Core/Movement: Fix some undermap issues with random movement/fear/blink (#22937)

* Core/Movement:
- Only move to point if there is a path that is not a shortcut (which will make the unit move through terrain)
- Added new function to check if there is a vmap floor without search distance
- Units that can fly, are underground but far above the vmap floor will stay underground (bronze drakes in tanaris)
- Don't remove PATHFIND_SHORTCUT from path type in some cases

* Core/Object: Ignore UpdateAllowedPositionZ for flying units.

- This will make flying units go through mountains instead of going to the top and back to the bottom to reach you.

* Core/Object: Revert some changes and let MovePositionToFirstCollision deal with a position without ground

* Missing groundZ change for objects on transport

* use CanFly instead of IsFlying

(cherry picked from commit 9fcbd8f15d)
This commit is contained in:
Jeremy
2019-04-07 20:15:40 +02:00
committed by Shauren
parent fe0cff0cae
commit 4fcc4a3300
9 changed files with 56 additions and 20 deletions

View File

@@ -2537,12 +2537,9 @@ float Map::GetStaticHeight(PhaseShift const& phaseShift, float x, float y, float
// find raw .map surface under Z coordinates
float mapHeight = VMAP_INVALID_HEIGHT_VALUE;
uint32 terrainMapId = PhasingHandler::GetTerrainMapId(phaseShift, this, x, y);
if (GridMap* gmap = GetGrid(terrainMapId, x, y))
{
float gridHeight = gmap->getHeight(x, y);
if (G3D::fuzzyGe(z, gridHeight - GROUND_HEIGHT_TOLERANCE))
mapHeight = gridHeight;
}
float gridHeight = GetGridHeight(phaseShift, x, y);
if (G3D::fuzzyGe(z, gridHeight - GROUND_HEIGHT_TOLERANCE))
mapHeight = gridHeight;
float vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
if (checkVMap)
@@ -2564,16 +2561,24 @@ float Map::GetStaticHeight(PhaseShift const& phaseShift, float x, float y, float
// or if the distance of the vmap height is less the land height distance
if (vmapHeight > mapHeight || std::fabs(mapHeight - z) > std::fabs(vmapHeight - z))
return vmapHeight;
else
return mapHeight; // better use .map surface height
return mapHeight; // better use .map surface height
}
else
return vmapHeight; // we have only vmapHeight (if have)
return vmapHeight; // we have only vmapHeight (if have)
}
return mapHeight; // explicitly use map data
}
float Map::GetGridHeight(PhaseShift const& phaseShift, float x, float y)
{
if (GridMap* gmap = GetGrid(PhasingHandler::GetTerrainMapId(phaseShift, this, x, y), x, y))
return gmap->getHeight(x, y);
return VMAP_INVALID_HEIGHT_VALUE;
}
float Map::GetMinHeight(PhaseShift const& phaseShift, float x, float y)
{
if (GridMap const* grid = GetGrid(PhasingHandler::GetTerrainMapId(phaseShift, this, x, y), x, y))