Core/Objects: further improvements for MovePositionToFirstCollision

Port From (https://github.com/TrinityCore/TrinityCore/commit/26e7da1622b217f66d28771836014ca9023efd16)
This commit is contained in:
hondacrx
2022-02-18 17:27:32 -05:00
parent cb68969f1d
commit e6b9631ed0
2 changed files with 60 additions and 10 deletions
+24 -2
View File
@@ -3425,15 +3425,37 @@ namespace Game.Entities
// Use a detour raycast to get our first collision point
PathGenerator path = new(this);
path.CalculatePath(destx, desty, destz, false, true);
// We have a invalid path result. Skip further processing.
if ((path.GetPathType() & ~(PathType.Normal | PathType.Shortcut | PathType.Incomplete | PathType.FarFromPoly)) != 0)
return;
Vector3 result = path.GetPath()[path.GetPath().Length - 1];
destx = result.X;
desty = result.Y;
destz = result.Z;
UpdateAllowedPositionZ(destx, desty, ref destz);
// Object is using a shortcut. Check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
if (path.GetPathType().HasFlag(PathType.Shortcut))
{
bool vmapCol = 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 (vmapCol)
{
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
float halfHeight = GetCollisionHeight() * 0.5f;
bool col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + halfHeight, destx, desty, destz + halfHeight, out destx, out desty, out destz, -0.5f);
destz -= halfHeight;
@@ -190,8 +190,9 @@ namespace Game.Movement
}
// we may need a better number here
bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f);
if (farFromPoly)
bool startFarFromPoly = distToStartPoly > 7.0f;
bool endFarFromPoly = distToEndPoly > 7.0f;
if (startFarFromPoly || endFarFromPoly)
{
Log.outDebug(LogFilter.Maps, "++ BuildPolyPath . farFromPoly distToStartPoly={0:F3} distToEndPoly={1:F3}\n", distToStartPoly, distToEndPoly);
@@ -222,7 +223,13 @@ namespace Game.Movement
if (buildShotrcut)
{
BuildShortcut();
pathType = PathType.Normal | PathType.NotUsingPath | PathType.FarFromPoly;
pathType = PathType.Normal | PathType.NotUsingPath;
if (startFarFromPoly)
pathType |= PathType.FarFromPolyStart;
if (endFarFromPoly)
pathType |= PathType.FarFromPolyEnd;
return;
}
else
@@ -236,7 +243,12 @@ namespace Game.Movement
SetActualEndPosition(new Vector3(endPoint[2], endPoint[0], endPoint[1]));
}
pathType = PathType.Incomplete | PathType.FarFromPoly;
pathType = PathType.Incomplete;
if (startFarFromPoly)
pathType |= PathType.FarFromPolyStart;
if (endFarFromPoly)
pathType |= PathType.FarFromPolyEnd;
}
}
@@ -251,7 +263,17 @@ namespace Game.Movement
_pathPolyRefs[0] = startPoly;
_polyLength = 1;
pathType = farFromPoly ? PathType.Incomplete | PathType.FarFromPoly : PathType.Normal;
if (startFarFromPoly || endFarFromPoly)
{
pathType = PathType.Incomplete;
if (startFarFromPoly)
pathType |= PathType.FarFromPolyStart;
if (endFarFromPoly)
pathType |= PathType.FarFromPolyEnd;
}
else
pathType = PathType.Normal;
BuildPointPath(startPoint, endPoint);
return;
@@ -374,6 +396,7 @@ namespace Game.Movement
Detour.dtVlerp(hitPos, startPoint, endPoint, hit);
_pathPoints[1] = new Vector3(hitPos[2], hitPos[0], hitPos[1]);
NormalizePath();
pathType = PathType.Incomplete;
return;
}
@@ -447,6 +470,7 @@ namespace Game.Movement
Detour.dtVlerp(hitPos, startPoint, endPoint, hit);
_pathPoints[1] = new Vector3(hitPos[2], hitPos[0], hitPos[1]);
NormalizePath();
pathType = PathType.Incomplete;
return;
}
@@ -482,8 +506,10 @@ namespace Game.Movement
else
pathType = PathType.Incomplete;
if (farFromPoly)
pathType |= PathType.FarFromPoly;
if (startFarFromPoly)
pathType |= PathType.FarFromPolyStart;
if (endFarFromPoly)
pathType |= PathType.FarFromPolyEnd;
// generate the point-path out of our up-to-date poly-path
BuildPointPath(startPoint, endPoint);
@@ -1061,7 +1087,9 @@ namespace Game.Movement
NoPath = 0x08, // no valid path at all or error in generating one
NotUsingPath = 0x10, // used when we are either flying/swiming or on map w/o mmaps
Short = 0x20, // path is longer or equal to its limited path length
FarFromPoly = 0x40 // start of end positions are far from the mmap poligon
FarFromPolyStart = 0x40, // start position is far from the mmap poligon
FarFromPolyEnd = 0x80, // end positions is far from the mmap poligon
FarFromPoly = FarFromPolyStart | FarFromPolyEnd // start or end positions are far from the mmap poligon
}
public enum NavArea