Core/Objects: cache current liquid status of objects when updating position data and use it to replace unnecessary vmap lookups

Port From (https://github.com/TrinityCore/TrinityCore/commit/d18d2b84f2c3e6e1005316625da80c99dd414bcc)
This commit is contained in:
hondacrx
2022-02-17 16:55:41 -05:00
parent abf34c53b4
commit 5bd2878a4e
5 changed files with 32 additions and 56 deletions
@@ -104,7 +104,6 @@ namespace Game.Entities
PlayerUnderwaterState m_MirrorTimerFlags;
PlayerUnderwaterState m_MirrorTimerFlagsLast;
bool m_isInWater;
//Stats
uint m_baseSpellPower;
+10 -10
View File
@@ -787,42 +787,42 @@ namespace Game.Entities
SendPacket(raidInstanceMessage);
}
public override void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> liquidData)
public override void ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> newLiquidData)
{
// process liquid auras using generic unit code
base.ProcessTerrainStatusUpdate(status, liquidData);
base.ProcessTerrainStatusUpdate(oldLiquidStatus, newLiquidData);
// player specific logic for mirror timers
if (status != 0 && liquidData.HasValue)
if (GetLiquidStatus() != 0 && newLiquidData.HasValue)
{
// Breath bar state (under water in any liquid type)
if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.AllLiquids))
if (newLiquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.AllLiquids))
{
if (status.HasAnyFlag(ZLiquidStatus.UnderWater))
if (GetLiquidStatus().HasAnyFlag(ZLiquidStatus.UnderWater))
m_MirrorTimerFlags |= PlayerUnderwaterState.InWater;
else
m_MirrorTimerFlags &= ~PlayerUnderwaterState.InWater;
}
// Fatigue bar state (if not on flight path or transport)
if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.DarkWater) && !IsInFlight() && !GetTransport())
if (newLiquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.DarkWater) && !IsInFlight() && !GetTransport())
m_MirrorTimerFlags |= PlayerUnderwaterState.InDarkWater;
else
m_MirrorTimerFlags &= ~PlayerUnderwaterState.InDarkWater;
// Lava state (any contact)
if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Magma))
if (newLiquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Magma))
{
if (status.HasAnyFlag(ZLiquidStatus.InContact))
if (GetLiquidStatus().HasAnyFlag(ZLiquidStatus.InContact))
m_MirrorTimerFlags |= PlayerUnderwaterState.InLava;
else
m_MirrorTimerFlags &= ~PlayerUnderwaterState.InLava;
}
// Slime state (any contact)
if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Slime))
if (newLiquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Slime))
{
if (status.HasAnyFlag(ZLiquidStatus.InContact))
if (GetLiquidStatus().HasAnyFlag(ZLiquidStatus.InContact))
m_MirrorTimerFlags |= PlayerUnderwaterState.InSlime;
else
m_MirrorTimerFlags &= ~PlayerUnderwaterState.InSlime;
-24
View File
@@ -1914,30 +1914,6 @@ namespace Game.Entities
return startLevel;
}
public override bool IsUnderWater()
{
return IsInWater() &&
GetPositionZ() < (GetMap().GetWaterLevel(GetPhaseShift(), GetPositionX(), GetPositionY()) - 2);
}
public override bool IsInWater()
{
return m_isInWater;
}
public override void SetInWater(bool inWater)
{
if (m_isInWater == inWater)
return;
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
// @todo exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = inWater;
// Call base
base.SetInWater(inWater);
}
public void ValidateMovementInfo(MovementInfo mi)
{
var RemoveViolatingFlags = new Action<bool, MovementFlag>((check, maskToRemove) =>