Core/Movement: Fix LoS issue of NPCs chasing targets

Add Line of Sight checks to WorldObject::GetNearPoint(), fixing to TargetedMovementGenerator not reaching a point with valid LoS to the target and MotionMaster::MoveKnockbackFrom() knocking creatures inside walls.
Remove unused code.
This commit is contained in:
jackpoz committed 2014-04-07 22:16:31 +02:00
1 parent b717ce0eda
commit 8927a04253
2 files changed
+19 -103

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+14 -103
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@@ -2489,125 +2489,36 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
{
GetNearPoint2D(x, y, distance2d+searcher_size, absAngle);
z = GetPositionZ();
// Should "searcher" be used instead of "this" when updating z coordinate ?
UpdateAllowedPositionZ(x, y, z);
/*
// if detection disabled, return first point
if (!sWorld->getIntConfig(CONFIG_DETECT_POS_COLLISION))
{
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
if (!sWorld->getBoolConfig(CONFIG_DETECT_POS_COLLISION))
return;
}
// or remember first point
// return if the point is already in LoS
if (IsWithinLOS(x, y, z))
return;
// remember first point
float first_x = x;
float first_y = y;
bool first_los_conflict = false; // first point LOS problems
float first_z = z;
// prepare selector for work
ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectSize(), distance2d+searcher_size);
// adding used positions around object
// loop in a circle to look for a point in LoS using small steps
for (float angle = M_PI / 8; angle < M_PI * 2; angle += M_PI / 8)
{
CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.SetNoCreate();
Trinity::NearUsedPosDo u_do(*this, searcher, absAngle, selector);
Trinity::WorldObjectWorker<Trinity::NearUsedPosDo> worker(this, u_do);
TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap(), *this, distance2d);
cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d);
}
// maybe can just place in primary position
if (selector.CheckOriginal())
{
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
if (IsWithinLOS(x, y, z))
return;
first_los_conflict = true; // first point have LOS problems
}
float angle; // candidate of angle for free pos
// special case when one from list empty and then empty side preferred
if (selector.FirstAngle(angle))
{
GetNearPoint2D(x, y, distance2d, absAngle+angle);
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
z = GetPositionZ();
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
UpdateAllowedPositionZ(x, y, z);
if (IsWithinLOS(x, y, z))
return;
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while (selector.NextAngle(angle)) // angle for free pos
{
GetNearPoint2D(x, y, distance2d, absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
if (IsWithinLOS(x, y, z))
return;
}
// BAD NEWS: not free pos (or used or have LOS problems)
// Attempt find _used_ pos without LOS problem
if (!first_los_conflict)
{
x = first_x;
y = first_y;
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
return;
}
// special case when one from list empty and then empty side preferred
if (selector.IsNonBalanced())
{
if (!selector.FirstAngle(angle)) // _used_ pos
{
GetNearPoint2D(x, y, distance2d, absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
if (IsWithinLOS(x, y, z))
return;
}
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while (selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
{
GetNearPoint2D(x, y, distance2d, absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
if (IsWithinLOS(x, y, z))
return;
}
// BAD BAD NEWS: all found pos (free and used) have LOS problem :(
// still not in LoS, give up and return first position found
x = first_x;
y = first_y;
UpdateGroundPositionZ(x, y, z); // update to LOS height if available
*/
z = first_z;
}
void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
@@ -159,10 +159,15 @@ bool TargetedMovementGeneratorMedium<T, D>::DoUpdate(T* owner, uint32 time_diff)
if (TransportBase* transport = owner->GetDirectTransport())
transport->CalculatePassengerPosition(dest.x, dest.y, dest.z);
// First check distance
if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->CanFly())
targetMoved = !i_target->IsWithinDist3d(dest.x, dest.y, dest.z, allowed_dist);
else
targetMoved = !i_target->IsWithinDist2d(dest.x, dest.y, allowed_dist);
// then, if the target is in range, check also Line of Sight.
if (!targetMoved)
targetMoved = !i_target->IsWithinLOSInMap(owner);
}
if (i_recalculateTravel || targetMoved)