Core/MMaps: Fix charge underwater/falling
Port From (https://github.com/TrinityCore/TrinityCore/commit/8d32849b3493d9e819be27945ef31488d8ba6dcf)
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@@ -195,23 +195,21 @@ namespace Game.Movement
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . farFromPoly distToStartPoly={0:F3} distToEndPoly={1:F3}\n", distToStartPoly, distToEndPoly);
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bool buildShotrcut = false;
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if (_sourceUnit.IsTypeId(TypeId.Unit))
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var p = (distToStartPoly > 7.0f) ? startPos : endPos;
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if (_sourceUnit.GetMap().IsUnderWater(_sourceUnit.GetPhaseShift(), p.X, p.Y, p.Z))
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{
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Creature owner = _sourceUnit.ToCreature();
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Vector3 p = (distToStartPoly > 7.0f) ? startPos : endPos;
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if (_sourceUnit.GetMap().IsUnderWater(_sourceUnit.GetPhaseShift(), p.X, p.Y, p.Z))
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{
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . underWater case\n");
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if (owner.CanSwim())
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buildShotrcut = true;
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}
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else
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{
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . flying case\n");
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if (owner.CanFly())
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buildShotrcut = true;
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}
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath :: underWater case");
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if (_sourceUnit.CanSwim())
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buildShotrcut = true;
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}
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else
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{
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath :: flying case");
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if (_sourceUnit.CanFly())
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buildShotrcut = true;
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// Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging)
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else if (_sourceUnit.IsFalling() && endPos.Z < startPos.Z)
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buildShotrcut = true;
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}
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if (buildShotrcut)
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@@ -4921,22 +4921,14 @@ namespace Game.Spells
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m_preGeneratedPath = new(unitCaster);
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m_preGeneratedPath.SetPathLengthLimit(range);
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//first try with raycast, if it fails fall back to normal path
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float targetObjectSize = Math.Min(target.GetCombatReach(), 4.0f);
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bool result = m_preGeneratedPath.CalculatePath(target.GetPositionX(), target.GetPositionY(), target.GetPositionZ() + targetObjectSize, false, true);
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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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else if (!result || m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.NoPath | PathType.Incomplete))
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{
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result = m_preGeneratedPath.CalculatePath(target.GetPositionX(), target.GetPositionY(), target.GetPositionZ() + targetObjectSize, false, false);
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if (m_preGeneratedPath.GetPathType().HasAnyFlag(PathType.Short))
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return SpellCastResult.OutOfRange;
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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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return SpellCastResult.NoPath;
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}
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else if (m_preGeneratedPath.IsInvalidDestinationZ(target)) // Check position z, if in a straight line
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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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return SpellCastResult.NoPath;
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m_preGeneratedPath.ShortenPathUntilDist(target, objSize); //move back
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