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)
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@@ -236,19 +236,14 @@ namespace Game.Movement
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// *** poly path generating logic ***
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// start and end are on same polygon
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// just need to move in straight line
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// handle this case as if they were 2 different polygons, building a line path split in some few points
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if (startPoly == endPoly)
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{
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . (startPoly == endPoly)\n");
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BuildShortcut();
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_pathPolyRefs[0] = startPoly;
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_polyLength = 1;
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pathType = farFromPoly ? PathType.Incomplete : PathType.Normal;
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Log.outDebug(LogFilter.Maps, "BuildPolyPath . path type {0}\n", pathType);
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return;
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_pathPolyRefs[1] = endPoly;
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_polyLength = 2;
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}
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// look for startPoly/endPoly in current path
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@@ -4922,7 +4922,7 @@ namespace Game.Spells
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// first try with raycast, if it fails fall back to normal path
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bool result = m_preGeneratedPath.CalculatePath(target.GetPositionX(), target.GetPositionY(), target.GetPositionZ(), false, false);
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if (m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.Short))
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return SpellCastResult.OutOfRange;
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return SpellCastResult.NoPath;
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else if (!result || m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.NoPath | PathType.Incomplete))
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return SpellCastResult.NoPath;
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else if (m_preGeneratedPath.IsInvalidDestinationZ(target)) // Check position z, if not in a straight line
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