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-rw-r--r--src/bindings/scripts/include/sc_creature.cpp4
-rw-r--r--src/game/Map.cpp7
-rw-r--r--src/game/Object.h9
-rw-r--r--src/game/TargetedMovementGenerator.cpp4
4 files changed, 20 insertions, 4 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index b6d6f90d2a4..b1044ff6319 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -92,7 +92,7 @@ void ScriptedAI::UpdateAI(const uint32 diff)
if (m_creature->isAttackReady() )
{
//If we are within range melee the target
- if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
+ if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
@@ -148,7 +148,7 @@ void ScriptedAI::DoMeleeAttackIfReady()
if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
{
//If we are within range melee the target
- if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
+ if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 85fc6421a52..9deb86855a6 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -1419,6 +1419,13 @@ InstanceMap::~InstanceMap()
*/
bool InstanceMap::CanEnter(Player *player)
{
+ if(!player->isGameMaster() && i_data && i_data->IsEncounterInProgress())
+ {
+ sLog.outDebug("InstanceMap::CanEnter - Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), GetMapName());
+ player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
+ return false;
+ }
+
if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
{
sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
diff --git a/src/game/Object.h b/src/game/Object.h
index f858e212bb8..9b6b805d53e 100644
--- a/src/game/Object.h
+++ b/src/game/Object.h
@@ -372,6 +372,15 @@ class TRINITY_DLL_SPEC WorldObject : public Object
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
}
+ void GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
+ {
+ float object_size = obj->GetObjectSize();//here we use object_size to determine the angle offset, the bigger object the smaller angle offset, then this makes mob move naturally in visual.
+ //let assume 12.0f is the max size for object to have 0 angle offset.
+ float angle_offset_ratio = 1 - object_size/12.0f;
+ if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05;
+ // angle to face `obj` to `this`plus a random angle offset(from -90 degree to 90 degree)*angle_offset_ratio using distance from distance2dMin to distance2dMax includes size of `obj`
+ GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio);
+ }
float GetObjectSize() const
{
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
index 67d4a8c098e..125335455d4 100644
--- a/src/game/TargetedMovementGenerator.cpp
+++ b/src/game/TargetedMovementGenerator.cpp
@@ -59,8 +59,8 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
float x, y, z;
if(!i_offset)
{
- // to nearest contact position
- i_target->GetContactPoint( &owner, x, y, z );
+ // to nearest random contact position
+ i_target->GetRandomContactPoint( &owner, x, y, z,0.5f,4.5f );
}
else
{