Fix mobs evading when target is out of MMap meshes causes by an overzealous check added in c602220e02 when trying to fix an infinite loop in Recast.
If the target is outside of the MMap mesh (for example very close to a wall which is an un-walkable area with current TrinityCore settings and that might be changed in the future) Detour will not be able to find the height of the poly and getPolyHeight() will return DT_FAILURE | DT_INVALID_PARAM . Most of the time this is ok and can be ignored and it's still better than having the Unit evade.
Fix#23613
(cherry picked from commit 5a98022649)
Fallback to shortcut for flying units if Detour returned an incomplete path. This is needed when a flying unit should fly to the floor below to reach the target, but since Recastnavigation doesn't support "jumping down" the unit would not find a path to the target.
(cherry picked from commit d182e5f7e7)
* 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)
Move MMaps related logs from "maps" category to "maps.mmaps".
Remove newlines in logs, the log system already takes care of newlines.
(cherry picked from commit 696039cfed)
Fix another infinite loop in Detour caused by degenerated triangles.
Check the result of some previously ignored Detour calls.
Update recastnavigation to 3a619d773deb7e3a15ee215217c825995fe71312 and apply some more custom changes
(cherry picked from commit c602220e02)
Fix an infinite loop in Detour happening in Dalaran Sewers.
This is more of an emergency patch until we figure out why dtNodes have a circular reference (A -> B -> C -> A) happening quite often in this place
(cherry picked from commit c8ec2dd95d)
- Chase to angle is now functional. Pets use this to chase behind the target. Closes#19925.
- Chase to arbitrary range interval works. Not used anywhere, but you can technically make hunter-like mobs.
- Pets now follow the hunter cleanly and without stutter stepping. Also fix some other things. Closes#8924.
(cherry picked from commit 2a84562dc8)
* 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
(cherry picked from commit e42903ec16)
* Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
* Use this lookup in Map:: relocation methods to update m_areaId and m_zoneId fields on WorldObject
* Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields
* Clean up liquid state handling on Unit and Player
* Hand floor's Z coord up through GetFullTerrainStatusForPosition, use it to update a new field in WorldObject, and use that to feed a new GetFloorZ call on WorldObject.
Closes#16489
(cherry picked from commit f6c849729b)
* Core/Mmaps: Charge ignoring z position of target
By cemak closes#15011
(cherry picked from commit fda9f1a136)
Typo fix
(cherry picked from commit fcffdc38a7)
And another typo fix
(cherry picked from commit e0cc650ea9)
Docs at https://trinitycore.atlassian.net/wiki/display/tc/Monitoring+a+TrinityCore+server
* Common/Graphs: Initial proof of concept
* Move influx db code to its own class
* Reuse the same socket
* Allow to log values of different categories
* Allow to log events
* Pass the timestamp to influxdb
* Send events in batches
* Send data async
* Log server shutdown.
Fix memory leak.
* Allow to enable/disable Stats in the settings and at runtime
* Read interval between each batch send from config
* Add InfluxDB connection info to configs
* Move each event category to its own table
* Log pathfinding queries
* Move categories table initialization to constructor using enum as key to avoid assigning the table name to the wrong enum value
* Log player login/logout events.
Pass the hostname correctly in the HTTP request.
* Fix linux build
* Handle "Connection: close" HTTP header, reconnecting on next scheduled send.
Disable StatsLogger if connection fails, logging the error.
* Add an enum for categories of logged values, it's still possible to pass a string instead of the enum.
* Don't log the whole batchedData when InfluxDB returns an error, it's too long and unreadable on console.
* Allow to call a function at a specified interval in thread-safe World::Update() context to log data like player count.
* Log map tile load/unload
* Core/StatsLogger: Allow logging more value types other than ints
https://docs.influxdata.com/influxdb/v0.10/write_protocols/write_syntax/
* Fix a typo in string escape of StatsLogger
* Yet more fixes to the escaping in FormatInfluxDBValue
* DB/Gameobject: Fix respawn time of few Quest GameObjects
By Tauriella, closes#16701
* DB/Misc: Fix some engrish
By tkrokli closes#16648
* Tools/MMaps: Add format library linking to mmaps_generator
(Very) partial cherry pick of ed75b0649a
* Core/StatsLogger: Simplify code
Convert values and categories arrays to maps initialized in-place
Remove constructor and destructor
* Core/StatsLogger: Add realm name to the event and value tags
* Log amount of processed packet of each session
* Apply recent singleton changes to sStatsLogger too
* Fix influxdb data format if no realm name is present
* Remove unneeded newlines from request body, fixes response 400 from InfluxDB 0.10
* Rename Reporting folder to Metric
* Rename StatsLogger to Metric
* Rename InfluxDB configs to Metric
* Add Grafana dashboards
* Add a random annoying macro
* Move string formatting to Metric::SendBatch(), reducing performance footprint of Metric::LogEvent() and Metric::LogValue()
* Update grafana graphs refresing tags on load and showing now-15m data, refreshing every minute. These settings can be modified in grafana.
* Rename MetricData fields
* Contrib/Grafana: Rename dashboard files
* Contrib/Grafana: Replace hardcoded Windows/Ubuntu realm names by the default, Trinity
* Config/Worldserver: Add missing section to the index
* Contrib/Grafana: Add singlestat panels with current online players, update diff averages (1 min, 5 mins and 15 mins)
http://i.imgur.com/Zi8lfvS.png
* Core/Metric: Replace the enums MetricEventCategory and MetricValueCategory by strings
For the sake of simplicity and less recompile time when adding new metrics, similar to how TC_LOG_* works
* Contrib/Grafana: Display the current number of online players and not its average
Closes#15075
(cherry picked from commit 3ae1016082)
# Conflicts:
# src/server/game/Server/WorldSession.cpp
# src/server/game/World/World.cpp
# src/server/worldserver/Main.cpp
Add an optional parameter "straightLine" to PathGenerator::CalculatePath() which will use raycast instead of path finding and will return only complete path from start to end position.
Implement this new type of path in SPELL_EFFECT_CHARGE , fixing strange behaviors when using Charge with mmaps enabled.