Core/Objects: fixed destination calculation for destination based spells casted by flying units
Port From (https://github.com/TrinityCore/TrinityCore/commit/0c15b2ac7cd8f57004b009a99ec357ef2eefecb3)
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@@ -3428,8 +3428,9 @@ namespace Game.Entities
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path.CalculatePath(destx, desty, destz, false);
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// We have a invalid path result. Skip further processing.
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if ((path.GetPathType() & ~(PathType.Normal | PathType.Shortcut | PathType.Incomplete | PathType.FarFromPoly | PathType.NotUsingPath)) != 0)
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return;
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if (!path.GetPathType().HasFlag(PathType.NotUsingPath))
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if ((path.GetPathType() & ~(PathType.Normal | PathType.Shortcut | PathType.Incomplete | PathType.FarFromPoly)) != 0)
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return;
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Vector3 result = path.GetPath()[path.GetPath().Length - 1];
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destx = result.X;
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@@ -3438,22 +3439,27 @@ namespace Game.Entities
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// check static LOS
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float halfHeight = GetCollisionHeight() * 0.5f;
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bool col;
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/*col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY),
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pos.posX, pos.posY, pos.posZ + halfHeight,
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destx, desty, destz + halfHeight,
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out destx, out desty, out destz, -0.5f);
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bool col = false;
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destz -= halfHeight;
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// Collided with static LOS object, move back to collision point
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if (col)
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// Unit is flying, check for potential collision via vmaps
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if (path.GetPathType().HasFlag(PathType.NotUsingPath))
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{
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destx -= SharedConst.ContactDistance * MathF.Cos(angle);
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desty -= SharedConst.ContactDistance * MathF.Sin(angle);
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dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
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}*/
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col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY),
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pos.posX, pos.posY, pos.posZ + halfHeight,
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destx, desty, destz + halfHeight,
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out destx, out desty, out destz, -0.5f);
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destz -= halfHeight;
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// Collided with static LOS object, move back to collision point
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if (col)
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{
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destx -= SharedConst.ContactDistance * MathF.Cos(angle);
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desty -= SharedConst.ContactDistance * MathF.Sin(angle);
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dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
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}
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}
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// check dynamic collision
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col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + halfHeight, destx, desty, destz + halfHeight, out destx, out desty, out destz, -0.5f);
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@@ -169,7 +169,7 @@ namespace Game.Movement
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{
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Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . (startPoly == 0 || endPoly == 0)\n");
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BuildShortcut();
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bool path = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanFly();
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bool path = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().IsFlying();
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bool waterPath = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanSwim();
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if (waterPath)
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@@ -224,7 +224,7 @@ namespace Game.Movement
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Unit _sourceUnit = _source.ToUnit();
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if (_sourceUnit != null)
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{
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if (_sourceUnit.CanFly())
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if (_sourceUnit.IsFlying())
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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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