Core/Object: Bump hover delta handling on nearpoints downstack into GetNearPoint2D (from movement generators); functionality should be unchanged

This commit is contained in:
Treeston
2018-04-01 18:27:29 +02:00
parent 69143b949e
commit ebc96af6bb
9 changed files with 43 additions and 32 deletions

View File

@@ -3119,18 +3119,38 @@ void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearc
Cell::VisitWorldObjects(this, searcher, maxSearchRange);
}
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance2d, float absAngle) const
{
x = GetPositionX() + (GetCombatReach() + distance2d) * std::cos(absAngle);
y = GetPositionY() + (GetCombatReach() + distance2d) * std::sin(absAngle);
float effectiveReach = GetCombatReach();
if (searcher)
{
effectiveReach += searcher->GetCombatReach();
if (this != searcher)
{
float myHover = 0.0f, searcherHover = 0.0f;
if (Unit const* unit = ToUnit())
myHover = unit->GetHoverOffset();
if (Unit const* searchUnit = searcher->ToUnit())
searcherHover = searchUnit->GetHoverOffset();
float hoverDelta = myHover - searcherHover;
if (hoverDelta != 0.0f)
effectiveReach = std::sqrt(effectiveReach * effectiveReach - hoverDelta * hoverDelta);
}
}
x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle);
y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle);
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const
{
GetNearPoint2D(x, y, distance2d+searcher_size, absAngle);
GetNearPoint2D(searcher, x, y, distance2d, absAngle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
@@ -3151,7 +3171,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
// loop in a circle to look for a point in LoS using small steps
for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
GetNearPoint2D(searcher, x, y, distance2d, absAngle + angle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
if (IsWithinLOS(x, y, z))
@@ -3164,10 +3184,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
z = first_z;
}
void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
{
// angle calculated from current orientation
GetNearPoint(nullptr, x, y, z, size, distance2d, GetOrientation() + angle);
GetNearPoint(nullptr, x, y, z, distance2d+size, GetOrientation() + relAngle);
}
Position WorldObject::GetNearPosition(float dist, float angle)
@@ -3194,7 +3214,7 @@ Position WorldObject::GetRandomNearPosition(float radius)
void WorldObject::GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d /*= CONTACT_DISTANCE*/) const
{
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj, x, y, z, obj->GetCombatReach(), distance2d, GetAbsoluteAngle(obj));
GetNearPoint(obj, x, y, z, distance2d, GetAbsoluteAngle(obj));
}
void WorldObject::MovePosition(Position &pos, float dist, float angle)

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@@ -273,8 +273,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
void AddToWorld() override;
void RemoveFromWorld() override;
void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
void GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const;
void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float relAngle = 0) const;
void MovePosition(Position &pos, float dist, float angle);
Position GetNearPosition(float dist, float angle);

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@@ -436,7 +436,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
_owner->GetNearPoint(_owner, x, y, z, _owner->GetCombatReach(), dist, _owner->GetAbsoluteAngle(srcX, srcY) + float(M_PI));
_owner->GetNearPoint(_owner, x, y, z, dist, _owner->GetAbsoluteAngle(srcX, srcY) + float(M_PI));
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
@@ -457,7 +457,7 @@ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
_owner->GetNearPoint2D(x, y, dist, _owner->GetOrientation() + angle);
_owner->GetNearPoint2D(nullptr, x, y, dist, _owner->GetOrientation() + angle);
z = _owner->GetPositionZ();
_owner->UpdateAllowedPositionZ(x, y, z);
MoveJump(x, y, z, 0.0f, speedXY, speedZ);

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@@ -125,34 +125,25 @@ void TargetedMovementGenerator<T, D>::SetTargetLocation(T* owner, bool updateDes
float x, y, z;
if (updateDestination || !_path)
{
float size = owner->GetCombatReach();
float hoverDiff = std::abs(owner->GetHoverOffset() - GetTarget()->GetHoverOffset());
if (!_offset)
{
if (GetTarget()->IsWithinDistInMap(owner, CONTACT_DISTANCE))
return;
if (hoverDiff)
size = size > hoverDiff ? std::sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
GetTarget()->GetNearPoint(owner, x, y, z, size, CONTACT_DISTANCE, GetTarget()->GetAbsoluteAngle(owner));
GetTarget()->GetNearPoint(owner, x, y, z, CONTACT_DISTANCE, GetTarget()->GetAbsoluteAngle(owner));
}
else
{
float distance = _offset + 1.0f;
if (owner->IsPet() && GetTarget()->GetTypeId() == TYPEID_PLAYER)
{
distance = 1.0f;
size = 1.0f;
}
else if (hoverDiff)
size = size > hoverDiff ? std::sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
if (GetTarget()->IsWithinDistInMap(owner, distance))
return;
GetTarget()->GetClosePoint(x, y, z, size, _offset, _angle);
GetTarget()->GetClosePoint(x, y, z, _offset, _angle);
}
if (owner->IsHovering())

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@@ -972,7 +972,7 @@ void hyjalAI::WaypointReached(uint32 waypointId, uint32 /*pathId*/)
(*itr)->GetMotionMaster()->Initialize();
float range = 10;
if (me->GetEntry() == THRALL)range = 20;
me->GetNearPoint(me, x, y, z, range, 0, me->GetAbsoluteAngle((*itr)));
me->GetNearPoint(nullptr, x, y, z, range, me->GetAbsoluteAngle((*itr)));
(*itr)->GetMotionMaster()->MovePoint(0, x+irand(-5, 5), y+irand(-5, 5), me->GetPositionZ());
}
}

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@@ -381,7 +381,7 @@ class npc_coldflame : public CreatureScript
{
float ang = pos.GetAbsoluteAngle(me);
me->SetOrientation(ang);
owner->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 5.0f - owner->GetCombatReach(), ang);
owner->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 5.0f - owner->GetCombatReach(), ang);
}
else
{
@@ -394,7 +394,7 @@ class npc_coldflame : public CreatureScript
float ang = pos.GetAbsoluteAngle(target);
me->SetOrientation(ang);
owner->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 15.0f - owner->GetCombatReach(), ang);
owner->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 15.0f - owner->GetCombatReach(), ang);
}
me->NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), me->GetPositionZ(), me->GetOrientation());

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@@ -464,7 +464,7 @@ public:
{
Position pos;
pos.m_positionZ = alexstraszaBunny->GetPositionZ();
alexstraszaBunny->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 30.0f, alexstraszaBunny->GetAbsoluteAngle(me));
alexstraszaBunny->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 30.0f, alexstraszaBunny->GetAbsoluteAngle(me));
me->GetMotionMaster()->MoveLand(POINT_LAND_P_ONE, pos);
me->SetImmuneToAll(false);
me->SetReactState(REACT_AGGRESSIVE);
@@ -847,7 +847,7 @@ public:
Position randomPosOnRadius;
// Hardcodded retail value, reason is Z getters can fail... (TO DO: Change to getter when height calculation works on 100%!)
randomPosOnRadius.m_positionZ = 283.0521f;
alexstraszaBunny->GetNearPoint2D(randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 120.0f, alexstraszaBunny->GetAbsoluteAngle(me));
alexstraszaBunny->GetNearPoint2D(nullptr, randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 120.0f, alexstraszaBunny->GetAbsoluteAngle(me));
me->GetMotionMaster()->MovePoint(POINT_FLY_OUT_OF_PLATFORM_P_TWO, randomPosOnRadius);
_flyingOutOfPlatform = true;
}
@@ -1673,7 +1673,7 @@ class spell_malygos_random_portal : public SpellScriptLoader
{
Position pos;
pos.m_positionZ = target->GetPositionZ();
target->GetNearPoint2D(pos.m_positionX, pos.m_positionY, frand(29.1f, 30.0f), target->GetAbsoluteAngle(malygos));
target->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, frand(29.1f, 30.0f), target->GetAbsoluteAngle(malygos));
malygos->GetMotionMaster()->MovePoint(POINT_NEAR_RANDOM_PORTAL_P_NONE, pos);
}
}

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@@ -751,7 +751,7 @@ class npc_frostbrood_skytalon : public CreatureScript
{
Position randomPosOnRadius;
randomPosOnRadius.m_positionZ = (me->GetPositionZ() + 40.0f);
me->GetNearPoint2D(randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 40.0f, me->GetAbsoluteAngle(me));
me->GetNearPoint2D(nullptr, randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 40.0f, me->GetAbsoluteAngle(me));
me->GetMotionMaster()->MovePoint(POINT_FLY_AWAY, randomPosOnRadius);
}
}

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@@ -183,7 +183,7 @@ struct npc_molten_flame : public NullCreatureAI
void InitializeAI() override
{
float x, y, z;
me->GetNearPoint(me, x, y, z, 1, 100.0f, frand(0.f, 2.f * float(M_PI)));
me->GetNearPoint(me, x, y, z, 100.0f, frand(0.f, 2.f * float(M_PI)));
me->GetMotionMaster()->MovePoint(0, x, y, z);
DoCastSelf(SPELL_MOLTEN_FLAME, true);
}