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Core/Movement: Fix some undermap issues with random movement/fear/blink (#22937)
* Core/Movement:
- Only move to point if there is a path that is not a shortcut (which will make the unit move through terrain)
- Added new function to check if there is a vmap floor without search distance
- Units that can fly, are underground but far above the vmap floor will stay underground (bronze drakes in tanaris)
- Don't remove PATHFIND_SHORTCUT from path type in some cases
* Core/Object: Ignore UpdateAllowedPositionZ for flying units.
- This will make flying units go through mountains instead of going to the top and back to the bottom to reach you.
* Core/Object: Revert some changes and let MovePositionToFirstCollision deal with a position without ground
* Missing groundZ change for objects on transport
* use CanFly instead of IsFlying
(cherry picked from commit 9fcbd8f15d)
This commit is contained in:
@@ -1250,11 +1250,16 @@ void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
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z = new_z + (isType(TYPEMASK_UNIT) ? static_cast<Unit const*>(this)->GetHoverOffset() : 0.0f);
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}
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void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ) const
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{
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// TODO: Allow transports to be part of dynamic vmap tree
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if (GetTransport())
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{
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if (groundZ)
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*groundZ = z;
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return;
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}
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if (Unit const* unit = ToUnit())
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{
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@@ -1280,12 +1285,18 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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else if (z < ground_z)
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z = ground_z;
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}
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if (groundZ)
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*groundZ = ground_z;
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}
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else
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{
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float ground_z = GetMapHeight(x, y, z) + unit->GetHoverOffset();
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if (z < ground_z)
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z = ground_z;
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if (groundZ)
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*groundZ = ground_z;
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}
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}
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else
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@@ -1293,6 +1304,9 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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float ground_z = GetMapHeight(x, y, z);
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if (ground_z > INVALID_HEIGHT)
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z = ground_z;
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if (groundZ)
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*groundZ = ground_z;
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}
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}
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@@ -3102,10 +3116,27 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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}
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}
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float groundZ = VMAP_INVALID_HEIGHT_VALUE;
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Trinity::NormalizeMapCoord(pos.m_positionX);
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Trinity::NormalizeMapCoord(pos.m_positionY);
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UpdateAllowedPositionZ(destx, desty, pos.m_positionZ);
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UpdateAllowedPositionZ(destx, desty, pos.m_positionZ, &groundZ);
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pos.SetOrientation(GetOrientation());
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// position has no ground under it (or is too far away)
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if (groundZ <= INVALID_HEIGHT)
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{
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if (Unit const* unit = ToUnit())
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{
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// unit can fly, ignore.
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if (unit->CanFly())
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return;
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// fall back to gridHeight if any
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float gridHeight = GetMap()->GetGridHeight(GetPhaseShift(), pos.m_positionX, pos.m_positionY);
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if (gridHeight > INVALID_HEIGHT)
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pos.m_positionZ = gridHeight + unit->GetHoverOffset();
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}
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}
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}
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void WorldObject::PlayDistanceSound(uint32 soundId, Player* target /*= nullptr*/)
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