* Core/Object: Range check vol. 2 (#23226) (ported commit: 78070163dc6b9bb34ab2d006e9cc218548e861b7)
* Core/Object: Fix all missing parts for #23062
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@@ -2464,14 +2464,35 @@ float GameObject::GetInteractionDistance() const
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{
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switch (GetGoType())
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{
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/// @todo find out how the client calculates the maximal usage distance to spellless working
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// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
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case GAMEOBJECT_TYPE_AREADAMAGE:
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return 0.0f;
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_TEXT:
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case GAMEOBJECT_TYPE_FLAGSTAND:
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case GAMEOBJECT_TYPE_FLAGDROP:
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case GAMEOBJECT_TYPE_MINI_GAME:
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return 5.5555553f;
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case GAMEOBJECT_TYPE_BINDER:
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return 10.0f;
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case GAMEOBJECT_TYPE_CHAIR:
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case GAMEOBJECT_TYPE_BARBER_CHAIR:
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return 3.0f;
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case GAMEOBJECT_TYPE_FISHINGNODE:
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return 100.0f;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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return 20.0f + CONTACT_DISTANCE; // max spell range
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case GAMEOBJECT_TYPE_CAMERA:
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case GAMEOBJECT_TYPE_MAP_OBJECT:
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case GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY:
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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case GAMEOBJECT_TYPE_DOOR:
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return 5.0f;
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// Following values are not blizzlike
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case GAMEOBJECT_TYPE_GUILD_BANK:
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case GAMEOBJECT_TYPE_MAILBOX:
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return 10.0f;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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case GAMEOBJECT_TYPE_FISHINGNODE:
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return 20.0f + CONTACT_DISTANCE; // max spell range
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// Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
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// And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
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return 10.0f; // 5.0f is blizzlike
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default:
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return INTERACTION_DISTANCE;
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}
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@@ -2594,47 +2615,7 @@ bool GameObject::IsAtInteractDistance(Player const* player, SpellInfo const* spe
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return IsAtInteractDistance(*player, maxRange);
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}
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float distance;
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_AREADAMAGE:
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distance = 0.0f;
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break;
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_TEXT:
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case GAMEOBJECT_TYPE_FLAGSTAND:
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case GAMEOBJECT_TYPE_FLAGDROP:
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case GAMEOBJECT_TYPE_MINI_GAME:
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distance = 5.5555553f;
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break;
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case GAMEOBJECT_TYPE_BINDER:
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distance = 10.0f;
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break;
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case GAMEOBJECT_TYPE_CHAIR:
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case GAMEOBJECT_TYPE_BARBER_CHAIR:
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distance = 3.0f;
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break;
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case GAMEOBJECT_TYPE_FISHINGNODE:
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distance = 100.0f;
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break;
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case GAMEOBJECT_TYPE_CAMERA:
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case GAMEOBJECT_TYPE_MAP_OBJECT:
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case GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY:
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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case GAMEOBJECT_TYPE_DOOR:
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default:
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distance = 5.0f;
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break;
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// Following values are not blizzlike
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case GAMEOBJECT_TYPE_MAILBOX:
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// Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
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// And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
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distance = 10.0f; // 5.0f is blizzlike
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break;
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}
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return IsAtInteractDistance(*player, distance);
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return IsAtInteractDistance(*player, GetInteractionDistance());
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}
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bool GameObject::IsAtInteractDistance(Position const& pos, float radius) const
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@@ -2650,17 +2631,23 @@ bool GameObject::IsAtInteractDistance(Position const& pos, float radius) const
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float maxY = displayInfo->maxY * scale + radius;
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float maxZ = displayInfo->maxZ * scale + radius;
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QuaternionData localRotation = GetLocalRotation();
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G3D::Quat localRotationQuat(localRotation.x, localRotation.y, localRotation.z, localRotation.w);
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QuaternionData worldRotation = GetWorldRotation();
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G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
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return G3D::CoordinateFrame { { localRotationQuat }, { GetPositionX(), GetPositionY(), GetPositionZ() } }
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.toWorldSpace(G3D::Box { { minX, minY, minZ }, { maxX, maxY, maxZ } })
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.contains({ pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() });
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return G3D::CoordinateFrame{ { worldRotationQuat }, { GetPositionX(), GetPositionY(), GetPositionZ() } }
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.toWorldSpace(G3D::Box{ { minX, minY, minZ }, { maxX, maxY, maxZ } })
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.contains({ pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() });
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}
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return GetExactDist(&pos) <= radius;
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}
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bool GameObject::IsWithinDistInMap(Player const* player) const
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{
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return IsInMap(this) && InSamePhase(this) && IsAtInteractDistance(player);
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}
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SpellInfo const* GameObject::GetSpellForLock(Player const* player) const
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{
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if (!player)
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@@ -2679,7 +2666,7 @@ SpellInfo const* GameObject::GetSpellForLock(Player const* player) const
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if (!lock->Type[i])
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continue;
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if (lock->Type[i] == LOCK_KEY_SKILL)
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if (lock->Type[i] == LOCK_KEY_SPELL)
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if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
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return spell;
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