Core/Maps: implement LIQUID_MAP_OCEAN_FLOOR to identify units that are on the bottom of a liquid (#29545)

This commit is contained in:
Ovahlord
2024-01-02 19:46:44 +01:00
committed by GitHub
parent bfb9fd8a2c
commit 97af0c31af
5 changed files with 49 additions and 20 deletions

View File

@@ -127,7 +127,8 @@ enum ZLiquidStatus : uint32
LIQUID_MAP_ABOVE_WATER = 0x00000001,
LIQUID_MAP_WATER_WALK = 0x00000002,
LIQUID_MAP_IN_WATER = 0x00000004,
LIQUID_MAP_UNDER_WATER = 0x00000008
LIQUID_MAP_UNDER_WATER = 0x00000008,
LIQUID_MAP_OCEAN_FLOOR = 0x00000010
};
#define MAP_LIQUID_STATUS_SWIMMING (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER)

View File

@@ -3110,6 +3110,11 @@ bool Unit::IsUnderWater() const
return GetLiquidStatus() & LIQUID_MAP_UNDER_WATER;
}
bool Unit::IsOnOceanFloor() const
{
return GetLiquidStatus() & LIQUID_MAP_OCEAN_FLOOR;
}
void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
{
ZLiquidStatus oldLiquidStatus = GetLiquidStatus();

View File

@@ -1191,6 +1191,7 @@ class TC_GAME_API Unit : public WorldObject
bool IsInWater() const;
bool IsUnderWater() const;
bool IsOnOceanFloor() const;
bool isInAccessiblePlaceFor(Creature const* c) const;
void SendHealSpellLog(HealInfo& healInfo, bool critical = false);

View File

@@ -677,12 +677,18 @@ ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, Optional<map_l
// For speed check as int values
float delta = liquid_level - z;
if (delta > collisionHeight) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0.0f) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -0.1f) // Walk on water
return LIQUID_MAP_WATER_WALK;
// Above water
return LIQUID_MAP_ABOVE_WATER;
uint32 status = LIQUID_MAP_ABOVE_WATER; // Above water
if (delta > collisionHeight) // Under water
status = LIQUID_MAP_UNDER_WATER;
else if (delta > 0.0f) // In water
status = LIQUID_MAP_IN_WATER;
else if (delta > -0.1f) // Walk on water
status = LIQUID_MAP_WATER_WALK;
if (status != LIQUID_MAP_ABOVE_WATER)
if (std::fabs(ground_level - z) <= GROUND_HEIGHT_TOLERANCE)
status |= LIQUID_MAP_OCEAN_FLOOR;
return static_cast<ZLiquidStatus>(status);
}

View File

@@ -442,14 +442,19 @@ void TerrainInfo::GetFullTerrainStatusForPosition(PhaseShift const& phaseShift,
data.liquidInfo->type_flags = map_liquidHeaderTypeFlags(1 << liquidFlagType);
float delta = wmoData->liquidInfo->level - z;
uint32 status = LIQUID_MAP_ABOVE_WATER;
if (delta > collisionHeight)
data.liquidStatus = LIQUID_MAP_UNDER_WATER;
status = LIQUID_MAP_UNDER_WATER;
else if (delta > 0.0f)
data.liquidStatus = LIQUID_MAP_IN_WATER;
status = LIQUID_MAP_IN_WATER;
else if (delta > -0.1f)
data.liquidStatus = LIQUID_MAP_WATER_WALK;
else
data.liquidStatus = LIQUID_MAP_ABOVE_WATER;
status = LIQUID_MAP_WATER_WALK;
if (status != LIQUID_MAP_ABOVE_WATER)
if (std::fabs(wmoData->floorZ - z) <= GROUND_HEIGHT_TOLERANCE)
status |= LIQUID_MAP_OCEAN_FLOOR;
data.liquidStatus = static_cast<ZLiquidStatus>(status);
}
// look up liquid data from grid map
if (gmap && useGridLiquid)
@@ -524,12 +529,23 @@ ZLiquidStatus TerrainInfo::GetLiquidStatus(PhaseShift const& phaseShift, uint32
float delta = liquid_level - z;
// Get position delta
if (delta > collisionHeight) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0.0f) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -0.1f) // Walk on water
return LIQUID_MAP_WATER_WALK;
uint32 status = LIQUID_MAP_ABOVE_WATER;
if (delta > collisionHeight) // Under water
status = LIQUID_MAP_UNDER_WATER;
else if (delta > 0.0f) // In water
status = LIQUID_MAP_IN_WATER;
else if (delta > -0.1f) // Walk on water
status = LIQUID_MAP_WATER_WALK;
if (status != LIQUID_MAP_ABOVE_WATER)
{
if (status != LIQUID_MAP_ABOVE_WATER)
if (std::fabs(ground_level - z) <= GROUND_HEIGHT_TOLERANCE)
status |= LIQUID_MAP_OCEAN_FLOOR;
return static_cast<ZLiquidStatus>(status);
}
result = LIQUID_MAP_ABOVE_WATER;
}
}