Core/MMaps: Improve mmap debugging experience for terrain swap maps
* Output terrain map id in `.mmap loc` command * Suppress file not found errors for terrain swap maps * Fix generating single tiles for terrain swap maps (--tile argument) Port From (https://github.com/TrinityCore/TrinityCore/commit/6b41c3d3274653605b42f1144f554fe43eee344e)
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@@ -90,11 +90,12 @@ namespace Game.Chat
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float x, y, z;
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player.GetPosition(out x, out y, out z);
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handler.SendSysMessage("{0:D4}{1:D2}{2:D2}.mmtile", player.GetMapId(), gy, gx);
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handler.SendSysMessage("tileloc [{0}, {1}]", gx, gy);
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// calculate navmesh tile location
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uint terrainMapId = PhasingHandler.GetTerrainMapId(player.GetPhaseShift(), player.GetMapId(), player.GetMap().GetTerrain(), x, y);
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handler.SendSysMessage($"{terrainMapId:D4}{gx:D2}{gy:D2}.mmtile");
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handler.SendSysMessage($"tileloc [{gy}, {gx}]");
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Detour.dtNavMesh navmesh = Global.MMapMgr.GetNavMesh(terrainMapId);
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Detour.dtNavMeshQuery navmeshquery = Global.MMapMgr.GetNavMeshQuery(terrainMapId, player.GetMapId(), player.GetInstanceId());
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if (navmesh == null || navmeshquery == null)
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