Core/Objects: fixed destination calculation for destination based spells casted by flying units

Port From (https://github.com/TrinityCore/TrinityCore/commit/0c15b2ac7cd8f57004b009a99ec357ef2eefecb3)
This commit is contained in:
hondacrx
2022-02-22 19:20:18 -05:00
parent f21809a608
commit 8fa43cd0bd
2 changed files with 23 additions and 17 deletions
+21 -15
View File
@@ -3428,8 +3428,9 @@ namespace Game.Entities
path.CalculatePath(destx, desty, destz, false);
// We have a invalid path result. Skip further processing.
if ((path.GetPathType() & ~(PathType.Normal | PathType.Shortcut | PathType.Incomplete | PathType.FarFromPoly | PathType.NotUsingPath)) != 0)
return;
if (!path.GetPathType().HasFlag(PathType.NotUsingPath))
if ((path.GetPathType() & ~(PathType.Normal | PathType.Shortcut | PathType.Incomplete | PathType.FarFromPoly)) != 0)
return;
Vector3 result = path.GetPath()[path.GetPath().Length - 1];
destx = result.X;
@@ -3438,22 +3439,27 @@ namespace Game.Entities
// check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
bool col;
/*col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY),
pos.posX, pos.posY, pos.posZ + halfHeight,
destx, desty, destz + halfHeight,
out destx, out desty, out destz, -0.5f);
bool col = false;
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
// Unit is flying, check for potential collision via vmaps
if (path.GetPathType().HasFlag(PathType.NotUsingPath))
{
destx -= SharedConst.ContactDistance * MathF.Cos(angle);
desty -= SharedConst.ContactDistance * MathF.Sin(angle);
dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
}*/
col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY),
pos.posX, pos.posY, pos.posZ + halfHeight,
destx, desty, destz + halfHeight,
out destx, out desty, out destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{
destx -= SharedConst.ContactDistance * MathF.Cos(angle);
desty -= SharedConst.ContactDistance * MathF.Sin(angle);
dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
}
}
// check dynamic collision
col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + halfHeight, destx, desty, destz + halfHeight, out destx, out desty, out destz, -0.5f);
@@ -169,7 +169,7 @@ namespace Game.Movement
{
Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . (startPoly == 0 || endPoly == 0)\n");
BuildShortcut();
bool path = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanFly();
bool path = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().IsFlying();
bool waterPath = _source.IsTypeId(TypeId.Unit) && _source.ToCreature().CanSwim();
if (waterPath)
@@ -224,7 +224,7 @@ namespace Game.Movement
Unit _sourceUnit = _source.ToUnit();
if (_sourceUnit != null)
{
if (_sourceUnit.CanFly())
if (_sourceUnit.IsFlying())
buildShotrcut = true;
// Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging)
else if (_sourceUnit.IsFalling() && endPos.Z < startPos.Z)