Core/Entities: Fix some weird movement due to los issues (#21125)

* Core/Entities: Fix some weird movement due to los issues
- Made LoS check use collisionHeight instead of midsection. Value was too low.
- Gnomes will now have a breath bar more quickly than for example a tauren.
- Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we
* Add 0.05f to isInAir check in Creature::UpdateMovementFlags
This commit is contained in:
Jeremy
2017-12-29 22:32:07 +01:00
committed by jackpoz
parent e2a97ba7e7
commit e42903ec16
14 changed files with 102 additions and 98 deletions
+52 -53
View File
@@ -1105,7 +1105,7 @@ void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32
void WorldObject::UpdatePositionData()
{
PositionFullTerrainStatus data;
GetMap()->GetFullTerrainStatusForPosition(GetPositionX(), GetPositionY(), GetPositionZ(), data);
GetMap()->GetFullTerrainStatusForPosition(GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS);
ProcessPositionDataChanged(data);
}
@@ -1246,7 +1246,7 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
Position WorldObject::GetHitSpherePointFor(Position const& dest) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetMidsectionHeight());
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
@@ -1257,11 +1257,12 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks ch
{
if (IsInWorld())
{
oz += GetCollisionHeight();
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetMidsectionHeight();
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
@@ -1277,16 +1278,25 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks che
if (!IsInMap(obj))
return false;
float x, y, z;
float ox, oy, oz;
if (obj->GetTypeId() == TYPEID_PLAYER)
{
obj->GetPosition(x, y, z);
z += GetMidsectionHeight();
obj->GetPosition(ox, oy, oz);
oz += GetCollisionHeight();
}
else
obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetMidsectionHeight() }, x, y, z);
obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz);
return IsWithinLOS(x, y, z, checks, ignoreFlags);
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
@@ -1444,9 +1454,7 @@ Position WorldObject::GetRandomPoint(Position const& srcPos, float distance) con
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z + 2.0f, true);
if (new_z > INVALID_HEIGHT)
z = new_z + 0.05f; // just to be sure that we are not a few pixel under the surface
z = GetMapHeight(x, y, z);
}
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
@@ -1466,8 +1474,8 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
bool canSwim = ToCreature()->CanSwim();
float ground_z = z;
float max_z = canSwim
? GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true)));
? GetMapWaterOrGroundLevel(x, y, z, &ground_z)
: (ground_z = GetMapHeight(x, y, z));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
@@ -1478,7 +1486,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
else
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMapHeight(x, y, z);
if (z < ground_z)
z = ground_z;
}
@@ -1490,7 +1498,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
if (!ToPlayer()->CanFly())
{
float ground_z = z;
float max_z = GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
float max_z = GetMapWaterOrGroundLevel(x, y, z, &ground_z);
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
@@ -1501,7 +1509,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
else
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMapHeight(x, y, z);
if (z < ground_z)
z = ground_z;
}
@@ -1509,7 +1517,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
default:
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMapHeight(x, y, z);
if (ground_z > INVALID_HEIGHT)
z = ground_z;
break;
@@ -2266,8 +2274,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
return;
}
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
floor = GetMapHeight(destx, desty, pos.m_positionZ);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
@@ -2279,8 +2287,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
floor = GetMapHeight(destx, desty, pos.m_positionZ);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
@@ -2297,38 +2305,13 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
pos.SetOrientation(GetOrientation());
}
// @todo: replace with WorldObject::UpdateAllowedPositionZ
float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
{
float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true);
float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true);
float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor;
if (z > helper) // must be above ground
{
if (Unit* unit = obj->ToUnit())
{
if (unit->CanFly())
return z;
}
LiquidData liquid_status;
ZLiquidStatus res = obj->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
if (res && liquid_status.level > helper) // water must be above ground
{
if (liquid_status.level > z) // z is underwater
return z;
else
return std::fabs(liquid_status.level - z) <= std::fabs(helper - z) ? liquid_status.level : helper;
}
}
return helper;
}
void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle)
{
angle += GetOrientation();
float destx, desty, destz;
destx = pos.m_positionX + dist * std::cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
destz = pos.m_positionZ;
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
@@ -2337,8 +2320,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
return;
}
destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
UpdateAllowedPositionZ(destx, desty, destz);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f);
// collision occured
if (col)
@@ -2350,7 +2333,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f);
// Collided with a gameobject
if (col)
@@ -2369,7 +2352,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
UpdateAllowedPositionZ(destx, desty, destz);
}
// we have correct destz now
else
@@ -2381,7 +2364,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
pos.m_positionZ = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
UpdateAllowedPositionZ(destx, desty, pos.m_positionZ);
pos.SetOrientation(GetOrientation());
}
@@ -2567,7 +2550,23 @@ float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ()));
return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
{
if (Unit const* unit = ToUnit())
return GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, ground, !unit->HasAuraType(SPELL_AURA_WATER_WALK), GetCollisionHeight());
return z;
}
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
z += GetCollisionHeight();
return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch);
}
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>&, uint32, float) const;