Core/Movement: Fixed creature hover
Port From (https://github.com/TrinityCore/TrinityCore/commit/2e2b29861878fda2d27156c71a1d8ed7dbe0b4fe)
This commit is contained in:
@@ -201,6 +201,7 @@ namespace Game.Entities
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transport.CalculatePassengerPosition(ref x, ref y, ref z, ref o);
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}
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UpdateAllowedPositionZ(x, y, ref z);
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SetHomePosition(x, y, z, o);
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GetMap().CreatureRelocation(this, x, y, z, o);
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}
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@@ -897,11 +898,7 @@ namespace Game.Entities
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LoadCreaturesAddon();
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//! Need to be called after LoadCreaturesAddon - MOVEMENTFLAG_HOVER is set there
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if (HasUnitMovementFlag(MovementFlag.Hover))
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{
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//! Relocate again with updated Z coord
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posZ += m_unitData.HoverHeight;
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}
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posZ += GetHoverOffset();
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LastUsedScriptID = GetScriptId();
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@@ -2825,7 +2822,7 @@ namespace Game.Entities
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// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
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float ground = GetFloorZ();
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bool isInAir = (MathFunctions.fuzzyGt(GetPositionZMinusOffset(), ground + MapConst.GroundHeightTolerance) || MathFunctions.fuzzyLt(GetPositionZMinusOffset(), ground - MapConst.GroundHeightTolerance)); // Can be underground too, prevent the falling
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bool isInAir = (MathFunctions.fuzzyGt(GetPositionZ(), ground + MapConst.GroundHeightTolerance) || MathFunctions.fuzzyLt(GetPositionZ(), ground - MapConst.GroundHeightTolerance)); // Can be underground too, prevent the falling
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if (GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Air) && isInAir && !IsFalling())
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{
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@@ -3138,7 +3135,7 @@ namespace Game.Entities
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return false;
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//We should set first home position, because then AI calls home movement
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SetHomePosition(data.spawnPoint);
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SetHomePosition(this);
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m_deathState = DeathState.Alive;
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@@ -2095,7 +2095,9 @@ namespace Game.Entities
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public void UpdateGroundPositionZ(float x, float y, ref float z)
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{
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z = GetMapHeight(x, y, z);
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float newZ = GetMapHeight(x, y, z);
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if (newZ > MapConst.InvalidHeight)
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z = newZ + (IsUnit() ? ToUnit().GetHoverOffset() : 0.0f);
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}
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public void UpdateAllowedPositionZ(float x, float y, ref float z)
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@@ -2104,66 +2106,45 @@ namespace Game.Entities
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if (GetTransport())
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return;
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switch (GetTypeId())
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Unit unit = ToUnit();
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if (unit != null)
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{
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case TypeId.Unit:
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if (!unit.CanFly())
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{
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// non fly unit don't must be in air
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// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
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if (!ToCreature().CanFly())
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{
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bool canSwim = ToCreature().CanSwim();
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float ground_z = z;
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float max_z = canSwim
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? GetMapWaterOrGroundLevel(x, y, z, ref ground_z)
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: (ground_z = GetMapHeight(x, y, z));
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if (max_z > MapConst.InvalidHeight)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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bool canSwim = unit.CanSwim();
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float groundZ = z;
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float max_z;
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if (canSwim)
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max_z = GetMapWaterOrGroundLevel(x, y, z, ref groundZ);
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else
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max_z = groundZ = GetMapHeight(x, y, z);
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if (max_z > MapConst.InvalidHeight)
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{
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float ground_z = GetMapHeight(x, y, z);
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if (MathF.Abs(z - ground_z) < GetCollisionHeight())
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z = ground_z;
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// hovering units cannot go below their hover height
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float hoverOffset = unit.GetHoverOffset();
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max_z += hoverOffset;
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groundZ += hoverOffset;
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if (z > max_z)
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z = max_z;
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else if (z < groundZ)
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z = groundZ;
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}
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break;
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}
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case TypeId.Player:
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else
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{
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// for server controlled moves playr work same as creature (but it can always swim)
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if (!ToPlayer().CanFly())
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{
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float ground_z = z;
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float max_z = GetMapWaterOrGroundLevel(x, y, z, ref ground_z);
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if (max_z > MapConst.InvalidHeight)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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else
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{
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float ground_z = GetMapHeight(x, y, z);
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if (MathF.Abs(z - ground_z) < GetCollisionHeight())
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z = ground_z;
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}
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break;
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}
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default:
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{
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float ground_z = GetMapHeight(x, y, z);
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if (ground_z > MapConst.InvalidHeight)
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float ground_z = GetMapHeight(x, y, z) + unit.GetHoverOffset();
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if (z < ground_z)
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z = ground_z;
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break;
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}
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}
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else
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{
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float ground_z = GetMapHeight(x, y, z);
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if (ground_z > MapConst.InvalidHeight)
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z = ground_z;
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}
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}
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public void GetNearPoint2D(out float x, out float y, float distance2d, float absAngle)
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@@ -1531,7 +1531,7 @@ namespace Game.Entities
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float dx = GetPositionX() - obj.GetPositionX();
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float dy = GetPositionY() - obj.GetPositionY();
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float dz = GetPositionZMinusOffset() - obj.GetPositionZMinusOffset();
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float dz = GetPositionZ() - obj.GetPositionZ();
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float distsq = (dx * dx) + (dy * dy) + (dz * dz);
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float maxdist = GetMeleeRange(obj) + GetTotalAuraModifier(AuraType.ModAutoAttackRange);
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@@ -198,7 +198,7 @@ namespace Game.Entities
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return;
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MoveSplineInit init = new(this);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset(), false);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false);
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init.SetFacing(ori);
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init.Launch();
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}
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@@ -616,6 +616,11 @@ namespace Game.Entities
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GetVehicleKit().RelocatePassengers();
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}
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public float GetHoverOffset()
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{
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return HasUnitMovementFlag(MovementFlag.Hover) ? m_unitData.HoverHeight : 0.0f;
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}
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public bool IsWithinBoundaryRadius(Unit obj)
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{
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if (!obj || !IsInMap(obj) || !IsInPhase(obj))
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@@ -1577,15 +1582,6 @@ namespace Game.Entities
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SendMessageToSet(data, true);
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}
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public float GetPositionZMinusOffset()
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{
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float offset = 0.0f;
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if (HasUnitMovementFlag(MovementFlag.Hover))
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offset = m_unitData.HoverHeight;
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return GetPositionZ() - offset;
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}
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public Unit GetUnitBeingMoved()
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{
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Player player = ToPlayer();
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@@ -264,10 +264,7 @@ namespace Game
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return;
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}
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float z = loc.GetPositionZ();
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if (GetPlayer().HasUnitMovementFlag(MovementFlag.Hover))
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z += GetPlayer().m_unitData.HoverHeight;
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float z = loc.GetPositionZ() + GetPlayer().GetHoverOffset();
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GetPlayer().Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());
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GetPlayer().SetFallInformation(0, GetPlayer().GetPositionZ());
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@@ -1016,12 +1016,6 @@ namespace Game.Maps
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var oldcell = player.GetCurrentCell();
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var newcell = new Cell(x, y);
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//! If hovering, always increase our server-side Z position
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//! Client automatically projects correct position based on Z coord sent in monster move
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//! and HoverHeight sent in object updates
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if (player.HasUnitMovementFlag(MovementFlag.Hover))
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z += player.m_unitData.HoverHeight;
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player.Relocate(x, y, z, orientation);
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if (player.IsVehicle())
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player.GetVehicleKit().RelocatePassengers();
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@@ -1052,12 +1046,6 @@ namespace Game.Maps
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if (!respawnRelocationOnFail && GetGrid(new_cell.GetGridX(), new_cell.GetGridY()) == null)
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return;
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//! If hovering, always increase our server-side Z position
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//! Client automatically projects correct position based on Z coord sent in monster move
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//! and HoverHeight sent in object updates
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if (creature.HasUnitMovementFlag(MovementFlag.Hover))
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z += creature.m_unitData.HoverHeight;
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Cell old_cell = creature.GetCurrentCell();
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// delay creature move for grid/cell to grid/cell moves
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if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
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@@ -67,6 +67,7 @@ namespace Game.AI
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owner.GetHomePosition(out x, out y, out z, out o);
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init.SetFacing(o);
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}
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owner.UpdateAllowedPositionZ(x, y, ref z);
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init.MoveTo(x, y, z);
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init.SetWalk(false);
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init.Launch();
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@@ -141,30 +141,39 @@ namespace Game.Movement
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float x, y, z;
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if (updateDestination || _path == null)
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{
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float size = owner.GetCombatReach();
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float hoverDiff = owner.GetHoverOffset() - GetTarget().GetHoverOffset();
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if (_offset == 0)
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{
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if (GetTarget().IsWithinDistInMap(owner, SharedConst.ContactDistance))
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return;
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// to nearest contact position
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GetTarget().GetContactPoint(owner, out x, out y, out z);
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if (hoverDiff != 0f)
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size = size > hoverDiff ? MathF.Sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
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GetTarget().GetNearPoint(owner, out x, out y, out z, size, SharedConst.ContactDistance, GetTarget().GetAngle(owner));
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}
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else
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{
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float distance = _offset + 1.0f;
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float size = owner.GetCombatReach();
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if (owner.IsPet() && GetTarget().GetTypeId() == TypeId.Player)
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{
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distance = 1.0f;
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size = 1.0f;
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}
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else if (hoverDiff != 0)
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size = size > hoverDiff ? MathF.Sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
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if (GetTarget().IsWithinDistInMap(owner, distance))
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return;
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GetTarget().GetClosePoint(out x, out y, out z, size, _offset, _angle);
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}
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if (owner.IsHovering())
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owner.UpdateAllowedPositionZ(x, y, ref z);
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}
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else
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{
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@@ -286,7 +286,7 @@ namespace Game.Movement
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{
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// we are already close enough. We just need to turn toward the target without changing position.
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MoveSplineInit init = new(_owner);
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init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZMinusOffset());
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init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ());
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init.SetFacing(target);
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init.Launch();
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StartMovement(new EffectMovementGenerator(id), MovementSlot.Active);
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@@ -440,7 +440,7 @@ namespace Game.Movement
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if (_owner.IsFlying())
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point.Z = z;
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else
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point.Z = _owner.GetMapHeight(point.X, point.Y, z);
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point.Z = _owner.GetMapHeight(point.X, point.Y, z) + _owner.GetHoverOffset();
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init.args.path[i] = point;
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}
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@@ -536,7 +536,7 @@ namespace Game.Movement
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}
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MoveSplineInit init = new(_owner);
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init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz, false);
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init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
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init.SetFall();
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init.Launch();
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StartMovement(new EffectMovementGenerator(id), MovementSlot.Controlled);
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