSize()/2);
|
||||
|
||||
if (tempDist == 0 || minDistance == 0 || tempDist < minDistance)
|
||||
{
|
||||
minDistance = tempDist;
|
||||
currentAngle = GetAngle(otherAttacker);
|
||||
refUnit = otherAttacker;
|
||||
}
|
||||
|
||||
validAttackers++;
|
||||
}
|
||||
|
||||
auto attackerSize = attacker->GetObjectSize();
|
||||
|
||||
// in instance: the more attacker there are, the higher will be the tollerance
|
||||
// outside: creatures should not intersecate
|
||||
float distanceTollerance = attacker->GetMap()->IsDungeon() ? -attackerSize * tanh(validAttackers / 5.0f) : 0.0f;
|
||||
|
||||
if (!refUnit || minDistance > distanceTollerance)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
double ray = attackerSize > refUnit->GetObjectSize() ? attackerSize / 2.0f : refUnit->GetObjectSize() / 2.0f;
|
||||
double angle = 0;
|
||||
|
||||
// Equation of tangent point to get the ideal angle to
|
||||
// move away from collisions with another unit during combat
|
||||
// NOTE: it works only when there's enough space between the
|
||||
// attacker and the victim. We use a simpler one otherwise.
|
||||
if (GetExactDist2d(refUnit) > ray)
|
||||
{
|
||||
double refUnitX = refUnit->GetPositionX();
|
||||
double refUnitY = refUnit->GetPositionY();
|
||||
double victimX = GetPositionX();
|
||||
double victimY = GetPositionY();
|
||||
|
||||
// calculate tangent star
|
||||
double a = 4.0f * ( pow(ray,2.0f) - pow(refUnitX,2.0f) + (2.0f * refUnitX * victimX) - pow(victimX,2.0f) );
|
||||
double b = 8.0f * ( (refUnitX * refUnitY) + (victimX * victimY) - (victimX * refUnitY) - (refUnitX * victimY) );
|
||||
double c = 4.0f * (- pow(victimY,2.0f) - pow(refUnitY,2.0f) + (2.0f*victimY*refUnitY) + pow(ray,2.0f));
|
||||
|
||||
double sq = sqrt(pow(b,2.0f)-4.0f*a*c);
|
||||
|
||||
double m1 = (-b + sq) / (2.0f*a);
|
||||
double m2 = (-b - sq) / (2.0f*a);
|
||||
|
||||
// tangents
|
||||
double xT1 = ((-1.0f) * (m1*(victimY - m1*victimX - refUnitY) - refUnitX) ) / (1.0f + pow(m1,2.0f));
|
||||
double xT2 = ((-1.0f) * (m2*(victimY - m2*victimX - refUnitY) - refUnitX) ) / (1.0f + pow(m2,2.0f));
|
||||
|
||||
double yT1 = m1*(xT1 - victimX) + victimY;
|
||||
double yT2 = m2*(xT2 - victimX) + victimY;
|
||||
|
||||
double distance = sqrt(pow(yT2-yT1,2.0f) + pow(xT2-xT1,2.0f));
|
||||
double exactDist = GetExactDist2d(xT1, yT1);
|
||||
|
||||
double ortDist = sqrt(pow(exactDist,2.0f) - pow(distance/2.0f,2.0f));
|
||||
|
||||
angle = 2.0f * atan(distance / (2.0f * ortDist));
|
||||
}
|
||||
|
||||
int8 direction = (urand(0, 1) ? -1 : 1);
|
||||
|
||||
angle = frand(0.1f,0.3f) + (angle && !isnan(angle) ? angle : atan(attackerSize / (meleeReach))); // or fallback to the simpler method
|
||||
|
||||
float x, y, z;
|
||||
GetNearPoint(attacker, x, y, z, attackerSize, 0.0f, currentAngle + angle * direction);
|
||||
|
||||
if (!GetMap()->CanReachPositionAndGetCoords(this, x, y, z))
|
||||
{
|
||||
GetNearPoint(attacker, x, y, z, attackerSize, 0.0f, currentAngle + angle * (direction * -1)); // try the other side
|
||||
|
||||
if (!GetMap()->CanReachPositionAndGetCoords(this, x, y, z))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
return new Position(x,y,z);
|
||||
}
|
||||
|
||||
void Unit::HandleProcExtraAttackFor(Unit* victim)
|
||||
{
|
||||
while (m_extraAttacks)
|
||||
@@ -12699,7 +12546,7 @@ 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();
|
||||
data << player->GetCollisionHeight(true);
|
||||
player->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
@@ -12719,7 +12566,7 @@ 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();
|
||||
data << thisPlayer->GetCollisionHeight(false);
|
||||
thisPlayer->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
@@ -19988,32 +19835,3 @@ bool Unit::IsInCombatWith(Unit const* who) const
|
||||
// Nothing found, false.
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Return collision height sent to client
|
||||
float Unit::GetCollisionHeight() const
|
||||
{
|
||||
uint32 nativeDisplayId = GetNativeDisplayId();
|
||||
if (IsMounted())
|
||||
{
|
||||
if (CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID));
|
||||
CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId))
|
||||
{
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(nativeDisplayId);
|
||||
ASSERT(displayInfo);
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
|
||||
ASSERT(modelData);
|
||||
|
||||
float scaleMod = GetFloatValue(OBJECT_FIELD_SCALE_X); // 99% sure about this
|
||||
|
||||
return scaleMod * mountModelData->MountHeight + modelData->CollisionHeight * 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
//! Dismounting case - use basic default model data
|
||||
CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(nativeDisplayId);
|
||||
ASSERT(displayInfo);
|
||||
CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
|
||||
ASSERT(modelData);
|
||||
|
||||
return modelData->CollisionHeight;
|
||||
}
|
||||
|
||||
@@ -1254,26 +1254,6 @@ private:
|
||||
GlobalCooldownMgr _GlobalCooldownMgr;
|
||||
};
|
||||
|
||||
struct AttackPosition {
|
||||
AttackPosition(Position pos) : _pos(pos), _taken(false) {}
|
||||
bool operator==(const int val)
|
||||
{
|
||||
return !val;
|
||||
};
|
||||
int operator=(const int val)
|
||||
{
|
||||
if (!val)
|
||||
{
|
||||
// _pos = NULL;
|
||||
_taken = false;
|
||||
return 0; // NULL
|
||||
}
|
||||
return 0; // NULL
|
||||
};
|
||||
Position _pos;
|
||||
bool _taken;
|
||||
};
|
||||
|
||||
// for clearing special attacks
|
||||
#define REACTIVE_TIMER_START 5000
|
||||
|
||||
@@ -1424,7 +1404,6 @@ public:
|
||||
virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
|
||||
[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
|
||||
[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
|
||||
[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
|
||||
bool IsWithinCombatRange(const Unit* obj, float dist2compare) const;
|
||||
bool IsWithinMeleeRange(const Unit* obj, float dist = MELEE_RANGE) const;
|
||||
bool GetRandomContactPoint(const Unit* target, float& x, float& y, float& z, bool force = false) const;
|
||||
@@ -1454,7 +1433,6 @@ public:
|
||||
bool AttackStop();
|
||||
void RemoveAllAttackers();
|
||||
[[nodiscard]] AttackerSet const& getAttackers() const { return m_attackers; }
|
||||
[[nodiscard]] Position* GetMeleeAttackPoint(Unit* attacker);
|
||||
[[nodiscard]] bool isAttackingPlayer() const;
|
||||
[[nodiscard]] Unit* GetVictim() const { return m_attacking; }
|
||||
|
||||
@@ -2195,7 +2173,7 @@ public:
|
||||
|
||||
uint32 GetDisplayId() { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
|
||||
virtual void SetDisplayId(uint32 modelId);
|
||||
[[nodiscard]] uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
|
||||
uint32 GetNativeDisplayId() { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
|
||||
void RestoreDisplayId();
|
||||
void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
|
||||
void setTransForm(uint32 spellid) { m_transform = spellid;}
|
||||
@@ -2472,8 +2450,6 @@ public:
|
||||
// Movement info
|
||||
Movement::MoveSpline* movespline;
|
||||
|
||||
[[nodiscard]] float GetCollisionHeight() const override;
|
||||
|
||||
protected:
|
||||
explicit Unit (bool isWorldObject);
|
||||
|
||||
@@ -2589,7 +2565,6 @@ private:
|
||||
HostileRefManager m_HostileRefManager;
|
||||
|
||||
FollowerRefManager m_FollowingRefManager;
|
||||
Unit* m_comboTarget;
|
||||
|
||||
ComboPointHolderSet m_ComboPointHolders;
|
||||
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
*/
|
||||
|
||||
#include "Map.h"
|
||||
#include "Geometry.h"
|
||||
#include "Battleground.h"
|
||||
#include "CellImpl.h"
|
||||
#include "DynamicTree.h"
|
||||
@@ -3389,120 +3388,3 @@ void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime)
|
||||
player->SendDirectMessage(&data);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* \param maxDeviationAngle the maximum deviation that a creature can take to reach the destination
|
||||
*
|
||||
*/
|
||||
bool Map::CanReachPositionAndGetCoords(Unit* who, PathGenerator path, bool checkCollision /*= true */, float maxHeight/* = 3.0f */, float maxSlopeAngle/* = M_PI/2 */, float maxDeviationAngle /*= M_PI*2 */) const
|
||||
{
|
||||
double deviation = 0.0f;
|
||||
G3D::Vector3 prevPath = path.GetStartPosition();
|
||||
for (auto & vector : path.GetPath())
|
||||
{
|
||||
float x = vector.x;
|
||||
float y = vector.y;
|
||||
float z = vector.z;
|
||||
|
||||
deviation += who->GetRelativeAngle(x, y);
|
||||
|
||||
// to reach the position the Unit must deviate
|
||||
// the straight path with a higher margin than the one desired
|
||||
// in this case we return false
|
||||
if (deviation > maxDeviationAngle)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float ang = getAngle(prevPath.x, prevPath.y, x, y);
|
||||
|
||||
if (CanReachPositionAndGetCoords(who, prevPath.x, prevPath.y, prevPath.z, ang, x, y, z, checkCollision, maxHeight, maxSlopeAngle))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
prevPath = vector;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Map::CanReachPositionAndGetCoords(Unit* who, float &destX, float &destY, float &destZ, bool checkCollision /*= true */, float maxHeight/* = 3.0f */, float maxSlopeAngle/* = M_PI/2 */) const
|
||||
{
|
||||
return CanReachPositionAndGetCoords(who, who->GetPositionX(), who->GetPositionY(), who->GetPositionZ(), who->GetOrientation(), destX, destY, destZ, checkCollision, maxHeight, maxSlopeAngle);
|
||||
}
|
||||
|
||||
/**
|
||||
* \brief validate the new destination
|
||||
*
|
||||
* Check if a given unit can reach a specific point and set the correct Z coord based on difference in height
|
||||
*
|
||||
* \param maxHeight the desired max Height for the calculated Z coord. If the new Z exceed the maxHeight, this method returns false
|
||||
|
||||
* \return true if the destination is valid, false otherwise
|
||||
*
|
||||
**/
|
||||
bool Map::CanReachPositionAndGetCoords(Unit* who, float startX, float startY, float startZ, float startAngle, float &destX, float &destY, float &destZ, bool checkCollision /*= true */, float maxHeight/* = 3.0f */, float maxSlopeAngle/* = M_PI/2 */) const
|
||||
{
|
||||
acore::NormalizeMapCoord(destX);
|
||||
acore::NormalizeMapCoord(destY);
|
||||
|
||||
const Map* _map = who->GetBaseMap();
|
||||
|
||||
// check map geometry for possible collision
|
||||
if (checkCollision)
|
||||
{
|
||||
Position pos = Position(startX, startY, startZ, startAngle);
|
||||
|
||||
auto distance = pos.GetExactDist2d(destX,destY);
|
||||
|
||||
auto collided = who->MovePositionToFirstCollision(pos, distance, pos.GetRelativeAngle(destX,destY));
|
||||
|
||||
destX = pos.GetPositionX();
|
||||
destY = pos.GetPositionY();
|
||||
destZ = pos.GetPositionZ();
|
||||
|
||||
if (collided)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// otherwise calculate a new z
|
||||
destZ = _map->GetHeight(who->GetPhaseMask(), destX, destY, destZ, true);
|
||||
}
|
||||
|
||||
if (destZ <= INVALID_HEIGHT || (destZ - startZ) > maxHeight)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float slopeAngle = getSlopeAngleAbs(startX, startY, startZ, destX, destY, destZ);
|
||||
|
||||
if (slopeAngle > maxSlopeAngle)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// if water environment
|
||||
bool is_water_now = _map->IsInWater(startX, startY, startZ);
|
||||
|
||||
if (!isInLineOfSight(startX, startY, startZ, destX, destY, destZ, who->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool is_water_next = _map->IsInWater(destX, destY, destZ);
|
||||
|
||||
// if not compatible inhabit type for the next position, return false
|
||||
if ((is_water_now && !is_water_next && who->GetTypeId() == TYPEID_UNIT && !((Creature*)who)->CanWalk()) ||
|
||||
(!is_water_now && is_water_next && !who->CanSwim()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// finally
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
#include "MapRefManager.h"
|
||||
#include "DynamicTree.h"
|
||||
#include "GameObjectModel.h"
|
||||
#include "PathGenerator.h"
|
||||
#include "Log.h"
|
||||
#include "DataMap.h"
|
||||
#include <bitset>
|
||||
@@ -51,7 +50,6 @@ class BattlegroundMap;
|
||||
class Transport;
|
||||
class StaticTransport;
|
||||
class MotionTransport;
|
||||
class PathGenerator;
|
||||
namespace acore
|
||||
{
|
||||
struct ObjectUpdater;
|
||||
@@ -474,9 +472,6 @@ public:
|
||||
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float maxSearchDist = 50.0f) const;
|
||||
[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
|
||||
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
|
||||
bool CanReachPositionAndGetCoords(Unit* who, PathGenerator path, bool checkCollision = true, float maxHeight = 3.0f, float maxSlopeAngle = M_PI/2, float maxDeviationAngle = M_PI*2) const;
|
||||
bool CanReachPositionAndGetCoords(Unit* who, float &destX, float &destY, float &destZ, bool checkCollision = true, float maxHeight = 3.0f, float maxSlopeAngle = M_PI/2) const;
|
||||
bool CanReachPositionAndGetCoords(Unit* who, float startX, float startY, float startZ, float startAngle, float &destX, float &destY, float &destZ, bool checkCollision = true, float maxHeight = 3.0f, float maxSlopeAngle = M_PI/2) const;
|
||||
void Balance() { _dynamicTree.balance(); }
|
||||
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
|
||||
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
|
||||
|
||||
@@ -320,81 +320,12 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle)
|
||||
}
|
||||
}
|
||||
|
||||
void MotionMaster::MoveBackwards(Unit* target, float dist)
|
||||
{
|
||||
if (!target)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Position const& pos = target->GetPosition();
|
||||
float angle = target->GetAngle(_owner);
|
||||
G3D::Vector3 point;
|
||||
point.x = pos.m_positionX + dist * cosf(angle);
|
||||
point.y = pos.m_positionY + dist * sinf(angle);
|
||||
point.z = pos.m_positionZ;
|
||||
|
||||
//if (_owner->IsFlying())
|
||||
// point.z = pos.m_positionZ;
|
||||
//else
|
||||
// point.z = _owner->GetMapHeight(point.x, point.y, point.z);
|
||||
|
||||
if (_owner->GetMap()->CanReachPositionAndGetCoords(_owner, point.x, point.y, point.z, true, 6.0f, M_PI/4))
|
||||
{
|
||||
Movement::MoveSplineInit init(_owner);
|
||||
init.MoveTo(point.x, point.y, point.z, true);
|
||||
init.SetFacing(target);
|
||||
init.SetOrientationInversed();
|
||||
init.Launch();
|
||||
}
|
||||
}
|
||||
|
||||
void MotionMaster::MoveCircleTarget(Unit* target)
|
||||
{
|
||||
if (!target)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Position* point = target->GetMeleeAttackPoint(_owner);
|
||||
if (point == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_owner->IsFlying()) {
|
||||
// Dont do anything yet might add later
|
||||
}
|
||||
else
|
||||
{
|
||||
point->m_positionZ = _owner->GetMapHeight(point->m_positionX, point->m_positionY, point->m_positionZ);
|
||||
}
|
||||
|
||||
const Map* _map = _owner->GetBaseMap();
|
||||
|
||||
float x = point->m_positionX;
|
||||
float y = point->m_positionY;
|
||||
float z = point->m_positionZ;
|
||||
|
||||
if (_map->CanReachPositionAndGetCoords(_owner, x, y, z, true, 6.0f, M_PI/3))
|
||||
{
|
||||
Movement::MoveSplineInit init(_owner);
|
||||
init.SetSmooth();
|
||||
init.MoveTo(x, y, z, true);
|
||||
init.SetWalk(true);
|
||||
init.SetFacing(target);
|
||||
init.Launch();
|
||||
}
|
||||
}
|
||||
|
||||
void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot)
|
||||
{
|
||||
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
|
||||
// ignore movement request if target not exist
|
||||
if (!target || target == _owner || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
|
||||
if (_owner->GetTypeId() == TYPEID_PLAYER)
|
||||
|
||||
@@ -164,8 +164,6 @@ public:
|
||||
void MoveRandom(float wanderDistance = 0.0f);
|
||||
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
|
||||
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
|
||||
void MoveCircleTarget(Unit* target);
|
||||
void MoveBackwards(Unit* target, float dist);
|
||||
void MoveConfused();
|
||||
void MoveFleeing(Unit* enemy, uint32 time = 0);
|
||||
void MovePoint(uint32 id, const Position& pos, bool generatePath = true, bool forceDestination = true)
|
||||
|
||||
@@ -60,13 +60,12 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float& x, float& y, float&
|
||||
if (!owner)
|
||||
return false;
|
||||
|
||||
const Map* _map = owner->GetBaseMap();
|
||||
|
||||
x = owner->GetPositionX();
|
||||
y = owner->GetPositionY();
|
||||
z = owner->GetPositionZ();
|
||||
|
||||
float temp_x, temp_y, angle;
|
||||
const Map* _map = owner->GetBaseMap();
|
||||
// primitive path-finding
|
||||
for (uint8 i = 0; i < 18; ++i)
|
||||
{
|
||||
@@ -152,20 +151,37 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float& x, float& y, float&
|
||||
|
||||
temp_x = x + distance * cos(angle);
|
||||
temp_y = y + distance * sin(angle);
|
||||
float temp_z = z;
|
||||
|
||||
if (_map->CanReachPositionAndGetCoords(owner, temp_x, temp_y, temp_z, true, 3.0f, M_PI/4))
|
||||
acore::NormalizeMapCoord(temp_x);
|
||||
acore::NormalizeMapCoord(temp_y);
|
||||
if (owner->IsWithinLOS(temp_x, temp_y, z))
|
||||
{
|
||||
if (!(temp_z - z) || distance / fabs(temp_z - z) > 1.0f)
|
||||
bool is_water_now = _map->IsInWater(x, y, z);
|
||||
|
||||
if (is_water_now && _map->IsInWater(temp_x, temp_y, z))
|
||||
{
|
||||
float temp_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle + static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle + static_cast<float>(M_PI / 2)), z, true);
|
||||
float temp_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle - static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle - static_cast<float>(M_PI / 2)), z, true);
|
||||
if (fabs(temp_z_left - temp_z) < 1.2f && fabs(temp_z_right - temp_z) < 1.2f)
|
||||
x = temp_x;
|
||||
y = temp_y;
|
||||
return true;
|
||||
}
|
||||
float new_z = _map->GetHeight(owner->GetPhaseMask(), temp_x, temp_y, z, true);
|
||||
|
||||
if (new_z <= INVALID_HEIGHT || fabs(z - new_z) > 3.0f)
|
||||
continue;
|
||||
|
||||
bool is_water_next = _map->IsInWater(temp_x, temp_y, new_z);
|
||||
|
||||
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
|
||||
continue;
|
||||
|
||||
if (!(new_z - z) || distance / fabs(new_z - z) > 1.0f)
|
||||
{
|
||||
float new_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle + static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle + static_cast<float>(M_PI / 2)), z, true);
|
||||
float new_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle - static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle - static_cast<float>(M_PI / 2)), z, true);
|
||||
if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
|
||||
{
|
||||
// use new values
|
||||
x = temp_x;
|
||||
y = temp_y;
|
||||
z = temp_z;
|
||||
z = new_z;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,18 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
|
||||
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
|
||||
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef _PATH_GENERATOR_H
|
||||
@@ -11,152 +22,139 @@
|
||||
#include "DetourNavMesh.h"
|
||||
#include "DetourNavMeshQuery.h"
|
||||
#include "MoveSplineInitArgs.h"
|
||||
#include <G3D/Vector3.h>
|
||||
#include "MMapFactory.h"
|
||||
#include "MMapManager.h"
|
||||
|
||||
class Unit;
|
||||
class WorldObject;
|
||||
|
||||
// 74*4.0f=296y number_of_points*interval = max_path_len
|
||||
// 74*4.0f=296y number_of_points*interval = max_path_len
|
||||
// this is way more than actual evade range
|
||||
// I think we can safely cut those down even more
|
||||
#define MAX_PATH_LENGTH 74
|
||||
#define MAX_POINT_PATH_LENGTH 74
|
||||
#define MAX_PATH_LENGTH 74
|
||||
#define MAX_POINT_PATH_LENGTH 74
|
||||
|
||||
#define SMOOTH_PATH_STEP_SIZE 4.0f
|
||||
#define SMOOTH_PATH_SLOP 0.3f
|
||||
#define SMOOTH_PATH_STEP_SIZE 4.0f
|
||||
#define SMOOTH_PATH_SLOP 0.3f
|
||||
#define ALLOWED_DIST_FROM_POLY 2.5f
|
||||
#define ADDED_Z_FOR_POLY_LOOKUP 0.3f
|
||||
#define DISALLOW_TIME_AFTER_FAIL 3 // secs
|
||||
#define MAX_FIXABLE_Z_ERROR 7.0f
|
||||
|
||||
#define VERTEX_SIZE 3
|
||||
#define INVALID_POLYREF 0
|
||||
|
||||
enum PathType
|
||||
{
|
||||
PATHFIND_BLANK = 0x00, // path not built yet
|
||||
PATHFIND_NORMAL = 0x01, // normal path
|
||||
PATHFIND_SHORTCUT = 0x02, // travel through obstacles, terrain, air, etc (old behavior)
|
||||
PATHFIND_INCOMPLETE = 0x04, // we have partial path to follow - getting closer to target
|
||||
PATHFIND_NOPATH = 0x08, // no valid path at all or error in generating one
|
||||
PATHFIND_NOT_USING_PATH = 0x10, // used when we are either flying/swiming or on map w/o mmaps
|
||||
PATHFIND_SHORT = 0x20, // path is longer or equal to its limited path length
|
||||
PATHFIND_FARFROMPOLY_START = 0x40, // start position is far from the mmap poligon
|
||||
PATHFIND_FARFROMPOLY_END = 0x80, // end positions is far from the mmap poligon
|
||||
PATHFIND_FARFROMPOLY = PATHFIND_FARFROMPOLY_START | PATHFIND_FARFROMPOLY_END, // start or end positions are far from the mmap poligon
|
||||
PATHFIND_BLANK = 0x00, // path not built yet
|
||||
PATHFIND_NORMAL = 0x01, // normal path
|
||||
PATHFIND_SHORTCUT = 0x02, // travel through obstacles, terrain, air, etc (old behavior)
|
||||
PATHFIND_INCOMPLETE = 0x04, // we have partial path to follow - getting closer to target
|
||||
PATHFIND_NOPATH = 0x08, // no valid path at all or error in generating one
|
||||
PATHFIND_NOT_USING_PATH = 0x10, // used when we are either flying/swiming or on map w/o mmaps
|
||||
PATHFIND_SHORT = 0x20, // path is longer or equal to its limited path length
|
||||
};
|
||||
|
||||
class PathGenerator
|
||||
{
|
||||
public:
|
||||
explicit PathGenerator(WorldObject const* owner);
|
||||
~PathGenerator();
|
||||
public:
|
||||
explicit PathGenerator(Unit const* owner);
|
||||
~PathGenerator();
|
||||
|
||||
// Calculate the path from owner to given destination
|
||||
// return: true if new path was calculated, false otherwise (no change needed)
|
||||
bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);
|
||||
bool IsInvalidDestinationZ(Unit const* target) const;
|
||||
// Calculate the path from owner to given destination
|
||||
// return: true if new path was calculated, false otherwise (no change needed)
|
||||
bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);
|
||||
|
||||
// option setters - use optional
|
||||
void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; }
|
||||
void SetPathLengthLimit(float distance) { _pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); }
|
||||
void SetUseRaycast(bool useRaycast) { _useRaycast = useRaycast; }
|
||||
// option setters - use optional
|
||||
void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; }
|
||||
void SetPathLengthLimit(float distance) { _pointPathLimit = std::min<uint32>(uint32(distance / SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); }
|
||||
|
||||
// result getters
|
||||
G3D::Vector3 const& GetStartPosition() const { return _startPosition; }
|
||||
G3D::Vector3 const& GetEndPosition() const { return _endPosition; }
|
||||
G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
|
||||
// result getters
|
||||
G3D::Vector3 const& GetStartPosition() const { return _startPosition; }
|
||||
G3D::Vector3 const& GetEndPosition() const { return _endPosition; }
|
||||
G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
|
||||
|
||||
Movement::PointsArray const& GetPath() const { return _pathPoints; }
|
||||
Movement::PointsArray const& GetPath() const { return _pathPoints; }
|
||||
|
||||
PathType GetPathType() const { return _type; }
|
||||
|
||||
// shortens the path until the destination is the specified distance from the target point
|
||||
void ShortenPathUntilDist(G3D::Vector3 const& point, float dist);
|
||||
|
||||
float getPathLength() const
|
||||
PathType GetPathType() const { return _type; }
|
||||
float getPathLength() const
|
||||
{
|
||||
float len = 0.0f;
|
||||
float dx, dy, dz;
|
||||
uint32 size = _pathPoints.size();
|
||||
if (size)
|
||||
{
|
||||
float len = 0.0f;
|
||||
float dx, dy, dz;
|
||||
uint32 size = _pathPoints.size();
|
||||
if (size)
|
||||
{
|
||||
dx = _pathPoints[0].x - _startPosition.x;
|
||||
dy = _pathPoints[0].y - _startPosition.y;
|
||||
dz = _pathPoints[0].z - _startPosition.z;
|
||||
len += sqrt( dx * dx + dy * dy + dz * dz );
|
||||
}
|
||||
else
|
||||
{
|
||||
return len;
|
||||
}
|
||||
|
||||
for (uint32 i = 1; i < size; ++i)
|
||||
{
|
||||
dx = _pathPoints[i].x - _pathPoints[i - 1].x;
|
||||
dy = _pathPoints[i].y - _pathPoints[i - 1].y;
|
||||
dz = _pathPoints[i].z - _pathPoints[i - 1].z;
|
||||
len += sqrt( dx * dx + dy * dy + dz * dz );
|
||||
}
|
||||
dx = _pathPoints[0].x - _startPosition.x;
|
||||
dy = _pathPoints[0].y - _startPosition.y;
|
||||
dz = _pathPoints[0].z - _startPosition.z;
|
||||
len += sqrt( dx * dx + dy * dy + dz * dz );
|
||||
}
|
||||
else
|
||||
return len;
|
||||
}
|
||||
|
||||
private:
|
||||
dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references
|
||||
uint32 _polyLength; // number of polygons in the path
|
||||
|
||||
Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target
|
||||
PathType _type; // tells what kind of path this is
|
||||
|
||||
bool _useStraightPath; // type of path will be generated
|
||||
bool _forceDestination; // when set, we will always arrive at given point
|
||||
uint32 _pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH)
|
||||
bool _useRaycast; // use raycast if true for a straight line path
|
||||
|
||||
G3D::Vector3 _startPosition; // {x, y, z} of current location
|
||||
G3D::Vector3 _endPosition; // {x, y, z} of the destination
|
||||
G3D::Vector3 _actualEndPosition; // {x, y, z} of the closest possible point to given destination
|
||||
|
||||
WorldObject const* const _source; // the object that is moving
|
||||
dtNavMesh const* _navMesh; // the nav mesh
|
||||
dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path
|
||||
|
||||
dtQueryFilter _filter; // use single filter for all movements, update it when needed
|
||||
|
||||
void SetStartPosition(G3D::Vector3 const& point) { _startPosition = point; }
|
||||
void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; }
|
||||
void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; }
|
||||
void NormalizePath();
|
||||
|
||||
void Clear()
|
||||
for (uint32 i = 1; i < size; ++i)
|
||||
{
|
||||
_polyLength = 0;
|
||||
_pathPoints.clear();
|
||||
dx = _pathPoints[i].x - _pathPoints[i - 1].x;
|
||||
dy = _pathPoints[i].y - _pathPoints[i - 1].y;
|
||||
dz = _pathPoints[i].z - _pathPoints[i - 1].z;
|
||||
len += sqrt( dx * dx + dy * dy + dz * dz );
|
||||
}
|
||||
return len;
|
||||
}
|
||||
|
||||
bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const;
|
||||
float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const;
|
||||
bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;
|
||||
private:
|
||||
|
||||
dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = nullptr) const;
|
||||
dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const;
|
||||
bool HaveTile(G3D::Vector3 const& p) const;
|
||||
dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references
|
||||
uint32 _polyLength; // number of polygons in the path
|
||||
|
||||
void BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos);
|
||||
void BuildPointPath(float const* startPoint, float const* endPoint);
|
||||
void BuildShortcut();
|
||||
Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target
|
||||
PathType _type; // tells what kind of path this is
|
||||
|
||||
NavTerrain GetNavTerrain(float x, float y, float z);
|
||||
void CreateFilter();
|
||||
void UpdateFilter();
|
||||
bool _useStraightPath; // type of path will be generated
|
||||
bool _forceDestination; // when set, we will always arrive at given point
|
||||
uint32 _pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH)
|
||||
|
||||
// smooth path aux functions
|
||||
uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited);
|
||||
bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos,
|
||||
unsigned char& steerPosFlag, dtPolyRef& steerPosRef);
|
||||
dtStatus FindSmoothPath(float const* startPos, float const* endPos,
|
||||
dtPolyRef const* polyPath, uint32 polyPathSize,
|
||||
float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize);
|
||||
G3D::Vector3 _startPosition; // {x, y, z} of current location
|
||||
G3D::Vector3 _endPosition; // {x, y, z} of the destination
|
||||
G3D::Vector3 _actualEndPosition; // {x, y, z} of the closest possible point to given destination
|
||||
|
||||
void AddFarFromPolyFlags(bool startFarFromPoly, bool endFarFromPoly);
|
||||
Unit const* const _sourceUnit; // the unit that is moving
|
||||
dtNavMesh const* _navMesh; // the nav mesh
|
||||
dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path
|
||||
|
||||
dtQueryFilter _filter; // use single filter for all movements, update it when needed
|
||||
|
||||
void SetStartPosition(G3D::Vector3 const& point) { _startPosition = point; }
|
||||
void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; }
|
||||
void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; }
|
||||
|
||||
void Clear()
|
||||
{
|
||||
_polyLength = 0;
|
||||
_pathPoints.clear();
|
||||
}
|
||||
|
||||
bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const;
|
||||
float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const;
|
||||
bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;
|
||||
|
||||
dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = nullptr) const;
|
||||
dtPolyRef GetPolyByLocation(float* Point, float* Distance) const;
|
||||
bool HaveTile(G3D::Vector3 const& p) const;
|
||||
|
||||
void BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, ACE_RW_Thread_Mutex& lock);
|
||||
void BuildPointPath(float const* startPoint, float const* endPoint);
|
||||
void BuildShortcut();
|
||||
|
||||
NavTerrain GetNavTerrain(float x, float y, float z);
|
||||
void CreateFilter();
|
||||
void UpdateFilter();
|
||||
|
||||
// smooth path aux functions
|
||||
uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited);
|
||||
bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos,
|
||||
unsigned char& steerPosFlag, dtPolyRef& steerPosRef);
|
||||
dtStatus FindSmoothPath(float const* startPos, float const* endPos,
|
||||
dtPolyRef const* polyPath, uint32 polyPathSize,
|
||||
float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -79,16 +79,7 @@ namespace Movement
|
||||
move_spline.onTransport = transport;
|
||||
|
||||
uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
|
||||
moveFlags |= MOVEMENTFLAG_SPLINE_ENABLED;
|
||||
|
||||
if (!args.flags.orientationInversed)
|
||||
{
|
||||
moveFlags = (moveFlags & ~(MOVEMENTFLAG_BACKWARD)) | MOVEMENTFLAG_FORWARD;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveFlags = (moveFlags & ~(MOVEMENTFLAG_FORWARD)) | MOVEMENTFLAG_BACKWARD;
|
||||
}
|
||||
moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED | MOVEMENTFLAG_FORWARD);
|
||||
|
||||
if (moveFlags & MOVEMENTFLAG_ROOT)
|
||||
moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
|
||||
|
||||
@@ -1235,11 +1235,6 @@ bool SpellInfo::IsChanneled() const
|
||||
return (AttributesEx & (SPELL_ATTR1_CHANNELED_1 | SPELL_ATTR1_CHANNELED_2));
|
||||
}
|
||||
|
||||
bool SpellInfo::IsMoveAllowedChannel() const
|
||||
{
|
||||
return IsChanneled() && (HasAttribute(SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING) || (!(ChannelInterruptFlags & (AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING))));
|
||||
}
|
||||
|
||||
bool SpellInfo::NeedsComboPoints() const
|
||||
{
|
||||
return (AttributesEx & (SPELL_ATTR1_REQ_COMBO_POINTS1 | SPELL_ATTR1_REQ_COMBO_POINTS2));
|
||||
|
||||
@@ -437,7 +437,6 @@ public:
|
||||
bool IsPositive() const;
|
||||
bool IsPositiveEffect(uint8 effIndex) const;
|
||||
bool IsChanneled() const;
|
||||
bool IsMoveAllowedChannel() const;
|
||||
bool NeedsComboPoints() const;
|
||||
bool IsBreakingStealth() const;
|
||||
bool IsRangedWeaponSpell() const;
|
||||
|
||||
@@ -85,11 +85,9 @@ public:
|
||||
if (para && strcmp(para, "true") == 0)
|
||||
useStraightPath = true;
|
||||
|
||||
bool useRaycast = false;
|
||||
if (para && (strcmp(para, "line") == 0 || strcmp(para, "ray") == 0 || strcmp(para, "raycast") == 0))
|
||||
{
|
||||
useRaycast = true;
|
||||
}
|
||||
bool useStraightLine = false;
|
||||
if (para && strcmp(para, "line") == 0)
|
||||
useStraightLine = true;
|
||||
|
||||
// unit locations
|
||||
float x, y, z;
|
||||
@@ -98,12 +96,11 @@ public:
|
||||
// path
|
||||
PathGenerator path(target);
|
||||
path.SetUseStraightPath(useStraightPath);
|
||||
path.SetUseRaycast(useRaycast);
|
||||
bool result = path.CalculatePath(x, y, z, false);
|
||||
|
||||
Movement::PointsArray const& pointPath = path.GetPath();
|
||||
handler->PSendSysMessage("%s's path to %s:", target->GetName().c_str(), player->GetName().c_str());
|
||||
handler->PSendSysMessage("Building: %s", useStraightPath ? "StraightPath" : useRaycast ? "Raycast" : "SmoothPath");
|
||||
handler->PSendSysMessage("Building: %s", useStraightPath ? "StraightPath" : useStraightLine ? "Raycast" : "SmoothPath");
|
||||
handler->PSendSysMessage("Result: %s - Length: " SZFMTD " - Type: %u", (result ? "true" : "false"), pointPath.size(), path.GetPathType());
|
||||
|
||||
G3D::Vector3 const& start = path.GetStartPosition();
|
||||
|
||||
Reference in New Issue
Block a user