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authorGiacomo Pozzoni <giacomopoz@gmail.com>2020-06-17 20:20:26 +0000
committerShauren <shauren.trinity@gmail.com>2022-01-04 20:44:02 +0100
commitd58d0e895c6e22bcf40be5c38ff828c98a7600e6 (patch)
tree5c628e1a49f9884934d24ab884896cfaa9f18471 /src/server
parentbafd22104cd7b12056e2ea3060ddc778375ae60c (diff)
Handle different slopes in mmaps (#24765)
* Tools/MMAPs: Remove input argument --maxAngle Remove input argument --maxAngle . This should be just hardcoded in MapBuilder::GetMapSpecificConfig() so all settings are easily found in the same place instead of being spread around. * Tools/MMAPs: Add new area type NAV_AREA_GROUND_STEEP Add new area type NAV_AREA_GROUND_STEEP for ground with slope in the range (55, 70] . NAV_AREA_GROUND is used for ground with range [0, 55] . NAV_AREA_GROUND_STEEP takes priority over NAV_AREA_GROUND. * Tools/MMAPs: Fix NAV_GROUND_STEEP flag not being saved in the mmtile * Core/PathFinding: Implement NAV_GROUND_STEEP flag Implement NAV_GROUND_STEEP flag, used only by Creatures that are in combat or evading. * Distinguish between RC_WALKABLE_AREA and NAV_AREA_GROUND. * Allow mobs in combat to walk on steeps up to 80° * Allow mobs in combat to walk on steeps up to 85°. Disable rcFilterLedgeSpans() filter as it removed long steep spans. * Increase cost of steep spans to try making creatures walk around obstacles instead of walking on them * Revert last commit (cherry picked from commit 995a443da219ec773febd7dd29d18f3cefaa1f3b)
Diffstat (limited to 'src/server')
-rw-r--r--src/server/game/Movement/PathGenerator.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index 0effe2a5d87..a4b15baadb3 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -679,6 +679,7 @@ void PathGenerator::UpdateFilter()
// allow creatures to cheat and use different movement types if they are moved
// forcefully into terrain they can't normally move in
if (Unit const* _sourceUnit = _source->ToUnit())
+ {
if (_sourceUnit->IsInWater() || _sourceUnit->IsUnderWater())
{
uint16 includedFlags = _filter.getIncludeFlags();
@@ -688,6 +689,11 @@ void PathGenerator::UpdateFilter()
_filter.setIncludeFlags(includedFlags);
}
+
+ if (Creature const* _sourceCreature = _source->ToCreature())
+ if (_sourceCreature->IsInCombat() || _sourceCreature->IsInEvadeMode())
+ _filter.setIncludeFlags(_filter.getIncludeFlags() | NAV_GROUND_STEEP);
+ }
}
NavTerrainFlag PathGenerator::GetNavTerrain(float x, float y, float z)