Core/Spells: Improve charge path logic, get a point to the target and then reduce it by the necessary distance

This commit is contained in:
Trisjdc
2014-07-04 22:22:28 +01:00
parent 4302226a85
commit 124398feef
3 changed files with 48 additions and 6 deletions

View File

@@ -882,3 +882,41 @@ float PathGenerator::Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) c
{
return (p1 - p2).squaredLength();
}
void PathGenerator::ReducePathLenghtByDist(float dist)
{
if (GetPathType() == PATHFIND_BLANK)
{
TC_LOG_ERROR("maps", "PathGenerator::ReducePathLenghtByDist called before path was built");
return;
}
if (_pathPoints.size() < 2) // path building failure
return;
uint32 i = _pathPoints.size();
G3D::Vector3 nextVec = _pathPoints[--i];
while (i > 0)
{
G3D::Vector3 currVec = _pathPoints[--i];
G3D::Vector3 diffVec = (nextVec - currVec);
float len = diffVec.length();
if (len > dist)
{
float step = dist / len;
// same as nextVec
_pathPoints[i + 1] -= diffVec * step;
_pathPoints.resize(i + 2);
break;
}
else if (i == 0) // at second point
{
_pathPoints[1] = _pathPoints[0];
_pathPoints.resize(2);
break;
}
dist -= len;
nextVec = currVec; // we're going backwards
}
}

View File

@@ -72,6 +72,8 @@ class PathGenerator
PathType GetPathType() const { return _type; }
void ReducePathLenghtByDist(float dist); // path must be already built
private:
dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references

View File

@@ -5043,22 +5043,24 @@ SpellCastResult Spell::CheckCast(bool strict)
if (!target)
return SPELL_FAILED_DONT_REPORT;
//target->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
Position pos = target->GetFirstCollisionPosition(CONTACT_DISTANCE, target->GetRelativeAngle(m_caster));
float objSize = target->GetObjectSize();
float range = m_spellInfo->GetMaxRange(true, m_caster, this) * 1.5f + objSize; // can't be overly strict
//first try with raycast, if it fails fall back to normal path
m_preGeneratedPath.SetPathLengthLimit(m_spellInfo->GetMaxRange(true) * 1.5f);
bool result = m_preGeneratedPath.CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ + target->GetObjectSize(), false, true);
m_preGeneratedPath.SetPathLengthLimit(range);
// first try with raycast, if it fails fall back to normal path
bool result = m_preGeneratedPath.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + target->GetObjectSize(), false, true);
if (m_preGeneratedPath.GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
else if (!result || m_preGeneratedPath.GetPathType() & PATHFIND_NOPATH)
{
result = m_preGeneratedPath.CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ + target->GetObjectSize(), false, false);
result = m_preGeneratedPath.CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + target->GetObjectSize(), false, false);
if (m_preGeneratedPath.GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
else if (!result || m_preGeneratedPath.GetPathType() & PATHFIND_NOPATH)
return SPELL_FAILED_NOPATH;
}
m_preGeneratedPath.ReducePathLenghtByDist(objSize); // move back
}
break;
}