Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon

Port From (https://github.com/TrinityCore/TrinityCore/commit/dd929665e564e01b5346844adb96d8fd0eb710c4)
This commit is contained in:
hondacrx
2022-01-06 00:02:56 -05:00
parent 3be49e6e3a
commit 5f81b80b8d
2 changed files with 4 additions and 9 deletions
@@ -236,19 +236,14 @@ namespace Game.Movement
// *** poly path generating logic ***
// start and end are on same polygon
// just need to move in straight line
// handle this case as if they were 2 different polygons, building a line path split in some few points
if (startPoly == endPoly)
{
Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . (startPoly == endPoly)\n");
BuildShortcut();
_pathPolyRefs[0] = startPoly;
_polyLength = 1;
pathType = farFromPoly ? PathType.Incomplete : PathType.Normal;
Log.outDebug(LogFilter.Maps, "BuildPolyPath . path type {0}\n", pathType);
return;
_pathPolyRefs[1] = endPoly;
_polyLength = 2;
}
// look for startPoly/endPoly in current path
+1 -1
View File
@@ -4922,7 +4922,7 @@ namespace Game.Spells
// first try with raycast, if it fails fall back to normal path
bool result = m_preGeneratedPath.CalculatePath(target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(), false, false);
if (m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.Short))
return SpellCastResult.OutOfRange;
return SpellCastResult.NoPath;
else if (!result || m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.NoPath | PathType.Incomplete))
return SpellCastResult.NoPath;
else if (m_preGeneratedPath.IsInvalidDestinationZ(target)) // Check position z, if not in a straight line