Core/Object: Range check vol. 2

Port From (https://github.com/TrinityCore/TrinityCore/commit/a13a765610d964a3aa1bab1b41331c05e24a1f78)
This commit is contained in:
hondacrx
2021-12-07 13:53:35 -05:00
parent eb8535b7b2
commit 2ded315eaa
7 changed files with 78 additions and 65 deletions
+37 -54
View File
@@ -2258,7 +2258,7 @@ namespace Game.Entities
return localRotation;
}
public bool IsAtInteractDistance(Player player, SpellInfo spell)
public bool IsAtInteractDistance(Player player, SpellInfo spell = null)
{
if (spell != null || (spell = GetSpellForLock(player)) != null)
{
@@ -2267,52 +2267,11 @@ namespace Game.Entities
if (GetGoType() == GameObjectTypes.SpellFocus)
return maxRange * maxRange >= GetExactDistSq(player);
var displayInfo = CliDB.GameObjectDisplayInfoStorage.LookupByKey(GetGoInfo().displayId);
if (displayInfo != null)
if (CliDB.GameObjectDisplayInfoStorage.ContainsKey(GetGoInfo().displayId))
return IsAtInteractDistance(player, maxRange);
}
float distance;
switch (GetGoType())
{
case GameObjectTypes.AreaDamage:
distance = 0.0f;
break;
case GameObjectTypes.QuestGiver:
case GameObjectTypes.Text:
case GameObjectTypes.FlagStand:
case GameObjectTypes.FlagDrop:
case GameObjectTypes.MiniGame:
distance = 5.5555553f;
break;
case GameObjectTypes.Binder:
distance = 10.0f;
break;
case GameObjectTypes.Chair:
case GameObjectTypes.BarberChair:
distance = 3.0f;
break;
case GameObjectTypes.FishingNode:
distance = 100.0f;
break;
case GameObjectTypes.Camera:
case GameObjectTypes.MapObject:
case GameObjectTypes.DungeonDifficulty:
case GameObjectTypes.DestructibleBuilding:
case GameObjectTypes.Door:
default:
distance = 5.0f;
break;
// Following values are not blizzlike
case GameObjectTypes.Mailbox:
// Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
// And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
distance = 10.0f; // 5.0f is blizzlike
break;
}
return IsAtInteractDistance(player, distance);
return IsAtInteractDistance(player, GetInteractionDistance());
}
bool IsAtInteractDistance(Position pos, float radius)
@@ -2329,17 +2288,22 @@ namespace Game.Entities
float maxY = displayInfo.GeoBoxMax.Y * scale + radius;
float maxZ = displayInfo.GeoBoxMax.Z * scale + radius;
Quaternion localRotation = GetLocalRotation();
Quaternion worldRotation = GetLocalRotation();
//Todo Test this. Needs checked.
var worldSpaceBox = MathFunctions.toWorldSpace(Matrix4x4.CreateFromQuaternion(localRotation), new Vector3(GetPositionX(), GetPositionY(), GetPositionZ()), new Box(new Vector3(minX, minY, minZ), new Vector3(maxX, maxY, maxZ)));
var worldSpaceBox = MathFunctions.toWorldSpace(Matrix4x4.CreateFromQuaternion(worldRotation), new Vector3(GetPositionX(), GetPositionY(), GetPositionZ()), new Box(new Vector3(minX, minY, minZ), new Vector3(maxX, maxY, maxZ)));
return worldSpaceBox.Contains(new Vector3(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()));
}
return GetExactDist(pos) <= radius;
}
SpellInfo GetSpellForLock(Player player)
public bool IsWithinDistInMap(Player player)
{
return IsInMap(player) && IsInPhase(player) && IsAtInteractDistance(player);
}
public SpellInfo GetSpellForLock(Player player)
{
if (!player)
return null;
@@ -2357,7 +2321,7 @@ namespace Game.Entities
if (lockEntry.LockType[i] == 0)
continue;
if (lockEntry.LockType[i] == (byte)LockKeyType.Skill)
if (lockEntry.LockType[i] == (byte)LockKeyType.Spell)
{
SpellInfo spell = Global.SpellMgr.GetSpellInfo((uint)lockEntry.Index[i], GetMap().GetDifficultyID());
if (spell != null)
@@ -2807,14 +2771,33 @@ namespace Game.Entities
{
switch (GetGoType())
{
// @todo find out how the client calculates the maximal usage distance to spellless working
// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
case GameObjectTypes.AreaDamage:
return 0.0f;
case GameObjectTypes.QuestGiver:
case GameObjectTypes.Text:
case GameObjectTypes.FlagStand:
case GameObjectTypes.FlagDrop:
case GameObjectTypes.MiniGame:
return 5.5555553f;
case GameObjectTypes.Chair:
case GameObjectTypes.BarberChair:
return 3.0f;
case GameObjectTypes.FishingNode:
return 100.0f;
case GameObjectTypes.FishingHole:
return 20.0f + SharedConst.ContactDistance; // max spell range
case GameObjectTypes.Camera:
case GameObjectTypes.MapObject:
case GameObjectTypes.DungeonDifficulty:
case GameObjectTypes.DestructibleBuilding:
case GameObjectTypes.Door:
return 5.0f;
// Following values are not blizzlike
case GameObjectTypes.GuildBank:
case GameObjectTypes.Mailbox:
return 10.0f;
case GameObjectTypes.FishingHole:
case GameObjectTypes.FishingNode:
return 20.0f + SharedConst.ContactDistance; // max spell range
// Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
// And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
return 10.0f; // 5.0f is blizzlike
default:
return SharedConst.InteractionDistance;
}