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>
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
* Improved logic and DX
Simplified the Developer Experience reading such a messy code and removed some duplicated useless conditions
* fix(core/dungeon): Halls of stone door
The door is closed before Maiden of Grief and Krystalus die.
* Revert "Merge commit 'refs/pull/2634/head' of https://github.com/azerothcore/azerothcore-wotlk into pr-2634"
This reverts commit 04e8ac45e4d868eda4a89229f3721ee699ba4be5, reversing
changes made to 2fa9f5c249.
* Review changes
* improvement to check
Co-authored-by: Yehonal <yehonal.azeroth@gmail.com>
* Kologarn bugfixes
- Doors not closing or opening during and after encounter
- Petrifying gaze should have a start window so the raid doesn't wipe on pull
* Update src/server/scripts/Northrend/Ulduar/Ulduar/boss_kologarn.cpp
* override canceled the repeats