From 23acf75d3bea64528ade17262d9c2fe3fe2aa026 Mon Sep 17 00:00:00 2001 From: zengwf Date: Sun, 12 Jan 2014 00:32:16 +0000 Subject: Core/Movement: Add LOS check for fleeingmovement target point. Prevents fleeing or feared units from going to upper floor ignoring walls/ceilings with mmaps on(and usually get stucked). Current implementation just randomly selects a distance and angle against the frighting unit, when in narrow circumstance such as underground caves, such targeting point would be at another floor. Closes #11300 Ref #9475 (needs fixed confirmation) --- src/server/game/Movement/MotionMaster.h | 18 +++++++++--------- .../MovementGenerators/FleeingMovementGenerator.cpp | 15 +++++++++++++++ 2 files changed, 24 insertions(+), 9 deletions(-) (limited to 'src/server/game/Movement') diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h index c05d7804948..aabb117ef50 100644 --- a/src/server/game/Movement/MotionMaster.h +++ b/src/server/game/Movement/MotionMaster.h @@ -96,11 +96,11 @@ class MotionMaster //: private std::stack } void push(_Ty _Val) { ++_top; Impl[_top] = _Val; } - bool needInitTop() const - { + bool needInitTop() const + { if (empty()) return false; - return _needInit[_top]; + return _needInit[_top]; } void InitTop(); public: @@ -120,15 +120,15 @@ class MotionMaster //: private std::stack bool empty() const { return (_top < 0); } int size() const { return _top + 1; } - _Ty top() const - { + _Ty top() const + { ASSERT(!empty()); - return Impl[_top]; + return Impl[_top]; } - _Ty GetMotionSlot(int slot) const - { + _Ty GetMotionSlot(int slot) const + { ASSERT(slot >= 0); - return Impl[slot]; + return Impl[slot]; } void DirectDelete(_Ty curr); diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp index bc2460fa709..572d65b07c7 100644 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp @@ -25,6 +25,7 @@ #include "MoveSplineInit.h" #include "MoveSpline.h" #include "Player.h" +#include "VMapFactory.h" #define MIN_QUIET_DISTANCE 28.0f #define MAX_QUIET_DISTANCE 43.0f @@ -43,6 +44,20 @@ void FleeingMovementGenerator::_setTargetLocation(T* owner) float x, y, z; _getPoint(owner, x, y, z); + // Add LOS check for target point + Position mypos; + owner->GetPosition(&mypos); + bool isInLOS = VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(owner->GetMapId(), + mypos.m_positionX, + mypos.m_positionY, + mypos.m_positionZ + 2.0f, + x, y, z + 2.0f); + if (!isInLOS) + { + i_nextCheckTime.Reset(200); + return; + } + PathGenerator path(owner); path.SetPathLengthLimit(30.0f); bool result = path.CalculatePath(x, y, z); -- cgit v1.2.3