mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-20 09:17:36 +01:00
Update visibility system
*visibility updates and ai relocations processed simultaneously for each grid *these operations now are not synchronized for different grids *some changes into structure of visibility notifiers --HG-- branch : trunk
This commit is contained in:
@@ -29,51 +29,8 @@
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using namespace Trinity;
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void
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Player2PlayerNotifier::Visit(PlayerMapType &m)
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{
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for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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Player* plr = iter->getSource();
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if(plr == &i_player)
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continue;
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vis_guids.erase(plr->GetGUID());
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i_player.UpdateVisibilityOf(plr,i_data,i_visibleNow);
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// force == true - update i_player visibility for all player in cell, ignore optimization flags.
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if(!force && (plr->NotifyExecuted(NOTIFY_PLAYER_VISIBILITY) || plr->isNeedNotify(NOTIFY_PLAYER_VISIBILITY)))
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continue;
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plr->UpdateVisibilityOf(&i_player);
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}
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}
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void
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VisibleNotifier::SendToSelf()
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{
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for(Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end();++it)
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{ //player guids processed in Player2PlayerNotifier
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if(IS_PLAYER_GUID(*it))
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continue;
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i_player.m_clientGUIDs.erase(*it);
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i_data.AddOutOfRangeGUID(*it);
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}
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if(!i_data.HasData())
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return;
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WorldPacket packet;
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i_data.BuildPacket(&packet);
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i_player.GetSession()->SendPacket(&packet);
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for(std::set<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
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i_player.SendInitialVisiblePackets(*it);
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}
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void
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Player2PlayerNotifier::SendToSelf()
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{
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// at this moment i_clientGUIDs have guids that not iterate at grid level checks
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// but exist one case when this possible and object not out of range: transports
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@@ -86,22 +43,22 @@ Player2PlayerNotifier::SendToSelf()
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i_player.UpdateVisibilityOf((*itr), i_data, i_visibleNow);
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if(!(*itr)->isNeedNotify(NOTIFY_PLAYER_VISIBILITY))
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if(!(*itr)->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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(*itr)->UpdateVisibilityOf(&i_player);
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}
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}
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for(Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end(); ++it)
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{
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//since its player-player notifier we work only with player guids
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if(!IS_PLAYER_GUID(*it))
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continue;
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i_player.m_clientGUIDs.erase(*it);
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i_data.AddOutOfRangeGUID(*it);
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Player* plr = ObjectAccessor::FindPlayer(*it);
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if(plr && plr->IsInWorld() && !plr->NotifyExecuted(NOTIFY_PLAYER_VISIBILITY) && !plr->isNeedNotify(NOTIFY_PLAYER_VISIBILITY))
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plr->UpdateVisibilityOf(&i_player);
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if(IS_PLAYER_GUID(*it))
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{
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Player* plr = ObjectAccessor::FindPlayer(*it);
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if(plr && plr->IsInWorld() && !plr->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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plr->UpdateVisibilityOf(&i_player);
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}
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}
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if(!i_data.HasData())
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@@ -154,6 +111,135 @@ VisibleChangesNotifier::Visit(DynamicObjectMapType &m)
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caster->UpdateVisibilityOf(&i_object);
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}
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inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
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{
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if(!u->isAlive() || !c->isAlive() || u->isInFlight())
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return;
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if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
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if(c->_IsWithinDist(u, c->m_SightDistance, true) && c->IsAIEnabled)
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c->AI()->MoveInLineOfSight(u);
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}
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void PlayerRelocationNotifier::Visit(PlayerMapType &m)
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{
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for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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Player* plr = iter->getSource();
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vis_guids.erase(plr->GetGUID());
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i_player.UpdateVisibilityOf(plr,i_data,i_visibleNow);
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if (plr->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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continue;
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plr->UpdateVisibilityOf(&i_player);
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}
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}
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void PlayerRelocationNotifier::Visit(CreatureMapType &m)
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{
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bool relocated_for_ai = (&i_player == i_player.m_seer);
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for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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Creature * c = iter->getSource();
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vis_guids.erase(c->GetGUID());
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i_player.UpdateVisibilityOf(c,i_data,i_visibleNow);
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if (relocated_for_ai && !c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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CreatureUnitRelocationWorker(c, &i_player);
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}
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}
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void CreatureRelocationNotifier::Visit(PlayerMapType &m)
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{
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for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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Player * pl = iter->getSource();
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if(!pl->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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pl->UpdateVisibilityOf(&i_creature);
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CreatureUnitRelocationWorker(&i_creature, pl);
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}
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}
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void CreatureRelocationNotifier::Visit(CreatureMapType &m)
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{
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if(!i_creature.isAlive())
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return;
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for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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Creature* c = iter->getSource();
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CreatureUnitRelocationWorker(&i_creature, c);
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if(!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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CreatureUnitRelocationWorker(c, &i_creature);
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}
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}
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void DelayedUnitRelocation::Visit(CreatureMapType &m)
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{
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for(CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature * unit = iter->getSource();
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if(!unit->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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continue;
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CreatureRelocationNotifier relocate(*unit);
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TypeContainerVisitor<CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
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TypeContainerVisitor<CreatureRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
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cell.Visit(p, c2world_relocation, i_map, *unit, i_radius);
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cell.Visit(p, c2grid_relocation, i_map, *unit, i_radius);
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}
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}
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void DelayedUnitRelocation::Visit(PlayerMapType &m)
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{
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for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player * player = iter->getSource();
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WorldObject const *viewPoint = player->m_seer;
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if(!viewPoint->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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continue;
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if(player != viewPoint && !viewPoint->IsPositionValid())
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continue;
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CellPair pair2(Trinity::ComputeCellPair(viewPoint->GetPositionX(), viewPoint->GetPositionY()));
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Cell cell2(pair2);
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//cell.SetNoCreate(); need load cells around viewPoint or player, that's why its commented
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PlayerRelocationNotifier relocate(*player);
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TypeContainerVisitor<PlayerRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
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TypeContainerVisitor<PlayerRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
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cell2.Visit(pair2, c2world_relocation, i_map, *viewPoint, i_radius);
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cell2.Visit(pair2, c2grid_relocation, i_map, *viewPoint, i_radius);
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relocate.SendToSelf();
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}
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}
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void AIRelocationNotifier::Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature *c = iter->getSource();
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CreatureUnitRelocationWorker(c, &i_unit);
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if(isCreature)
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CreatureUnitRelocationWorker((Creature*)&i_unit, c);
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}
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}
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void
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MessageDistDeliverer::Visit(PlayerMapType &m)
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{
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