diff options
author | Giacomo Pozzoni <giacomopoz@gmail.com> | 2019-12-30 15:58:39 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-12-30 15:58:39 +0100 |
commit | 88a14251e2765880e90cb41be7919cd39e3308e2 (patch) | |
tree | 4d55d0d23071dd8d5e793efcf1de8adc83dc8073 | |
parent | 2f31119ea337aedecc593b6bb687ad73390db3a2 (diff) |
Core/MMaps: Fix charge underwater/falling (#24010)
* Core/MMaps: Fix charge underwater
Fix charge sometimes returning "no path available" when swimming/underwater.
Fix charge selecting a destination point 4 yards above swimming/underwater targets
* Allow falling units to charge targets that are below (lower Z coordinate)
* Disable "raycast" pathfinding as it's not blizzlike.
This might show some strange paths when charging with a target in front.
It also fixes some falling undermap issues.
This Reverts 272009ebeed80bc7749c004348fb1057761cf268
* Remove Z offset when charging a target as it never made sense
-rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 31 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 18 |
2 files changed, 20 insertions, 29 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index 3321e22c10a..f8176dfe33d 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -205,23 +205,22 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f", distToStartPoly, distToEndPoly); bool buildShotrcut = false; - if (_sourceUnit->GetTypeId() == TYPEID_UNIT) - { - Creature* owner = (Creature*)_sourceUnit; - G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos; - if (_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z)) - { - TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: underWater case"); - if (owner->CanSwim()) - buildShotrcut = true; - } - else - { - TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case"); - if (owner->CanFly()) - buildShotrcut = true; - } + G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos; + if (_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z)) + { + TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: underWater case"); + if (_sourceUnit->CanSwim()) + buildShotrcut = true; + } + else + { + TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case"); + if (_sourceUnit->CanFly()) + buildShotrcut = true; + // Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging) + else if (_sourceUnit->IsFalling() && endPos.z < startPos.z) + buildShotrcut = true; } if (buildShotrcut) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 740f7afdfab..ec83602fa36 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -5507,23 +5507,15 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint m_preGeneratedPath = Trinity::make_unique<PathGenerator>(unitCaster); m_preGeneratedPath->SetPathLengthLimit(range); + // first try with raycast, if it fails fall back to normal path - float targetObjectSize = std::min(target->GetCombatReach(), 4.0f); - bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, true); + bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false, false); if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT) return SPELL_FAILED_OUT_OF_RANGE; else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE)) - { - result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, false); - if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT) - return SPELL_FAILED_OUT_OF_RANGE; - else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE)) - return SPELL_FAILED_NOPATH; - else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line - return SPELL_FAILED_NOPATH; - } - else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if in a straight line - return SPELL_FAILED_NOPATH; + return SPELL_FAILED_NOPATH; + else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line + return SPELL_FAILED_NOPATH; m_preGeneratedPath->ShortenPathUntilDist(PositionToVector3(target), objSize); // move back } |