Commit Graph

17 Commits

Author SHA1 Message Date
Kitzunu
bbadc32bea Revert Visibility Notifier changes (#17682)
* Revert "fix(Core/Grid): Implement missing GridUnload setting (#17569)"

This reverts commit 79b39f9655.

* Revert "fix(Core/Grid): Address bugs and performance issues introduced by visibility notifier implementation (#17480)"

This reverts commit 60e27511c5.

* Revert "fix(Core): GridCleanUpDelay Log (#17436)"

This reverts commit 90b16ca065.

* Revert "feat(Core/Grids): Implement visibility notifier (#15919)"

This reverts commit 2779833768.
2023-11-12 00:48:49 +01:00
AG
60e27511c5 fix(Core/Grid): Address bugs and performance issues introduced by visibility notifier implementation (#17480)
* Bug fixes

- Corrected std::chrono from seconds to milliseconds
- Got rid of leftover code that caused objects to not show up on time

* Removed logic to set gameobject as active

- More alignement with TC.
- Reduces CPU usage drastically

* Revert back to using time_t instead of std chrono

* Invoke SetNoCreate() method to reduce CPU usage drastically

* Remove setActive from static and motion transports

* Fix performance issues

* Added SetFarVisible to WG and some dungeon scripts

- Also removed setActive(true) from creatures in Wintergrasp. As for gameobjects they are set to active upon being damaged/destroyed and removed from active on rebuild (reset)

* Removed comments related to VISIBILITY_COMPENSATION

* Fix log

* Deleted unused files + corrected a check

* Added missing header

* Removed unused parameter

* Removed another unsued parameter

* Changed vector to set for i_visibleNow

- Changed vector to set for i_visibleNow in VisibleNotifer
- Adjusted HaveAtClient to accept Object*
- Adjusted SendUpdateToPlayer to send createobject packet only if not known to client
2023-10-23 05:37:11 -03:00
AG
2779833768 feat(Core/Grids): Implement visibility notifier (#15919)
* Cherry-picked from TrinityCore (unable to find author)
2023-09-28 22:28:28 +02:00
Maelthyr
2c7b274bc5 refactor(Core): Improve struct alignment and codestyle (#12335)
refactor(Core): improve struct alignment and codestyle
2022-07-10 14:19:11 -04:00
UltraNix
99f1cd84e2 fix(Core/Spells): Improvements to Far Sight spell: (#11683)
* fix(Core/Spells): Improvements to Far Sight spell:

Far Sight should not interrupt while casting another spell.
Corrected setting Far Sight object as an active object.
Fixed grid activation range for active dynamic objects.
When Far Sight is over, the camera be reset to player.
Enable swapping camera between Far Sight and Sentry Totem.
Fixes #6368

* Update.

* Update.
2022-05-23 04:26:51 -03:00
acidmanifesto
de6af87bd3 fix(Core/Objects): increase sight range of objects & correct general defau… (#9180) 2021-11-17 16:00:01 -03:00
Kargatum
52aa0e9966 feat(License): add new headers information about license (#7941)
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
2021-09-30 13:40:52 +07:00
UltraNix
f4c226423d feat(Core/Misc): implement ObjectGuid class (port from TC) (#4885) 2021-04-25 22:18:03 +02:00
Francesco Borzì
f6a17164be fix(Core/License): issue with old files license (#4762) 2021-03-17 09:46:01 -06:00
Yehonal
c8f43d8584 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>
2021-02-01 01:34:27 +01:00
Kargatum
a2b26272d2 refactor(Core/Game): restyle game lib with astyle (#3466) 2020-10-12 10:08:15 +02:00
Viste
e22d78ecd6 refactor(Core): rename namespaces and macros to acore (#2454) 2019-12-01 13:13:31 +01:00
Nefertumm
dd300003e2 Update license links (#783) 2018-03-12 10:54:57 +01:00
Yehonal
17332304fd Using TC structure allowing easier patches importing 2017-12-21 00:20:29 +01:00
Yehonal
b0c8eceb08 Refactoring part 2 [W.I.P] 2016-08-12 02:38:26 +02:00
Yehonal
f6eefedcd5 converted all tabs to 4 spaces 2016-06-26 19:23:57 +02:00
Yehonal
e8e94a0a66 First Commit
For Azeroth!
2016-06-26 10:39:44 +02:00