mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-20 09:17:36 +01:00
[svn] * Removed ObjectPosSelector and DetectPosCollision. See http://www.trinitycore.org/forum/project.php?issueid=3
* Need win32 build fix ;) --HG-- branch : trunk
This commit is contained in:
@@ -182,8 +182,6 @@ $(srcdir)/ObjectGridLoader.h \
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$(srcdir)/Object.h \
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$(srcdir)/ObjectMgr.cpp \
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$(srcdir)/ObjectMgr.h \
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$(srcdir)/ObjectPosSelector.cpp \
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$(srcdir)/ObjectPosSelector.h \
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$(srcdir)/Opcodes.cpp \
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$(srcdir)/Opcodes.h \
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$(srcdir)/Path.h \
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@@ -41,8 +41,6 @@
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "ObjectPosSelector.h"
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#include "TemporarySummon.h"
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uint32 GuidHigh2TypeId(uint32 guid_hi)
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@@ -1430,84 +1428,6 @@ Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, floa
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return pCreature;
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}
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namespace MaNGOS
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{
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class NearUsedPosDo
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{
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public:
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NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
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: i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
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void operator()(Corpse*) const {}
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void operator()(DynamicObject*) const {}
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void operator()(Creature* c) const
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{
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// skip self or target
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if(c==i_searcher || c==&i_object)
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return;
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float x,y,z;
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if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED) ||
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!c->GetMotionMaster()->GetDestination(x,y,z) )
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{
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x = c->GetPositionX();
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y = c->GetPositionY();
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}
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add(c,x,y);
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}
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template<class T>
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void operator()(T* u) const
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{
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// skip self or target
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if(u==i_searcher || u==&i_object)
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return;
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float x,y;
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x = u->GetPositionX();
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y = u->GetPositionY();
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add(u,x,y);
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}
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// we must add used pos that can fill places around center
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void add(WorldObject* u, float x, float y) const
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{
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// dist include size of u
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float dist2d = i_object.GetDistance2d(x,y);
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// u is too nearest to i_object
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if(dist2d + i_object.GetObjectSize() + u->GetObjectSize() < i_selector.m_dist - i_selector.m_size)
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return;
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// u is too far away from i_object
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if(dist2d + i_object.GetObjectSize() - u->GetObjectSize() > i_selector.m_dist + i_selector.m_size)
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return;
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float angle = i_object.GetAngle(u)-i_angle;
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// move angle to range -pi ... +pi
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while( angle > M_PI)
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angle -= 2.0f * M_PI;
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while(angle < -M_PI)
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angle += 2.0f * M_PI;
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i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
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}
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private:
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WorldObject const& i_object;
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WorldObject const* i_searcher;
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float i_angle;
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ObjectPosSelector& i_selector;
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};
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} // namespace MaNGOS
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//===================================================================================================
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void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
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{
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x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
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@@ -1520,122 +1440,8 @@ void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float abs
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
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{
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GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
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z = GetPositionZ();
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// if detection disabled, return first point
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if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
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{
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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return;
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}
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// or remember first point
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float first_x = x;
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float first_y = y;
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bool first_los_conflict = false; // first point LOS problems
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// prepare selector for work
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ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
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// adding used positions around object
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{
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CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
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MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(u_do);
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TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
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TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, grid_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this));
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cell_lock->Visit(cell_lock, world_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this));
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}
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// maybe can just place in primary position
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if( selector.CheckOriginal() )
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{
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if(IsWithinLOS(x,y,z))
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return;
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first_los_conflict = true; // first point have LOS problems
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}
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float angle; // candidate of angle for free pos
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// special case when one from list empty and then empty side preferred
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if(selector.FirstAngle(angle))
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if(IsWithinLOS(x,y,z))
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return;
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}
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// set first used pos in lists
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selector.InitializeAngle();
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// select in positions after current nodes (selection one by one)
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while(selector.NextAngle(angle)) // angle for free pos
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if(IsWithinLOS(x,y,z))
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return;
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}
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// BAD NEWS: not free pos (or used or have LOS problems)
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// Attempt find _used_ pos without LOS problem
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if(!first_los_conflict)
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{
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x = first_x;
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y = first_y;
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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return;
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}
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// special case when one from list empty and then empty side preferred
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if( selector.IsNonBalanced() )
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{
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if(!selector.FirstAngle(angle)) // _used_ pos
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if(IsWithinLOS(x,y,z))
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return;
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}
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}
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// set first used pos in lists
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selector.InitializeAngle();
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// select in positions after current nodes (selection one by one)
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while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if(IsWithinLOS(x,y,z))
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return;
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}
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// BAD BAD NEWS: all found pos (free and used) have LOS problem :(
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x = first_x;
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y = first_y;
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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UpdateGroundPositionZ(x,y,z);
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}
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@@ -1,157 +0,0 @@
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ObjectPosSelector.h"
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ObjectPosSelector::ObjectPosSelector(float x,float y,float size,float dist)
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: m_center_x(x),m_center_y(y),m_size(size),m_dist(dist)
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{
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m_anglestep = acos(m_dist/(m_dist+2*m_size));
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m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].end();
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m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].end();
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m_smallStepAngle[USED_POS_PLUS] = 0;
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m_smallStepAngle[USED_POS_MINUS] = 0;
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m_smallStepOk[USED_POS_PLUS] = false;
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m_smallStepOk[USED_POS_MINUS] = false;
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m_smallStepNextUsedPos[USED_POS_PLUS] = NULL;
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m_smallStepNextUsedPos[USED_POS_MINUS] = NULL;
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}
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ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos(UsedPosType uptype)
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{
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UsedPosList::const_iterator itr = m_nextUsedPos[uptype];
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if(itr!=m_UsedPosLists[uptype].end())
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++itr;
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if(itr==m_UsedPosLists[uptype].end())
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{
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if(!m_UsedPosLists[~uptype].empty())
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return &*m_UsedPosLists[~uptype].rbegin();
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else
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return NULL;
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}
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else
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return &*itr;
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}
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void ObjectPosSelector::AddUsedPos(float size,float angle,float dist)
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{
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if(angle>=0)
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m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle,UsedPos(1.0,size,dist)));
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else
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m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle,UsedPos(-1.0,size,dist)));
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}
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void ObjectPosSelector::InitializeAngle()
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{
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m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].begin();
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m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].begin();
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m_smallStepAngle[USED_POS_PLUS] = 0;
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m_smallStepAngle[USED_POS_MINUS] = 0;
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m_smallStepOk[USED_POS_PLUS] = true;
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m_smallStepOk[USED_POS_MINUS] = true;
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}
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bool ObjectPosSelector::FirstAngle(float& angle)
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{
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if(m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(),1.0,USED_POS_PLUS,angle);
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else if(m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(),-1.0,USED_POS_MINUS,angle);
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return false;
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}
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bool ObjectPosSelector::NextAngle(float& angle)
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{
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while(m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
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m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() ||
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m_smallStepOk[USED_POS_PLUS] || m_smallStepOk[USED_POS_MINUS] )
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{
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// calculate next possible angle
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if(NextPosibleAngle(angle))
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return true;
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}
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return false;
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}
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bool ObjectPosSelector::NextUsedAngle(float& angle)
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{
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while(m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
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m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() )
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{
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// calculate next possible angle
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if(!NextPosibleAngle(angle))
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return true;
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}
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return false;
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}
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bool ObjectPosSelector::NextPosibleAngle( float& angle )
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{
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// ++ direction less updated
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if( m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() &&
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(m_nextUsedPos[USED_POS_MINUS]==m_UsedPosLists[USED_POS_MINUS].end() || m_nextUsedPos[USED_POS_PLUS]->first <= m_nextUsedPos[USED_POS_MINUS]->first) )
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{
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bool ok;
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if(m_smallStepOk[USED_POS_PLUS])
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ok = NextSmallStepAngle(1.0,USED_POS_PLUS,angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS],1.0,USED_POS_PLUS,angle);
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if(!ok)
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++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
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return ok;
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}
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// -- direction less updated
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else if( m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
|
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{
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bool ok;
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if(m_smallStepOk[USED_POS_MINUS])
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ok = NextSmallStepAngle(-1.0,USED_POS_MINUS,angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS],-1.0,USED_POS_MINUS,angle);
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if(!ok)
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++m_nextUsedPos[USED_POS_MINUS];
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return ok;
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}
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else // both list empty
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{
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if( m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]) )
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{
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return NextSmallStepAngle(1.0,USED_POS_PLUS,angle);
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}
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// -- direction less updated
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else if( m_smallStepOk[USED_POS_MINUS] )
|
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{
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return NextSmallStepAngle(-1.0,USED_POS_MINUS,angle);
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}
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}
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// no angles
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return false;
|
||||
}
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@@ -1,155 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef _OBJECT_POS_SELECTOR_H
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#define _OBJECT_POS_SELECTOR_H
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|
||||
#include<Common.h>
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||||
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#include<map>
|
||||
|
||||
enum UsedPosType { USED_POS_PLUS, USED_POS_MINUS };
|
||||
|
||||
inline UsedPosType operator ~(UsedPosType uptype)
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||||
{
|
||||
return uptype==USED_POS_PLUS ? USED_POS_MINUS : USED_POS_PLUS;
|
||||
}
|
||||
|
||||
struct ObjectPosSelector
|
||||
{
|
||||
struct UsedPos
|
||||
{
|
||||
UsedPos(float sign_, float size_,float dist_) : sign(sign_), size(size_),dist(dist_) {}
|
||||
|
||||
float sign;
|
||||
|
||||
float size; // size of point
|
||||
float dist; // dist to central point (including central point size)
|
||||
};
|
||||
|
||||
typedef std::multimap<float,UsedPos> UsedPosList; // abs(angle)->Node
|
||||
|
||||
ObjectPosSelector(float x,float y,float size,float dist);
|
||||
|
||||
void AddUsedPos(float size,float angle,float dist);
|
||||
void InitializeAngle();
|
||||
|
||||
bool FirstAngle(float& angle);
|
||||
bool NextAngle(float& angle);
|
||||
bool NextUsedAngle(float& angle);
|
||||
|
||||
bool NextPosibleAngle( float& angle );
|
||||
|
||||
bool CheckAngle(UsedPosList::value_type const& nextUsedPos, float sign, float angle ) const
|
||||
{
|
||||
float angle_step2 = GetAngle(nextUsedPos.second);
|
||||
|
||||
float next_angle = nextUsedPos.first;
|
||||
if(nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
|
||||
next_angle = 2*M_PI-next_angle; // move to positive
|
||||
|
||||
return fabs(angle)+angle_step2 <= next_angle;
|
||||
}
|
||||
|
||||
bool CheckOriginal() const
|
||||
{
|
||||
return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_PLUS].begin(),1.0,0)) &&
|
||||
(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_MINUS].begin(),-1.0,0));
|
||||
}
|
||||
|
||||
bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
|
||||
|
||||
bool NextAngleFor( UsedPosList::value_type const& usedPos, float sign, UsedPosType uptype, float &angle )
|
||||
{
|
||||
float angle_step = GetAngle(usedPos.second);
|
||||
|
||||
// next possible angle
|
||||
angle = usedPos.first * usedPos.second.sign + angle_step * sign;
|
||||
|
||||
UsedPosList::value_type const* nextNode = nextUsedPos(uptype);
|
||||
if(nextNode)
|
||||
{
|
||||
// if next node permit use selected angle, then do it
|
||||
if(!CheckAngle(*nextNode, sign, angle))
|
||||
{
|
||||
m_smallStepOk[uptype] = false;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// possible more points
|
||||
m_smallStepOk[uptype] = true;
|
||||
m_smallStepAngle[uptype] = angle;
|
||||
m_smallStepNextUsedPos[uptype] = nextNode;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NextSmallStepAngle( float sign, UsedPosType uptype, float &angle )
|
||||
{
|
||||
// next possible angle
|
||||
angle = m_smallStepAngle[uptype] + m_anglestep * sign;
|
||||
|
||||
if(fabs(angle) > M_PI)
|
||||
{
|
||||
m_smallStepOk[uptype] = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
if(m_smallStepNextUsedPos[uptype])
|
||||
{
|
||||
if(fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
|
||||
{
|
||||
m_smallStepOk[uptype] = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if next node permit use selected angle, then do it
|
||||
if(!CheckAngle(*m_smallStepNextUsedPos[uptype], sign, angle))
|
||||
{
|
||||
m_smallStepOk[uptype] = false;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// possible more points
|
||||
m_smallStepAngle[uptype] = angle;
|
||||
return true;
|
||||
}
|
||||
|
||||
// next used post for m_nextUsedPos[uptype]
|
||||
UsedPosList::value_type const* nextUsedPos(UsedPosType uptype);
|
||||
|
||||
// angle from used pos to next possible free pos
|
||||
float GetAngle(UsedPos const& usedPos) const { return acos(m_dist/(usedPos.dist+usedPos.size+m_size)); }
|
||||
|
||||
float m_center_x;
|
||||
float m_center_y;
|
||||
float m_size; // size of object in center
|
||||
float m_dist; // distance for searching pos (including central object size)
|
||||
float m_anglestep;
|
||||
|
||||
UsedPosList m_UsedPosLists[2];
|
||||
UsedPosList::const_iterator m_nextUsedPos[2];
|
||||
|
||||
// field for small step from first after next used pos until next pos
|
||||
float m_smallStepAngle[2];
|
||||
bool m_smallStepOk[2];
|
||||
UsedPosList::value_type const* m_smallStepNextUsedPos[2];
|
||||
};
|
||||
#endif
|
||||
@@ -739,8 +739,6 @@ void World::LoadConfigSettings(bool reload)
|
||||
if(m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] > 255)
|
||||
m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] = 255;
|
||||
|
||||
m_configs[CONFIG_DETECT_POS_COLLISION] = sConfig.GetBoolDefault("DetectPosCollision", true);
|
||||
|
||||
m_configs[CONFIG_RESTRICTED_LFG_CHANNEL] = sConfig.GetBoolDefault("Channel.RestrictedLfg", true);
|
||||
m_configs[CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL] = sConfig.GetBoolDefault("Channel.SilentlyGMJoin", false);
|
||||
|
||||
|
||||
@@ -137,7 +137,6 @@ enum WorldConfigs
|
||||
CONFIG_WORLD_BOSS_LEVEL_DIFF,
|
||||
CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF,
|
||||
CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF,
|
||||
CONFIG_DETECT_POS_COLLISION,
|
||||
CONFIG_RESTRICTED_LFG_CHANNEL,
|
||||
CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL,
|
||||
CONFIG_TALENTS_INSPECTING,
|
||||
|
||||
@@ -133,11 +133,6 @@ BindIP = "0.0.0.0"
|
||||
# These spells are ignored for LoS calculation
|
||||
# List of ids with delimiter ','
|
||||
#
|
||||
# DetectPosCollision
|
||||
# Check final move position, summon position, etc for visible collision with other objects or
|
||||
# wall (wall only if vmaps are enabled)
|
||||
# Default: 1 (enable, required more CPU power usage)
|
||||
# 0 (disable, less nice position selection but will less CPU power usage)
|
||||
#
|
||||
# TargetPosRecalculateRange
|
||||
# Max distance from movement target point (+moving unit size) and targeted object (+size)
|
||||
@@ -179,7 +174,6 @@ vmap.enableLOS = 0
|
||||
vmap.enableHeight = 0
|
||||
vmap.ignoreMapIds = "369"
|
||||
vmap.ignoreSpellIds = "7720"
|
||||
DetectPosCollision = 1
|
||||
TargetPosRecalculateRange = 1.5
|
||||
UpdateUptimeInterval = 10
|
||||
MaxCoreStuckTime = 0
|
||||
@@ -1053,3 +1047,30 @@ Arena.AutoDistributeInterval = 7
|
||||
###################################################################################################################
|
||||
|
||||
BattleGround.PrematureFinishTimer = 0
|
||||
|
||||
###################################################################################################################
|
||||
#
|
||||
# Network config
|
||||
#
|
||||
# Threads: number of threads for network ,recommend 1 thread per 1000 players.
|
||||
# Default: 1
|
||||
#
|
||||
# OutKBuff: the output kernel buffer used ( SO_SNDBUF socket option ) , -1 means use system default. Refer to tcp manual for explanation.
|
||||
# Default: -1
|
||||
#
|
||||
# OutUBuff: userspace buffer for output
|
||||
# Default: 65536
|
||||
#
|
||||
# TcpNodelay: enable ( 1 ) , disable ( 0 ) ,TCP_NODELAY socket option. Refer to tcp manual for explanation.
|
||||
# Default: 1
|
||||
#
|
||||
#
|
||||
#
|
||||
###################################################################################################################
|
||||
|
||||
Network.Threads = 1
|
||||
Network.OutKBuff = -1
|
||||
Network.OutUBuff = 65536
|
||||
Network.TcpNodelay = 1
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user