Core/Maps: implement LIQUID_MAP_OCEAN_FLOOR to identify units that are on the bottom of a liquid

Port From (https://github.com/TrinityCore/TrinityCore/commit/97af0c31af13de23eabe4eb22ed3e71dd5602531)
This commit is contained in:
hondacrx
2024-02-05 13:45:29 -05:00
parent 34457719bc
commit 3ac50cb7f4
4 changed files with 65 additions and 26 deletions
+1
View File
@@ -121,6 +121,7 @@ namespace Framework.Constants
WaterWalk = 0x02,
InWater = 0x04,
UnderWater = 0x08,
OceanFloor = 0x10,
Swimming = InWater | UnderWater,
InContact = Swimming | WaterWalk
+28 -11
View File
@@ -21,21 +21,31 @@ namespace Game.Entities
{
return m_movementInfo.HasMovementFlag(MovementFlag.DisableGravity);
}
public bool IsWalking()
{
return m_movementInfo.HasMovementFlag(MovementFlag.Walking);
}
public bool IsHovering() { return m_movementInfo.HasMovementFlag(MovementFlag.Hover); }
public bool IsStopped() { return !HasUnitState(UnitState.Moving); }
public bool IsMoving() { return m_movementInfo.HasMovementFlag(MovementFlag.MaskMoving); }
public bool IsTurning() { return m_movementInfo.HasMovementFlag(MovementFlag.MaskTurning); }
public virtual bool CanFly() { return false; }
public bool IsFlying() { return m_movementInfo.HasMovementFlag(MovementFlag.Flying | MovementFlag.DisableGravity); }
public bool IsFalling()
{
return m_movementInfo.HasMovementFlag(MovementFlag.Falling | MovementFlag.FallingFar) || MoveSpline.IsFalling();
}
public virtual bool CanEnterWater() { return false; }
public virtual bool CanSwim()
{
// Mirror client behavior, if this method returns false then client will not use swimming animation and for players will apply gravity as if there was no water
@@ -50,15 +60,22 @@ namespace Game.Entities
return HasUnitFlag(UnitFlags.Rename | UnitFlags.CanSwim);
}
public bool IsInWater()
{
return GetLiquidStatus().HasAnyFlag(ZLiquidStatus.InWater | ZLiquidStatus.UnderWater);
}
public bool IsUnderWater()
{
return GetLiquidStatus().HasFlag(ZLiquidStatus.UnderWater);
}
public bool IsOnOceanFloor()
{
return GetLiquidStatus().HasFlag(ZLiquidStatus.OceanFloor);
}
void PropagateSpeedChange() { GetMotionMaster().PropagateSpeedChange(); }
public float GetSpeed(UnitMoveType mtype)
@@ -141,7 +158,7 @@ namespace Game.Entities
{
return MovementGeneratorType.Idle;
}
public void StopMoving()
{
ClearUnitState(UnitState.Moving);
@@ -234,7 +251,7 @@ namespace Game.Entities
//GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_PRIORITY_HIGHEST);
init.Launch();
}
public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
{
var initializer = (MoveSplineInit init) =>
@@ -352,7 +369,7 @@ namespace Game.Entities
{
// Temporarily disabled for short lived auras that unapply before client had time to ACK applying
//if (enable == HasUnitMovementFlag2(MovementFlag2.CanTurnWhileFalling))
//return false;
//return false;
if (enable)
AddUnitMovementFlag2(MovementFlag2.CanTurnWhileFalling);
@@ -680,7 +697,7 @@ namespace Game.Entities
{
return HasUnitMovementFlag(MovementFlag.Hover) ? m_unitData.HoverHeight : 0.0f;
}
public bool IsWithinBoundaryRadius(Unit obj)
{
if (obj == null || !IsInMap(obj) || !InSamePhase(obj))
@@ -870,9 +887,9 @@ namespace Game.Entities
if (!HasAura(capability.ModSpellAuraID))
CastSpell(this, capability.ModSpellAuraID, new CastSpellExtraArgs(aurEff));
}
}
}
}
public override void ProcessPositionDataChanged(PositionFullTerrainStatus data)
{
ZLiquidStatus oldLiquidStatus = GetLiquidStatus();
@@ -1037,7 +1054,7 @@ namespace Game.Entities
{
// Temporarily disabled for short lived auras that unapply before client had time to ACK applying
//if (enable == HasUnitMovementFlag(MovementFlag.FallingSlow))
//return false;
//return false;
if (enable)
AddUnitMovementFlag(MovementFlag.FallingSlow);
@@ -1176,7 +1193,7 @@ namespace Game.Entities
{
WorldLocation target = new(GetMapId(), pos);
ToPlayer().TeleportTo(target, (TeleportToOptions.NotLeaveTransport | TeleportToOptions.NotLeaveCombat | TeleportToOptions.NotUnSummonPet | (casting ? TeleportToOptions.Spell : 0)));
}
}
else
{
SendTeleportPacket(pos);
@@ -1680,7 +1697,7 @@ namespace Game.Entities
}
public bool IsPlayingHoverAnim() { return _playHoverAnim; }
void SetPlayHoverAnim(bool enable, bool sendUpdate = true)
{
if (IsPlayingHoverAnim() == enable)
@@ -1754,7 +1771,7 @@ namespace Game.Entities
public bool HasExtraUnitMovementFlag2(MovementFlags3 f) { return m_movementInfo.HasExtraMovementFlag2(f); }
public MovementFlags3 GetExtraUnitMovementFlags2() { return m_movementInfo.GetExtraMovementFlags2(); }
public void SetExtraUnitMovementFlags2(MovementFlags3 f) { m_movementInfo.SetExtraMovementFlags2(f); }
//Spline
public bool IsSplineEnabled()
{
@@ -1791,7 +1808,7 @@ namespace Game.Entities
if (animTier.HasValue)
SetAnimTier(animTier.Value);
}
UpdateSplinePosition();
}
+12 -6
View File
@@ -463,7 +463,7 @@ namespace Game.Maps
return (_holes[cellRow * 16 * 8 + cellCol * 8 + holeRow] & (1 << holeCol)) != 0;
}
public float GetMinHeight(float x, float y)
{
if (_minHeightPlanes == null)
@@ -598,14 +598,20 @@ namespace Game.Maps
// For speed check as int values
float delta = liquid_level - z;
ZLiquidStatus status = ZLiquidStatus.AboveWater; // Above water
if (delta > collisionHeight) // Under water
return ZLiquidStatus.UnderWater;
status = ZLiquidStatus.UnderWater;
if (delta > 0.0f) // In water
return ZLiquidStatus.InWater;
status = ZLiquidStatus.InWater;
if (delta > -0.1f) // Walk on water
return ZLiquidStatus.WaterWalk;
// Above water
return ZLiquidStatus.AboveWater;
status = ZLiquidStatus.WaterWalk;
if (status != ZLiquidStatus.AboveWater)
if (MathF.Abs(ground_level - z) <= MapConst.GroundHeightTolerance)
status |= ZLiquidStatus.OceanFloor;
return status;
}
public float GetHeight(float x, float y) { return _gridGetHeight(x, y); }
+24 -9
View File
@@ -551,14 +551,19 @@ namespace Game.Maps
data.LiquidInfo.type_flags = (LiquidHeaderTypeFlags)(1 << (int)liquidFlagType);
float delta = wmoData.liquidInfo.Value.Level - z;
ZLiquidStatus status = ZLiquidStatus.AboveWater;
if (delta > collisionHeight)
data.LiquidStatus = ZLiquidStatus.UnderWater;
status = ZLiquidStatus.UnderWater;
else if (delta > 0.0f)
data.LiquidStatus = ZLiquidStatus.InWater;
status = ZLiquidStatus.InWater;
else if (delta > -0.1f)
data.LiquidStatus = ZLiquidStatus.WaterWalk;
else
data.LiquidStatus = ZLiquidStatus.AboveWater;
status = ZLiquidStatus.WaterWalk;
if (status != ZLiquidStatus.AboveWater)
if (MathF.Abs(wmoData.floorZ - z) <= MapConst.GroundHeightTolerance)
status |= ZLiquidStatus.OceanFloor;
data.LiquidStatus = status;
}
// look up liquid data from grid map
if (gmap != null && useGridLiquid)
@@ -636,13 +641,23 @@ namespace Game.Maps
float delta = liquid_level - z;
// Get position delta
ZLiquidStatus status = ZLiquidStatus.AboveWater; // Above water
if (delta > collisionHeight) // Under water
return ZLiquidStatus.UnderWater;
status = ZLiquidStatus.UnderWater;
if (delta > 0.0f) // In water
return ZLiquidStatus.InWater;
status = ZLiquidStatus.InWater;
if (delta > -0.1f) // Walk on water
return ZLiquidStatus.WaterWalk;
status = ZLiquidStatus.WaterWalk;
if (status != ZLiquidStatus.AboveWater)
{
if (MathF.Abs(ground_level - z) <= MapConst.GroundHeightTolerance)
status |= ZLiquidStatus.OceanFloor;
return status;
}
result = ZLiquidStatus.AboveWater;
}
}