Core/AreaTriggers: Fix triggering of client areatriggers for some shapes
Port From (https://github.com/TrinityCore/TrinityCore/commit/b070e63fa867f7f25e73e9ef3aafbe18902a50e9)
This commit is contained in:
@@ -678,7 +678,7 @@ namespace Game.Entities
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SearchUnits(targetList, GetMaxSearchRadius(), false);
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targetList.RemoveAll(unit => unit.GetPositionZ() < minZ || unit.GetPositionZ() > maxZ || !CheckIsInPolygon2D(unit));
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targetList.RemoveAll(unit => unit.GetPositionZ() < minZ || unit.GetPositionZ() > maxZ || !unit.IsInPolygon2D(this, _polygonVertices));
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}
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void SearchUnitInCylinder(List<Unit> targetList)
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@@ -857,7 +857,7 @@ namespace Game.Entities
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if (MathFunctions.fuzzyEq(_verticesUpdatePreviousOrientation, newOrientation) && shape.PolygonVerticesTarget.Empty())
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return;
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_polygonVertices = shape.PolygonVertices;
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_polygonVertices.AddRange(shape.PolygonVertices.Select(p => new Position(p.X, p.Y)));
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if (!shape.PolygonVerticesTarget.Empty())
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{
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@@ -890,75 +890,6 @@ namespace Game.Entities
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_verticesUpdatePreviousOrientation = newOrientation;
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}
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bool CheckIsInPolygon2D(Position pos)
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{
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float testX = pos.GetPositionX();
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float testY = pos.GetPositionY();
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//this method uses the ray tracing algorithm to determine if the point is in the polygon
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bool locatedInPolygon = false;
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for (int vertex = 0; vertex < _polygonVertices.Count; ++vertex)
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{
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int nextVertex;
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//repeat loop for all sets of points
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if (vertex == (_polygonVertices.Count - 1))
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{
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//if i is the last vertex, let j be the first vertex
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nextVertex = 0;
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}
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else
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{
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//for all-else, let j=(i+1)th vertex
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nextVertex = vertex + 1;
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}
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float vertX_i = GetPositionX() + _polygonVertices[vertex].X;
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float vertY_i = GetPositionY() + _polygonVertices[vertex].Y;
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float vertX_j = GetPositionX() + _polygonVertices[nextVertex].X;
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float vertY_j = GetPositionY() + _polygonVertices[nextVertex].Y;
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// following statement checks if testPoint.Y is below Y-coord of i-th vertex
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bool belowLowY = vertY_i > testY;
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// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
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bool belowHighY = vertY_j > testY;
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/* following statement is true if testPoint.Y satisfies either (only one is possible)
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-.(i).Y < testPoint.Y < (i+1).Y OR
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-.(i).Y > testPoint.Y > (i+1).Y
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(Note)
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Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
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of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
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conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
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to the right from the testpoint will NOT cross the line that connects vertices i and i+1
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of the polygon
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*/
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bool withinYsEdges = belowLowY != belowHighY;
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if (withinYsEdges)
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{
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// this is the slope of the line that connects vertices i and i+1 of the polygon
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float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);
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// this looks up the x-coord of a point lying on the above line, given its y-coord
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float pointOnLine = (slopeOfLine * (testY - vertY_i)) + vertX_i;
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//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
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bool isLeftToLine = testX < pointOnLine;
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if (isLeftToLine)
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{
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//this statement changes true to false (and vice-versa)
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locatedInPolygon = !locatedInPolygon;
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}//end if (isLeftToLine)
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}//end if (withinYsEdges
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}
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return locatedInPolygon;
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}
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bool HasOverridePosition()
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{
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return m_areaTriggerData.OverrideMoveCurveX.GetValue().OverrideActive
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@@ -1491,9 +1422,9 @@ namespace Game.Entities
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float _verticesUpdatePreviousOrientation;
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bool _isRemoved;
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Vector3 _rollPitchYaw;
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Vector3 _targetRollPitchYaw;
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List<Vector2> _polygonVertices;
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Position _rollPitchYaw;
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Position _targetRollPitchYaw;
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List<Position> _polygonVertices;
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Spline<int> _spline;
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bool _reachedDestination;
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@@ -99,7 +99,7 @@ namespace Game.Entities
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{
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return NormalizeOrientation(absAngle - Orientation);
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}
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public float GetRelativeAngle(Position pos)
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{
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return ToRelativeAngle(GetAbsoluteAngle(pos));
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@@ -227,7 +227,7 @@ namespace Game.Entities
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{
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return NormalizeOrientation(relAngle + Orientation);
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}
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public bool IsInDist(float x, float y, float z, float dist)
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{
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return GetExactDistSq(x, y, z) < dist * dist;
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@@ -252,36 +252,107 @@ namespace Game.Entities
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Orientation = NormalizeOrientation(orientation);
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}
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public bool IsWithinBox(Position center, float xradius, float yradius, float zradius)
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public bool IsWithinBox(Position boxOrigin, float length, float width, float height)
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{
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// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
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double rotation = 2 * Math.PI - center.GetOrientation();
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double rotation = 2 * Math.PI - boxOrigin.GetOrientation();
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double sinVal = Math.Sin(rotation);
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double cosVal = Math.Cos(rotation);
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float BoxDistX = GetPositionX() - center.GetPositionX();
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float BoxDistY = GetPositionY() - center.GetPositionY();
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float BoxDistX = GetPositionX() - boxOrigin.GetPositionX();
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float BoxDistY = GetPositionY() - boxOrigin.GetPositionY();
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float rotX = (float)(center.GetPositionX() + BoxDistX * cosVal - BoxDistY * sinVal);
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float rotY = (float)(center.GetPositionY() + BoxDistY * cosVal + BoxDistX * sinVal);
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float rotX = (float)(boxOrigin.GetPositionX() + BoxDistX * cosVal - BoxDistY * sinVal);
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float rotY = (float)(boxOrigin.GetPositionY() + BoxDistY * cosVal + BoxDistX * sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = GetPositionZ() - center.GetPositionZ();
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float dx = rotX - center.GetPositionX();
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float dy = rotY - center.GetPositionY();
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if ((Math.Abs(dx) > xradius) || (Math.Abs(dy) > yradius) || (Math.Abs(dz) > zradius))
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float dz = GetPositionZ() - boxOrigin.GetPositionZ();
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float dx = rotX - boxOrigin.GetPositionX();
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float dy = rotY - boxOrigin.GetPositionY();
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if ((Math.Abs(dx) > length) || (Math.Abs(dy) > width) || (Math.Abs(dz) > height))
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return false;
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return true;
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}
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public bool IsWithinDoubleVerticalCylinder(Position center, float radius, float height)
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public bool IsWithinVerticalCylinder(Position cylinderOrigin, float radius, float height, bool isDoubleVertical = false)
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{
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float verticalDelta = GetPositionZ() - center.GetPositionZ();
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return IsInDist2d(center, radius) && Math.Abs(verticalDelta) <= height;
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float verticalDelta = GetPositionZ() - cylinderOrigin.GetPositionZ();
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bool isValidPositionZ = isDoubleVertical ? Math.Abs(verticalDelta) <= height : 0 <= verticalDelta && verticalDelta <= height;
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return isValidPositionZ && IsInDist2d(cylinderOrigin, radius);
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}
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public bool IsInPolygon2D(Position polygonOrigin, List<Position> vertices)
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{
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float testX = GetPositionX();
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float testY = GetPositionY();
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//this method uses the ray tracing algorithm to determine if the point is in the polygon
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bool locatedInPolygon = false;
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for (int vertex = 0; vertex < vertices.Count; ++vertex)
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{
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int nextVertex;
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//repeat loop for all sets of points
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if (vertex == (vertices.Count - 1))
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{
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//if i is the last vertex, let j be the first vertex
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nextVertex = 0;
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}
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else
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{
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//for all-else, let j=(i+1)th vertex
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nextVertex = vertex + 1;
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}
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float vertX_i = polygonOrigin.GetPositionX() + vertices[vertex].GetPositionX();
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float vertY_i = polygonOrigin.GetPositionY() + vertices[vertex].GetPositionY();
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float vertX_j = polygonOrigin.GetPositionX() + vertices[nextVertex].GetPositionX();
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float vertY_j = polygonOrigin.GetPositionY() + vertices[nextVertex].GetPositionY();
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// following statement checks if testPoint.Y is below Y-coord of i-th vertex
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bool belowLowY = vertY_i > testY;
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// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
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bool belowHighY = vertY_j > testY;
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/* following statement is true if testPoint.Y satisfies either (only one is possible)
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-->(i).Y < testPoint.Y < (i+1).Y OR
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-->(i).Y > testPoint.Y > (i+1).Y
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(Note)
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Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
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of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
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conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
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to the right from the testpoint will NOT cross the line that connects vertices i and i+1
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of the polygon
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*/
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bool withinYsEdges = belowLowY != belowHighY;
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if (withinYsEdges)
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{
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// this is the slope of the line that connects vertices i and i+1 of the polygon
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float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);
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// this looks up the x-coord of a point lying on the above line, given its y-coord
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float pointOnLine = (slopeOfLine * (testY - vertY_i)) + vertX_i;
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//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
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bool isLeftToLine = testX < pointOnLine;
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if (isLeftToLine)
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{
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//this statement changes true to false (and vice-versa)
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locatedInPolygon = !locatedInPolygon;
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}//end if (isLeftToLine)
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}//end if (withinYsEdges
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}
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return locatedInPolygon;
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}
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public bool HasInArc(float arc, Position obj, float border = 2.0f)
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@@ -362,7 +433,7 @@ namespace Game.Entities
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_mapId = mapId;
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Relocate(pos);
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}
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public void WorldRelocate(WorldLocation loc)
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{
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_mapId = loc._mapId;
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@@ -402,7 +473,7 @@ namespace Game.Entities
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var mapEntry = CliDB.MapStorage.LookupByKey(_mapId);
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return $"MapID: {_mapId} Map name: '{(mapEntry != null ? mapEntry.MapName[Global.WorldMgr.GetDefaultDbcLocale()] : "<not found>")}' {base.ToString()}";
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}
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public override string ToString()
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{
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return $"X: {posX} Y: {posY} Z: {posZ} O: {Orientation} MapId: {_mapId}";
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@@ -441,7 +441,7 @@ namespace Game.Entities
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if (_restMgr.HasRestFlag(RestFlag.Tavern))
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{
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AreaTriggerRecord atEntry = CliDB.AreaTriggerStorage.LookupByKey(_restMgr.GetInnTriggerId());
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if (atEntry == null || !IsInAreaTriggerRadius(atEntry))
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if (atEntry == null || !IsInAreaTrigger(atEntry))
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_restMgr.RemoveRestFlag(RestFlag.Tavern);
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}
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@@ -2425,29 +2425,38 @@ namespace Game.Entities
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}
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}
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public bool IsInAreaTriggerRadius(AreaTriggerRecord trigger)
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public bool IsInAreaTrigger(AreaTriggerRecord areaTrigger)
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{
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if (trigger == null)
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if (areaTrigger == null)
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return false;
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if (GetMapId() != trigger.ContinentID && !GetPhaseShift().HasVisibleMapId(trigger.ContinentID))
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if (GetMapId() != areaTrigger.ContinentID && !GetPhaseShift().HasVisibleMapId(areaTrigger.ContinentID))
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return false;
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if (trigger.PhaseID != 0 || trigger.PhaseGroupID != 0 || trigger.PhaseUseFlags != 0)
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if (!PhasingHandler.InDbPhaseShift(this, (PhaseUseFlagsValues)trigger.PhaseUseFlags, trigger.PhaseID, trigger.PhaseGroupID))
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if (areaTrigger.PhaseID != 0 || areaTrigger.PhaseGroupID != 0 || areaTrigger.PhaseUseFlags != 0)
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if (!PhasingHandler.InDbPhaseShift(this, (PhaseUseFlagsValues)areaTrigger.PhaseUseFlags, areaTrigger.PhaseID, areaTrigger.PhaseGroupID))
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return false;
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if (trigger.Radius > 0.0f)
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Position areaTriggerPos = new(areaTrigger.Pos.X, areaTrigger.Pos.Y, areaTrigger.Pos.Z, areaTrigger.BoxYaw);
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switch (areaTrigger.ShapeType)
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{
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// if we have radius check it
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float dist = GetDistance(trigger.Pos.X, trigger.Pos.Y, trigger.Pos.Z);
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if (dist > trigger.Radius)
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return false;
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}
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else
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{
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Position center = new(trigger.Pos.X, trigger.Pos.Y, trigger.Pos.Z, trigger.BoxYaw);
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if (!IsWithinBox(center, trigger.BoxLength / 2.0f, trigger.BoxWidth / 2.0f, trigger.BoxHeight / 2.0f))
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case 0: // Sphere
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if (!IsInDist(areaTriggerPos, areaTrigger.Radius))
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return false;
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break;
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case 1: // Box
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if (!IsWithinBox(areaTriggerPos, areaTrigger.BoxLength / 2.0f, areaTrigger.BoxWidth / 2.0f, areaTrigger.BoxHeight / 2.0f))
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return false;
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break;
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case 3: // Polygon
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if (!IsInPolygon2D(areaTriggerPos, ObjectMgr.GetVerticesForAreaTrigger(areaTrigger)))
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return false;
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break;
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case 4: // Cylinder
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if (!IsWithinVerticalCylinder(areaTriggerPos, areaTrigger.Radius, areaTrigger.BoxHeight))
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return false;
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break;
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default:
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return false;
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}
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