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:
Jeremy
2019-04-07 20:15:40 +02:00
committed by Shauren
parent fe0cff0cae
commit 4fcc4a3300
9 changed files with 56 additions and 20 deletions
+33 -2
View File
@@ -1250,11 +1250,16 @@ void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
z = new_z + (isType(TYPEMASK_UNIT) ? static_cast<Unit const*>(this)->GetHoverOffset() : 0.0f);
}
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ) const
{
// TODO: Allow transports to be part of dynamic vmap tree
if (GetTransport())
{
if (groundZ)
*groundZ = z;
return;
}
if (Unit const* unit = ToUnit())
{
@@ -1280,12 +1285,18 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
else if (z < ground_z)
z = ground_z;
}
if (groundZ)
*groundZ = ground_z;
}
else
{
float ground_z = GetMapHeight(x, y, z) + unit->GetHoverOffset();
if (z < ground_z)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
else
@@ -1293,6 +1304,9 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
float ground_z = GetMapHeight(x, y, z);
if (ground_z > INVALID_HEIGHT)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
@@ -3102,10 +3116,27 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
}
}
float groundZ = VMAP_INVALID_HEIGHT_VALUE;
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateAllowedPositionZ(destx, desty, pos.m_positionZ);
UpdateAllowedPositionZ(destx, desty, pos.m_positionZ, &groundZ);
pos.SetOrientation(GetOrientation());
// position has no ground under it (or is too far away)
if (groundZ <= INVALID_HEIGHT)
{
if (Unit const* unit = ToUnit())
{
// unit can fly, ignore.
if (unit->CanFly())
return;
// fall back to gridHeight if any
float gridHeight = GetMap()->GetGridHeight(GetPhaseShift(), pos.m_positionX, pos.m_positionY);
if (gridHeight > INVALID_HEIGHT)
pos.m_positionZ = gridHeight + unit->GetHoverOffset();
}
}
}
void WorldObject::PlayDistanceSound(uint32 soundId, Player* target /*= nullptr*/)