Core/Creature: Ignore combat reach when looking for assisting creatures

This commit is contained in:
Giacomo Pozzoni authored and Ovahlord committed 2020-09-24 00:37:11 +02:00
1 parent d2790a4c32
commit 8bbe17c684
4 files changed
+15 -11

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@@ -353,7 +353,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void UpdatePackedRotation();
//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const override
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*incOwnRadius*/, bool /*incTargetRadius*/) const override
{
//! Following check does check 3d distance
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
+6 -5
View File
@@ -1292,9 +1292,11 @@ float WorldObject::GetDistanceZ(const WorldObject* obj) const
return (dist > 0 ? dist : 0);
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius, bool incTargetRadius) const
{
float sizefactor = GetCombatReach() + obj->GetCombatReach();
float sizefactor = 0.f;
sizefactor += incOwnRadius ? GetCombatReach() : 0.0f;
sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f;
float maxdist = dist2compare + sizefactor;
if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetGUID().GetCounter() == GetTransport()->GetGUID().GetCounter())
@@ -1391,11 +1393,10 @@ bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool
return obj && _IsWithinDist(obj, dist2compare, is3D);
}
bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const
{
return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
}
Position WorldObject::GetHitSpherePointFor(Position const& dest) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
+2 -2
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@@ -347,7 +347,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
bool IsWithinDist2d(Position const* pos, float dist) const;
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool incOwnRadius = true, bool incTargetRadius = true) const;
bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
Position GetHitSpherePointFor(Position const& dest) const;
@@ -524,7 +524,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
int32 _dbPhase;
uint16 m_notifyflags;
virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius = true, bool incTargetRadius = true) const;
bool CanNeverSee(WorldObject const* obj) const;
virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
@@ -1057,7 +1057,8 @@ namespace Trinity
return;
// too far
if (!u->IsWithinDistInMap(i_funit, i_range))
// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
if (!u->IsWithinDistInMap(i_funit, i_range, true, false, false))
return;
// only if see assisted creature's enemy
@@ -1196,7 +1197,8 @@ namespace Trinity
return false;
// too far
if (!i_funit->IsWithinDistInMap(u, i_range))
// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
if (!i_funit->IsWithinDistInMap(u, i_range, true, false, false))
return false;
// only if see assisted creature
@@ -1224,7 +1226,8 @@ namespace Trinity
if (!u->CanAssistTo(i_obj, i_enemy))
return false;
if (!i_obj->IsWithinDistInMap(u, i_range))
// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
if (!i_obj->IsWithinDistInMap(u, i_range, true, false, false))
return false;
if (!i_obj->IsWithinLOSInMap(u))