fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)

* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty

Fixes #11293

* buildfix.

Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
This commit is contained in:
UltraNix
2022-04-10 14:24:35 +02:00
committed by GitHub
parent 6efc08f42e
commit 47790c9714
27 changed files with 295 additions and 101 deletions
+24 -16
View File
@@ -19,6 +19,7 @@
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
@@ -145,25 +146,33 @@ void DynamicMapTree::update(uint32 t_diff)
struct DynamicTreeIntersectionCallback
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
{
bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
if (result)
{
did_hit = result;
_didHit = result;
}
return result;
}
bool didHit() const { return did_hit;}
[[nodiscard]] bool didHit() const
{
return _didHit;
}
private:
bool _didHit;
uint32 _phaseMask;
VMAP::ModelIgnoreFlags _ignoreFlags;
};
struct DynamicTreeAreaInfoCallback
{
DynamicTreeAreaInfoCallback(uint32 phaseMask)
: _phaseMask(phaseMask) {}
DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { }
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
@@ -176,7 +185,7 @@ struct DynamicTreeAreaInfoCallback
}
private:
uint32 _phaseMask;
uint32 _phaseMask;
VMAP::AreaInfo _areaInfo;
};
@@ -206,11 +215,10 @@ private:
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectRay(ray, callback, distance, endPos, false);
if (callback.didHit())
{
@@ -265,7 +273,7 @@ bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3&
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
@@ -277,17 +285,17 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
}
G3D::Ray r(v1, (v2 - v1) / maxDist);
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
impl->intersectRay(r, callback, maxDist, v2, true);
return !callback.did_hit;
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
{
G3D::Vector3 v(x, y, z);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())
+3 -4
View File
@@ -29,6 +29,7 @@ namespace G3D
namespace VMAP
{
struct AreaAndLiquidData;
enum class ModelIgnoreFlags : uint32;
}
class GameObjectModel;
@@ -42,11 +43,9 @@ public:
DynamicMapTree();
~DynamicMapTree();
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
float z2, uint32 phasemask) const;
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const;
bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const;
bool GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
void GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
+2 -1
View File
@@ -19,6 +19,7 @@
#define _IVMAPMANAGER_H
#include "Define.h"
#include "ModelIgnoreFlags.h"
#include "Optional.h"
#include <string>
@@ -91,7 +92,7 @@ namespace VMAP
virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
virtual void unloadMap(unsigned int pMapId) = 0;
virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) = 0;
virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
/**
test if we hit an object. return true if we hit one. rx, ry, rz will hold the hit position or the dest position, if no intersection was found
+6 -3
View File
@@ -171,7 +171,7 @@ namespace VMAP
}
}
bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2)
bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
{
#if defined(ENABLE_VMAP_CHECKS)
if (!isLineOfSightCalcEnabled() || IsVMAPDisabledForPtr(mapId, VMAP_DISABLE_LOS))
@@ -187,7 +187,7 @@ namespace VMAP
Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
if (pos1 != pos2)
{
return instanceTree->second->isInLineOfSight(pos1, pos2);
return instanceTree->second->isInLineOfSight(pos1, pos2, ignoreFlags);
}
}
@@ -337,7 +337,7 @@ namespace VMAP
}
}
WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename)
WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags/* Only used when creating the model */)
{
//! Critical section, thread safe access to iLoadedModelFiles
std::lock_guard<std::mutex> lock(LoadedModelFilesLock);
@@ -353,6 +353,9 @@ namespace VMAP
return nullptr;
}
LOG_DEBUG("maps", "VMapMgr2: loading file '{}{}'", basepath, filename);
worldmodel->Flags = flags;
model = iLoadedModelFiles.insert(std::pair<std::string, ManagedModel>(filename, ManagedModel())).first;
model->second.setModel(worldmodel);
}
+2 -2
View File
@@ -107,7 +107,7 @@ namespace VMAP
void unloadMap(unsigned int mapId, int x, int y) override;
void unloadMap(unsigned int mapId) override;
bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2) override ;
bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) override ;
/**
fill the hit pos and return true, if an object was hit
*/
@@ -120,7 +120,7 @@ namespace VMAP
bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type, uint32& mogpFlags) const override;
void GetAreaAndLiquidData(uint32 mapId, float x, float y, float z, uint8 reqLiquidType, AreaAndLiquidData& data) const override;
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags);
void releaseModelInstance(const std::string& filename);
// what's the use of this? o.O
+11 -10
View File
@@ -34,10 +34,10 @@ namespace VMAP
class MapRayCallback
{
public:
MapRayCallback(ModelInstance* val): prims(val), hit(false) {}
MapRayCallback(ModelInstance* val, ModelIgnoreFlags ignoreFlags): prims(val), flags(ignoreFlags), hit(false) { }
bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool StopAtFirstHit)
{
bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit);
bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit, flags);
if (result)
{
hit = true;
@@ -47,6 +47,7 @@ namespace VMAP
bool didHit() { return hit; }
protected:
ModelInstance* prims;
ModelIgnoreFlags flags;
bool hit;
};
@@ -143,10 +144,10 @@ namespace VMAP
Else, pMaxDist is not modified and returns false;
*/
bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
float distance = pMaxDist;
MapRayCallback intersectionCallBack(iTreeValues);
MapRayCallback intersectionCallBack(iTreeValues, ignoreFlags);
iTree.intersectRay(pRay, intersectionCallBack, distance, StopAtFirstHit);
if (intersectionCallBack.didHit())
{
@@ -156,7 +157,7 @@ namespace VMAP
}
//=========================================================
bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2) const
bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2, ModelIgnoreFlags ignoreFlags) const
{
float maxDist = (pos2 - pos1).magnitude();
// return false if distance is over max float, in case of cheater teleporting to the end of the universe
@@ -175,7 +176,7 @@ namespace VMAP
// direction with length of 1
G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1) / maxDist);
if (GetIntersectionTime(ray, maxDist, true))
if (GetIntersectionTime(ray, maxDist, true, ignoreFlags))
{
return false;
@@ -204,7 +205,7 @@ namespace VMAP
Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1
G3D::Ray ray(pPos1, dir);
float dist = maxDist;
if (GetIntersectionTime(ray, dist, false))
if (GetIntersectionTime(ray, dist, false, ModelIgnoreFlags::Nothing))
{
pResultHitPos = pPos1 + dir * dist;
if (pModifyDist < 0)
@@ -240,7 +241,7 @@ namespace VMAP
Vector3 dir = Vector3(0, 0, -1);
G3D::Ray ray(pPos, dir); // direction with length of 1
float maxDist = maxSearchDist;
if (GetIntersectionTime(ray, maxDist, false))
if (GetIntersectionTime(ray, maxDist, false, ModelIgnoreFlags::Nothing))
{
height = pPos.z - maxDist;
}
@@ -328,7 +329,7 @@ namespace VMAP
#endif
if (!iIsTiled && ModelSpawn::readFromFile(rf, spawn))
{
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
//VMAP_DEBUG_LOG(LOG_FILTER_MAPS, "StaticMapTree::InitMap() : loading {}", spawn.name);
if (model)
{
@@ -404,7 +405,7 @@ namespace VMAP
if (result)
{
// acquire model instance
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
if (!model)
{
LOG_ERROR("maps", "StaticMapTree::LoadMapTile() : could not acquire WorldModel pointer [{}, {}]", tileX, tileY);
+3 -2
View File
@@ -27,6 +27,7 @@ namespace VMAP
class ModelInstance;
class GroupModel;
class VMapMgr2;
enum class ModelIgnoreFlags : uint32;
enum class LoadResult : uint8;
struct LocationInfo
@@ -58,7 +59,7 @@ namespace VMAP
std::string iBasePath;
private:
bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
//bool containsLoadedMapTile(unsigned int pTileIdent) const { return(iLoadedMapTiles.containsKey(pTileIdent)); }
public:
static std::string getTileFileName(uint32 mapID, uint32 tileX, uint32 tileY);
@@ -69,7 +70,7 @@ namespace VMAP
StaticMapTree(uint32 mapID, const std::string& basePath);
~StaticMapTree();
[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2) const;
[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2, ModelIgnoreFlags ignoreFlags) const;
bool GetObjectHitPos(const G3D::Vector3& pos1, const G3D::Vector3& pos2, G3D::Vector3& pResultHitPos, float pModifyDist) const;
[[nodiscard]] float getHeight(const G3D::Vector3& pPos, float maxSearchDist) const;
bool GetAreaInfo(G3D::Vector3& pos, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
@@ -18,6 +18,7 @@
#include "GameObjectModel.h"
#include "Log.h"
#include "MapTree.h"
#include "ModelInstance.h"
#include "Timer.h"
#include "VMapDefinitions.h"
#include "VMapFactory.h"
@@ -123,7 +124,8 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
return false;
}
iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name);
iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name,
it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
if (!iModel)
{
@@ -174,7 +176,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
{
@@ -191,7 +193,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
if (hit)
{
distance *= iScale;
@@ -29,6 +29,7 @@ namespace VMAP
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
}
class GameObject;
@@ -68,7 +69,7 @@ public:
[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
[[nodiscard]] bool IsMapObject() const { return isWmo; }
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const;
bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const;
bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
@@ -0,0 +1,37 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ModelIgnoreFlags_h__
#define ModelIgnoreFlags_h__
#include "Define.h"
namespace VMAP
{
enum class ModelIgnoreFlags : uint32
{
Nothing = 0x00,
M2 = 0x01
};
inline ModelIgnoreFlags operator&(ModelIgnoreFlags left, ModelIgnoreFlags right)
{
return ModelIgnoreFlags(uint32(left) & uint32(right));
}
}
#endif // ModelIgnoreFlags_h__
@@ -30,7 +30,7 @@ namespace VMAP
iInvScale = 1.f / iScale;
}
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
if (!iModel)
{
@@ -54,7 +54,7 @@ namespace VMAP
Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * pRay.direction());
float distance = pMaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
if (hit)
{
distance *= iScale;
+2 -1
View File
@@ -29,6 +29,7 @@ namespace VMAP
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
enum ModelFlags
{
@@ -64,7 +65,7 @@ namespace VMAP
ModelInstance() { }
ModelInstance(const ModelSpawn& spawn, WorldModel* model);
void setUnloaded() { iModel = nullptr; }
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;
bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo& info, float& liqHeight) const;
+12 -1
View File
@@ -17,6 +17,7 @@
#include "WorldModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "ModelInstance.h"
#include "VMapDefinitions.h"
@@ -485,8 +486,18 @@ namespace VMAP
bool hit;
};
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
// If the caller asked us to ignore certain objects we should check flags
if ((ignoreFlags & ModelIgnoreFlags::M2) != ModelIgnoreFlags::Nothing)
{
// M2 models are not taken into account for LoS calculation if caller requested their ignoring.
if (Flags & MOD_M2)
{
return false;
}
}
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel
if (groupModels.size() == 1)
+3 -1
View File
@@ -30,6 +30,7 @@ namespace VMAP
class TreeNode;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
class MeshTriangle
{
@@ -108,12 +109,13 @@ namespace VMAP
//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
void setGroupModels(std::vector<GroupModel>& models);
void setRootWmoID(uint32 id) { RootWMOID = id; }
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
bool writeFile(const std::string& filename);
bool readFile(const std::string& filename);
void GetGroupModels(std::vector<GroupModel>& outGroupModels);
uint32 Flags;
protected:
uint32 RootWMOID{0};
std::vector<GroupModel> groupModels;
@@ -647,6 +647,25 @@ struct GameObjectTemplate
{
return IsForQuests;
}
[[nodiscard]] bool IsIgnoringLOSChecks() const
{
switch (type)
{
case GAMEOBJECT_TYPE_BUTTON:
return button.losOK == 0;
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.losOK == 0;
case GAMEOBJECT_TYPE_CHEST:
return chest.losOK == 0;
case GAMEOBJECT_TYPE_GOOBER:
return goober.losOK == 0;
case GAMEOBJECT_TYPE_FLAGSTAND:
return flagstand.losOK == 0;
default:
return false;
}
}
};
// From `gameobject_template_addon`
+4 -4
View File
@@ -1320,7 +1320,7 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks) const
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
{
if (IsInWorld())
{
@@ -1336,12 +1336,12 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks ch
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
}
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
return true;
}
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks) const
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
{
if (!IsInMap(obj))
return false;
@@ -1364,7 +1364,7 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks che
else
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
+3 -2
View File
@@ -24,6 +24,7 @@
#include "GridDefines.h"
#include "GridReference.h"
#include "Map.h"
#include "ModelIgnoreFlags.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Optional.h"
@@ -455,8 +456,8 @@ public:
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
[[nodiscard]] Position GetHitSpherePointFor(Position const& dest) const;
void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
+20 -7
View File
@@ -2023,7 +2023,7 @@ Transport* Map::GetTransportForPos(uint32 phase, float x, float y, float z, Worl
if ((*itr)->IsInWorld() && (*itr)->GetExactDistSq(x, y, z) < 75.0f * 75.0f && (*itr)->m_model)
{
float dist = 30.0f;
bool hit = (*itr)->m_model->intersectRay(r, dist, false, phase);
bool hit = (*itr)->m_model->intersectRay(r, dist, false, phase, VMAP::ModelIgnoreFlags::Nothing);
if (hit)
return *itr;
}
@@ -2033,7 +2033,7 @@ Transport* Map::GetTransportForPos(uint32 phase, float x, float y, float z, Worl
if (staticTrans->m_model)
{
float dist = 10.0f;
bool hit = staticTrans->m_model->intersectRay(r, dist, false, phase);
bool hit = staticTrans->m_model->intersectRay(r, dist, false, phase, VMAP::ModelIgnoreFlags::Nothing);
if (hit)
if (GetHeight(phase, x, y, z, true, 30.0f) < (v.z - dist + 1.0f))
return staticTrans->ToTransport();
@@ -2440,14 +2440,27 @@ float Map::GetWaterLevel(float x, float y) const
return 0;
}
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if ((checks & LINEOFSIGHT_CHECK_VMAP) && !VMAP::VMapFactory::createOrGetVMapMgr()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2))
if ((checks & LINEOFSIGHT_CHECK_VMAP) && !VMAP::VMapFactory::createOrGetVMapMgr()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags))
{
return false;
}
if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT_ALL))
{
ignoreFlags = VMAP::ModelIgnoreFlags::Nothing;
if (!(checks & LINEOFSIGHT_CHECK_GOBJECT_M2))
{
ignoreFlags = VMAP::ModelIgnoreFlags::M2;
}
if (!_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask, ignoreFlags))
{
return false;
}
}
if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT)
&& !_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask))
return false;
return true;
}
+12 -4
View File
@@ -63,6 +63,11 @@ class PathGenerator;
enum WeatherState : uint32;
namespace VMAP
{
enum class ModelIgnoreFlags : uint32;
}
namespace Acore
{
struct ObjectUpdater;
@@ -183,10 +188,13 @@ struct PositionFullTerrainStatus
enum LineOfSightChecks
{
LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data
LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
LINEOFSIGHT_CHECK_GOBJECT_WMO = 0x2, // check dynamic game object data (wmo models)
LINEOFSIGHT_CHECK_GOBJECT_M2 = 0x4, // check dynamic game object data (m2 models)
LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT)
LINEOFSIGHT_CHECK_GOBJECT_ALL = LINEOFSIGHT_CHECK_GOBJECT_WMO | LINEOFSIGHT_CHECK_GOBJECT_M2,
LINEOFSIGHT_ALL_CHECKS = LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT_ALL
};
class GridMap
@@ -539,7 +547,7 @@ public:
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = DEFAULT_COLLISION_HEIGHT) const;
[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
@@ -1052,12 +1052,10 @@ void PathGenerator::ShortenPathUntilDist(G3D::Vector3 const& target, float dist)
// check if the shortened path is still in LoS with the target and it is walkable
_source->GetHitSpherePointFor({ _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight }, x, y, z);
if (!_source->GetMap()->isInLineOfSight(x, y, z, _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight, _source->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS)
|| (canCheckSlope
&& !IsSwimmableSegment(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)
&& !IsWalkableClimb(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)
)
)
if (!_source->GetMap()->isInLineOfSight(x, y, z, _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight,
_source->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing) || (canCheckSlope &&
!IsSwimmableSegment(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z) &&
!IsWalkableClimb(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)))
{
// whenver we find a point that is not valid anymore, simply use last valid path
_pathPoints.resize(i + 1);
@@ -165,7 +165,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
return;
}
if (!map->isInLineOfSight((*itr).x, (*itr).y, (*itr).z + 2.f, (*itrNext).x, (*itrNext).y, (*itrNext).z + 2.f, creature->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS))
if (!map->isInLineOfSight((*itr).x, (*itr).y, (*itr).z + 2.f, (*itrNext).x, (*itrNext).y, (*itrNext).z + 2.f, creature->GetPhaseMask(),
LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing))
{
_validPointsVector[_currentPoint].erase(randomIter);
_preComputedPaths.erase(pathIdx);
+109 -19
View File
@@ -2049,7 +2049,7 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
if (Unit* unit = (*itr)->ToUnit())
{
uint32 deficit = unit->GetMaxHealth() - unit->GetHealth();
if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, LINEOFSIGHT_ALL_CHECKS))
if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::M2))
{
foundItr = itr;
maxHPDeficit = deficit;
@@ -2064,10 +2064,10 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
{
if (foundItr == tempTargets.end())
{
if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS))
if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
foundItr = itr;
}
else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS))
else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
foundItr = itr;
}
}
@@ -5617,9 +5617,38 @@ SpellCastResult Spell::CheckCast(bool strict)
if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_TARGET_FACING_CASTER) && !target->HasInArc(static_cast<float>(M_PI), m_caster))
return SPELL_FAILED_NOT_INFRONT;
if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !m_caster->IsWithinLOSInMap(target, LINEOFSIGHT_ALL_CHECKS) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
{
WorldObject* losCenter = nullptr;
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
if (m_originalCasterGUID.IsGameObject())
{
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
}
else if (m_caster->GetEntry() == WORLD_TRIGGER)
{
if (TempSummon* tempSummon = m_caster->ToTempSummon())
{
losCenter = tempSummon->GetSummonerGameObject();
}
}
if (losCenter)
{
// If spell casted by gameobject then ignore M2 models
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
}
else
{
losCenter = m_caster;
}
if (!losCenter->IsWithinLOSInMap(target, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
{
return SPELL_FAILED_LINE_OF_SIGHT;
}
}
}
}
@@ -5629,8 +5658,38 @@ SpellCastResult Spell::CheckCast(bool strict)
float x, y, z;
m_targets.GetDstPos()->GetPosition(x, y, z);
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !m_caster->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS))
return SPELL_FAILED_LINE_OF_SIGHT;
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT))
{
WorldObject* losCenter = nullptr;
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
if (m_originalCasterGUID.IsGameObject())
{
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
}
else if (m_caster->GetEntry() == WORLD_TRIGGER)
{
if (TempSummon* tempSummon = m_caster->ToTempSummon())
{
losCenter = tempSummon->GetSummonerGameObject();
}
}
if (losCenter)
{
// If spell casted by gameobject then ignore M2 models
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
}
else
{
losCenter = m_caster;
}
if (!losCenter->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
{
return SPELL_FAILED_LINE_OF_SIGHT;
}
}
}
// check pet presence
@@ -7626,7 +7685,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
{
case SPELL_EFFECT_RESURRECT_NEW:
// player far away, maybe his corpse near?
if (target != m_caster && !target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS))
if (target != m_caster && !target->IsWithinLOSInMap(m_caster))
{
if (!m_targets.GetCorpseTargetGUID())
return false;
@@ -7638,7 +7697,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
if (target->GetGUID() != corpse->GetOwnerGUID())
return false;
if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
if (!corpse->IsWithinLOSInMap(m_caster) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
return false;
}
break;
@@ -7646,7 +7705,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
{
if (!m_targets.GetCorpseTargetGUID())
{
if (target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
if (target->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
return true;
return false;
@@ -7662,7 +7721,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
if (!corpse->HasFlag(CORPSE_FIELD_FLAGS, CORPSE_FLAG_LOOTABLE))
return false;
if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS))
if (!corpse->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2))
return false;
}
break;
@@ -7676,14 +7735,40 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
if (target->ToPlayer()->getLevel() >= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
return false;
break;
default: // normal case
// Get GO cast coordinates if original caster -> GO
WorldObject* caster = nullptr;
default: // normal case
{
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
GameObject* gobCaster = nullptr;
if (m_originalCasterGUID.IsGameObject())
caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
if (!caster)
{
gobCaster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
}
else if (m_caster->GetEntry() == WORLD_TRIGGER)
{
if (TempSummon* tempSummon = m_caster->ToTempSummon())
{
gobCaster = tempSummon->GetSummonerGameObject();
}
}
WorldObject* caster = nullptr;
if (gobCaster)
{
if (gobCaster->GetGOInfo()->IsIgnoringLOSChecks())
{
return true;
}
caster = gobCaster;
// If spell casted by gameobject then ignore M2 models
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
}
else
{
caster = m_caster;
}
if (target != m_caster)
{
if (m_targets.HasDst())
@@ -7692,13 +7777,18 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
float y = m_targets.GetDstPos()->GetPositionY();
float z = m_targets.GetDstPos()->GetPositionZ();
if (!target->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS))
if (!target->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
{
return false;
}
}
else if (!target->IsWithinLOSInMap(caster, LINEOFSIGHT_ALL_CHECKS))
else if (!target->IsWithinLOSInMap(caster, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
{
return false;
}
}
break;
}
}
return true;
@@ -4229,12 +4229,6 @@ void SpellMgr::LoadSpellInfoCorrections()
spellInfo->AttributesEx |= SPELL_ATTR1_EXCLUDE_CASTER;
});
// Suppression Aura
ApplySpellFix({ 22247 }, [](SpellInfo* spellInfo)
{
spellInfo->AttributesEx2 |= SPELL_ATTR2_IGNORE_LINE_OF_SIGHT;
});
// Cosmetic - Lightning Beam Channel
ApplySpellFix({ 45537 }, [](SpellInfo* spellInfo)
{
+2 -2
View File
@@ -1000,8 +1000,8 @@ public:
{
Player* player = handler->GetSession()->GetPlayer();
handler->PSendSysMessage("Checking LoS %s -> %s:", player->GetName().c_str(), unit->GetName().c_str());
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_GOBJECT) ? "clear" : "obstructed");
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_GOBJECT_ALL) ? "clear" : "obstructed");
handler->PSendSysMessage("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
return true;
}
@@ -1763,7 +1763,9 @@ public:
{
float destX = summoner->GetPositionX() + cos(angle + a * M_PI) * i * 10.0f;
float destY = summoner->GetPositionY() + std::sin(angle + a * M_PI) * i * 10.0f;
if (summoner->GetMap()->isInLineOfSight(summoner->GetPositionX(), summoner->GetPositionY(), summoner->GetPositionZ() + 10.0f, destX, destY, summoner->GetPositionZ() + 10.0f, summoner->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS) && destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
if (summoner->GetMap()->isInLineOfSight(summoner->GetPositionX(), summoner->GetPositionY(), summoner->GetPositionZ() + 10.0f, destX, destY,
summoner->GetPositionZ() + 10.0f, summoner->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing) &&
destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
{
float destZ = summoner->GetMapHeight(summoner->GetPhaseMask(), destX, destY, summoner->GetPositionZ());
if (std::fabs(destZ - summoner->GetPositionZ()) < 10.0f) // valid z found
@@ -1285,7 +1285,7 @@ public:
float ox, oy, oz;
_caster->GetPosition(ox, oy, oz);
DynamicMapTree const& dTree = unit->GetMap()->GetDynamicMapTree();
return !dTree.isInLineOfSight(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ() + 2.f, ox, oy, oz + 2.f, unit->GetPhaseMask());
return !dTree.isInLineOfSight(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ() + 2.f, ox, oy, oz + 2.f, unit->GetPhaseMask(), VMAP::ModelIgnoreFlags::Nothing);
}
private:
@@ -125,7 +125,8 @@ public:
void MoveInLineOfSight(Unit* who) override
{
if (!activated && who->GetTypeId() == TYPEID_PLAYER)
if (me->GetExactDist2d(who) <= 25.0f && me->GetMap()->isInLineOfSight(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ() + 5.0f, who->GetPositionX(), who->GetPositionY(), who->GetPositionZ() + 5.0f, 2, LINEOFSIGHT_ALL_CHECKS))
if (me->GetExactDist2d(who) <= 25.0f && me->GetMap()->isInLineOfSight(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ() + 5.0f,
who->GetPositionX(), who->GetPositionY(), who->GetPositionZ() + 5.0f, 2, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing))
{
activated = true;
me->RemoveAura(64615);