* Additionally he PathGenerator will now check for realtime movement flags instead of creature based template data only so scripted flying movement and players will now correctly get their path calculated
(cherry picked from commit fdcb7388a6)
* Core/MMAPs: Adjust walkable climb
Adjust walkable climb as recast using walkableClimb also to find the poly from a position, giving priority to polys that are below the position but closer than walkableClimb.
* Temporarily disable static collision (the whole check should be removed)
* Core/Spells: removed deprecated mmap path check for TARGET_DEST_CASTER_FRONT_LEAP
* Core/Objects: allow flying units to use the helper as well (flying units casting radius based spells)
* Code refactor
* Handle raycasts that end in a point with no height in the mmap mesh as PATHFIND_NOPATH
* Walk back a bit from raycast hitpoints as sometime the 2D result point is outside of the polygons due to floating point errors.
* Remove whitespace
* Revert 4a197ba22a as a raycast point path should have the Z retrieved with getPolyHeight(). Raycast will only return a 2-point path with Start and Hitpoint/End
* Cleanup PathGenerator raycast case
* Fix PathGenerator raycast broken if start and end are on same poly.
Fix PathGenerator raycast broken if no wall is hit.
Remove unused case of using raycast with an existing previous path (can be added back properly if needed).
Remove forcing poly length to 2 when we actually have already the right number.
* Use closestPointOnPolyBoundary on the second try of finding a point on poly for raycast.
Note that in this case the mesh height is not used which might cause issues. The poly boundary height will be used instead.
* Handle cases where getPolyHeight() fails because the point is on polygon border (and caused by floating point imprecision)
* Add far from poly flags
* Set PATHFIND_INCOMPLETE in raycast case if startFarFromPoly or endFarFromPoly
* Fix blink close to walls with no valid polygon behind the wall
* Require to re-extract mmaps
Co-authored-by: Ovah <dreadkiller@gmx.de>
(cherry picked from commit c0b75bf40d)
* Core/Objects: further improvements for MovePositionToFirstCollision
* the PathGenerator will now normalize incomplete destinations as well
* normalize destination positions before launching detour raycasts to get better direction data
* exclude unwanted pathfinding results from further use to avoid unintended behaivior
* Core/PathFinding: Split PATHFIND_FARFROMPOLY into PATHFIND_FARFROMPOLY_START and PATHFIND_FARFROMPOLY_END for start and end position
Handle PATHFIND_FARFROMPOLY_END as valid in MovePositionToFirstCollision
Co-authored-by: jackpoz <giacomopoz@gmail.com>
(cherry picked from commit 6485422c61)
* removed redundant static LOS checks as they are covered by the mmap raycast prior to the check
* removed unnecessary VMap height lookups to determine rapid falloffs as they are covered by the mmap raycast as well
(cherry picked from commit cf849df50a)
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
* updates: https://github.com/TrinityCore/TrinityCore/issues/24067
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
(cherry picked from commit 2d948d3366)
* dropped unneeded IsUnderwater override for players since the default position data update considers collision height already so we don't have to rely on that tempfix anymore. This actually fixes breathing bars showing up depending on your characters size (gnomes get their breathing bar earlier, taurens later etc)
(cherry picked from commit bea850fb73)
* Ruthlessness
* Mastery: Main Gauche
* Venomous Wounds
* Symbols of Death
* Backstab
* Premeditation
* Grand Melee
* True Bearing
* Slice and Dice
* Roll the Bones
* Core/Objects: MovePositonToFirstCollision will now use detour raycasts to determine terrain obstacles
* Added missing includes
* Update Object.cpp
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit d1080af8db)
* Core/Misc: More coding standards
* revert part
* "void " or more to "void "
* fix? reject
* remove more double whitespaces
* remove more double whitespaces
* more standards
* more coding standards
* More standards
* more coding
* more coding standards
* more coding standards
* And more standards
(cherry picked from commit 574a7c8d3d)
* Scripts/Misc: Change IsSummonedBy(Unit*) to IsSummonedBy(WorldObject*)
* Scripts/Misc: Fix build
* Core/TempSummons: Rename GetSummoner() to GetSummonerUnit()
* Core/TempSummons: Add support to TempSummons::GetSummoner() to return GameObject too
* Fix build
* Core/TempSummons: Allow GameObject to be owner of TempSummon
* Core/TempSummons: Add support to SAI for GameObject owner of TempSummon
* Scripts/Misc: Fix no-pch build
* Core/TempSummons: Implement PR comments
(cherry picked from commit 797fba98e9)
Fix crash caused by WorldObject::setActive(false) called after WorldObject::DespawnOrUnsummon() happening because the WorldObject would be set as not active but then Map::RemoveFromActiveHelper() would not be called because of not being in world anymore.
Whenever setActive() gets desync'd with what Map actually contains a rare crash would happen since Map only reads a few values of the active WorldObject, making it hard to reproduce. If this happens again some ASSERT calls should be added (or a check in Map::RemoveFromMap() could be added about if the WorldObject is in Map::m_activeNonPlayers container).
(cherry picked from commit 1c833f28e4)
* 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)
* Core/Misc: Log more information in asserts
Add a new function GetDebugInfos() to types that could trigger an ASSERT() to easily include more useful information in crashlogs.
This is an initial commit that requires many more commits to implement the new GetDebugInfos() function in all required types.
If the type doesn't have the function, the global default one is picked which doesn't log anything.
* Core/Misc: Fix dynamic build
Add missing attribute for dynamic build
* Core/Misc: Fix gcc/clang build
* Core/Misc: Rename GetDebugInfos() to GetDebugInfo()
* Core/Misc: Fix FormatAssertionMessage() adding an extra '\0'
* Core/Misc: Add GetDebugInfo support to Unit
* Core/Misc: Add GetDebugInfo support to Creature
* Core/Misc: Add more info to GetDebugInfo for Creature
* Core/Misc: Add GetDebugInfo support to GameObject
* Core/Misc: Add GetDebugInfo support to Player
* Core/Misc: Add more GetDebugInfo info
* Core/Misc: Add GetDebugInfo support to Item
* Core/Misc: Add GetDebugInfo support to Bag
* Core/Misc: Add GetDebugInfo support to Transport
* Core/Misc: Add GetDebugInfo support to TempSummon, Minion, Guardian, Pet
* Core/Misc: Add GetDebugInfo support to Map, InstanceMap
* Core/Misc: Add GetDebugInfo support to Spell
* Core/Misc: Fix build warning
* Core/Misc: Add GetDebugInfo support to Aura
* Core/Misc: Add GetDebugInfo support to UnitAI
(cherry picked from commit 9a924fb9d5)