- fix UpdateEnvironmentIfNeeded was changing flying creature status all the time. closes: #4447
- fix hovering state was causing bugs at #4466
- add animation state priority: fly > hover > ground
Co-authored-by: Wotex <fm@gmail.com>
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Patrick Lewis <pat@lo5t.com>
* fix(DB/Core): Anchorite Truuen
Anchorote Truuen is escorted in quest Tomb of the Lightbringer, but he's
too fast and doesn't aggro on anything.
* Updated using suggestions from @pklloveyou
Co-authored-by: Zoidwaffle <zoidwaffle@gmail.com>
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>
* [Core/Scripts] BWL - Make Razorgore talk, script blackwing mage, make his spell break eggs
* more to vaelastrasz
* accidentally removed some of the waypoints, fuck me
* Broodlord Lashlayer overhaul + supressors
* Formations, waypoints for Ebonroc and roaming Flamegor (might be non-blizzlike)
* complete overhaul for the basic scripts, merge with TC
* last for today, door cleanup and nefarian refactor (from TC)
* Doors are now working, hooraay!
* Fix the boss gossip that we broke... non-intentionally lolz
* Vaelstraz intro - done
* small corrections to the timers, they are not blizzlike since we got no sniffs.. :^)
* nefarian checked, everything seems to be fine... let the cleanup begin now
* SQL seems fine as well, let's gooo
* Partially Revert "SQL seems fine as well, let's gooo"
This partially reverts commit b1750da58d169e9ed916eb6a6a95da93caeb0ff8.
* idk why mine's called wander_distance
* wtb new eyes
* lost an override @ flamegor
* more junk to fix the compile
* anything else? whining shit..
* SpellScript header..
* how about now?
* hopefully this does the trick, the condition in general works just fine, the spell is targeting the boss
* Update 0000_00_00_00.sql
fuck. you.
* Cleanup SQL, temp comment out code for creature relations so they don't pull several rooms at once
* Move the file with proper revision and location
* Remove the creature_relations *fix* until there's a proper core-side fix for it.
* spawndist > wander_distance
* compile fix
* lost a bracket in the merge
* *sigh*
* add new line at the end
* Nefarian's whitespaces
* Vael's whitespaces
* Razorgore good to go as well
* Header as well
* finale
+ tangent equation to find correct angle and distance when moving
+ implemented proper backward
* Improved performance + random angle margin
* chore: add tollerance calculation in instance
* improved LOS checks with movements
* implemented collisions using raycast (imported by TC)
+ improved collision detection for CanReachPositionAndGetCoords
+ improved collision check
+ set correct flags for the backward movement
+ first implementation of slope angle (to improve)
Co-authored-by: Yehonal <yehonal.azeroth@gmail.com>