So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff. And remove the hack from Sapphiron because I could. (cherry picked from commit d57307f63d8deb51003d61163adccce4e2c1bd47)
This commit is contained in:
@@ -0,0 +1 @@
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DELETE FROM `spell_script_names` WHERE `ScriptName`='spell_sapphiron_frost_breath';
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@@ -1003,20 +1003,6 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist);
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}
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bool WorldObject::IsWithinLOSInMap(const WorldObject* obj, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!IsInMap(obj))
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return false;
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float x, y, z;
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if (obj->GetTypeId() == TYPEID_PLAYER)
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obj->GetPosition(x, y, z);
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else
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obj->GetHitSpherePointFor(GetPosition(), x, y, z);
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return IsWithinLOS(x, y, z, ignoreFlags);
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}
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float WorldObject::GetDistance(const WorldObject* obj) const
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{
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float d = GetExactDist(obj) - GetCombatReach() - obj->GetCombatReach();
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@@ -1091,12 +1077,17 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
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return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
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}
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bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags) const
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ());
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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}
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bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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/*float x, y, z;
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GetPosition(x, y, z);
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VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
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return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
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if (IsInWorld())
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{
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float x, y, z;
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@@ -1105,19 +1096,24 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
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else
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GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
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return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, ignoreFlags);
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return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, checks, ignoreFlags);
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}
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return true;
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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bool WorldObject::IsWithinLOSInMap(const WorldObject* obj, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ());
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
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if (!IsInMap(obj))
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return false;
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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float x, y, z;
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if (obj->GetTypeId() == TYPEID_PLAYER)
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obj->GetPosition(x, y, z);
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else
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obj->GetHitSpherePointFor(GetPosition(), x, y, z);
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return IsWithinLOS(x, y, z, checks, ignoreFlags);
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}
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
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@@ -448,8 +448,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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// use only if you will sure about placing both object at same map
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool incOwnRadius = true, bool incTargetRadius = true) const;
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bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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Position GetHitSpherePointFor(Position const& dest) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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@@ -3040,10 +3040,15 @@ float Map::GetWaterLevel(PhaseShift const& phaseShift, float x, float y)
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return 0;
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}
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bool Map::isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, VMAP::ModelIgnoreFlags ignoreFlags) const
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bool Map::isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(PhasingHandler::GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2, ignoreFlags)
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&& _dynamicTree.isInLineOfSight({ x1, y1, z1 }, { x2, y2, z2 }, phaseShift);
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if ((checks & LINEOFSIGHT_CHECK_VMAP)
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&& !VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(PhasingHandler::GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2, ignoreFlags))
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return false;
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if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT)
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&& !_dynamicTree.isInLineOfSight({ x1, y1, z1 }, { x2, y2, z2 }, phaseShift))
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return false;
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return true;
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}
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bool Map::getObjectHitPos(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
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@@ -526,7 +526,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
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float GetWaterOrGroundLevel(PhaseShift const& phaseShift, float x, float y, float z, float* ground = nullptr, bool swim = false);
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float GetHeight(PhaseShift const& phaseShift, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH);
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bool isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, VMAP::ModelIgnoreFlags ignoreFlags) const;
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bool isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
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void Balance() { _dynamicTree.balance(); }
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void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
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void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
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@@ -5486,6 +5486,14 @@ enum CharterTypes
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ARENA_TEAM_CHARTER_5v5_TYPE = 5
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};
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enum LineOfSightChecks : uint8
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{
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LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
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LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data
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LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT)
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};
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enum TokenResult
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{
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TOKEN_RESULT_SUCCESS = 0,
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@@ -1940,7 +1940,7 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
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if (Unit* unit = (*itr)->ToUnit())
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{
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uint32 deficit = unit->GetMaxHealth() - unit->GetHealth();
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if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::M2))
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if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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{
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foundItr = itr;
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maxHPDeficit = deficit;
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@@ -1955,10 +1955,10 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
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{
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if (foundItr == tempTargets.end())
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{
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if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
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if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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foundItr = itr;
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}
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else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
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else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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foundItr = itr;
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}
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}
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@@ -5090,7 +5090,7 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
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if (DynamicObject* dynObj = m_caster->GetDynObject(m_triggeredByAuraSpell->Id))
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losTarget = dynObj;
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if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !target->IsWithinLOSInMap(losTarget, VMAP::ModelIgnoreFlags::M2))
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if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !target->IsWithinLOSInMap(losTarget, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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return SPELL_FAILED_LINE_OF_SIGHT;
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}
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}
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@@ -5102,7 +5102,7 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
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float x, y, z;
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m_targets.GetDstPos()->GetPosition(x, y, z);
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if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !m_caster->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2))
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if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !m_caster->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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return SPELL_FAILED_LINE_OF_SIGHT;
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}
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@@ -7061,7 +7061,7 @@ bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const* effect,
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{
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if (!m_targets.GetCorpseTargetGUID())
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{
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if (target->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
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if (target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
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return true;
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return false;
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@@ -7077,7 +7077,7 @@ bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const* effect,
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if (!corpse->HasDynamicFlag(CORPSE_DYNFLAG_LOOTABLE))
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return false;
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if (!corpse->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2))
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if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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return false;
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break;
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@@ -7085,7 +7085,7 @@ bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const* effect,
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default:
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{
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if (losPosition)
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return target->IsWithinLOS(losPosition->GetPositionX(), losPosition->GetPositionY(), losPosition->GetPositionZ(), VMAP::ModelIgnoreFlags::M2);
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return target->IsWithinLOS(losPosition->GetPositionX(), losPosition->GetPositionY(), losPosition->GetPositionZ(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2);
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else
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{
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// Get GO cast coordinates if original caster -> GO
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@@ -7094,7 +7094,7 @@ bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const* effect,
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caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
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if (!caster)
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caster = m_caster;
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if (target != m_caster && !target->IsWithinLOSInMap(caster, VMAP::ModelIgnoreFlags::M2))
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if (target != m_caster && !target->IsWithinLOSInMap(caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
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return false;
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}
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}
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@@ -1496,6 +1496,9 @@ void World::LoadConfigSettings(bool reload)
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m_bool_configs[CONFIG_CREATURE_CHECK_INVALID_POSITION] = sConfigMgr->GetBoolDefault("Creature.CheckInvalidPosition", false);
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m_bool_configs[CONFIG_GAME_OBJECT_CHECK_INVALID_POSITION] = sConfigMgr->GetBoolDefault("GameObject.CheckInvalidPosition", false);
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// Whether to use LoS from game objects
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m_bool_configs[CONFIG_CHECK_GOBJECT_LOS] = sConfigMgr->GetBoolDefault("CheckGameObjectLoS", true);
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// call ScriptMgr if we're reloading the configuration
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if (reload)
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sScriptMgr->OnConfigLoad(reload);
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@@ -192,6 +192,7 @@ enum WorldBoolConfigs
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CONFIG_CACHE_DATA_QUERIES,
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CONFIG_CREATURE_CHECK_INVALID_POSITION,
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CONFIG_GAME_OBJECT_CHECK_INVALID_POSITION,
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CONFIG_CHECK_GOBJECT_LOS,
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BOOL_CONFIG_VALUE_COUNT
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};
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@@ -1055,8 +1055,15 @@ public:
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static bool HandleDebugLoSCommand(ChatHandler* handler, char const* /*args*/)
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{
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if (Unit* unit = handler->getSelectedUnit())
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handler->PSendSysMessage("Unit %s (%s) is %sin LoS", unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), handler->GetSession()->GetPlayer()->IsWithinLOSInMap(unit) ? "" : "not ");
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return true;
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{
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Player* player = handler->GetSession()->GetPlayer();
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handler->PSendSysMessage("Checking LoS %s -> %s:", player->GetName().c_str(), unit->GetName().c_str());
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handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
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handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_GOBJECT) ? "clear" : "obstructed");
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handler->PSendSysMessage("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
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return true;
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}
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return false;
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}
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static bool HandleDebugSetAuraStateCommand(ChatHandler* handler, char const* args)
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@@ -344,6 +344,7 @@ class boss_sapphiron : public CreatureScript
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case EVENT_EXPLOSION:
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DoCastAOE(SPELL_FROST_BREATH);
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DoCastAOE(SPELL_FROST_BREATH_ANTICHEAT);
|
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instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_ICEBOLT);
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events.ScheduleEvent(EVENT_LAND, Seconds(3) + Milliseconds(500), 0, PHASE_FLIGHT);
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return;
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case EVENT_LAND:
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@@ -508,81 +509,6 @@ class spell_sapphiron_icebolt : public SpellScriptLoader
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}
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};
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// @hack Hello, developer from the future! How has your day been?
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// Anyway, this is, as you can undoubtedly see, a hack to emulate line of sight checks on a spell that abides line of sight anyway.
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// In the current core, line of sight is not properly checked for people standing behind an ice block. This is not a good thing and kills people.
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// Thus, we have this hack to check for ice block LoS in a "safe" way. Kind of. It's inaccurate, but in a good way (tends to save people when it shouldn't in edge cases).
|
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// If LoS handling is better in whatever the current revision is when you read this, please get rid of the hack. Thanks!
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class spell_sapphiron_frost_breath : public SpellScriptLoader
|
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{
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public:
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spell_sapphiron_frost_breath() : SpellScriptLoader("spell_sapphiron_frost_breath") { }
|
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|
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class spell_sapphiron_frost_breath_SpellScript : public SpellScript
|
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{
|
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PrepareSpellScript(spell_sapphiron_frost_breath_SpellScript);
|
||||
|
||||
bool Validate(SpellInfo const* /*spell*/) override
|
||||
{
|
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return ValidateSpellInfo({ SPELL_FROST_BREATH });
|
||||
}
|
||||
|
||||
void HandleTargets(std::list<WorldObject*>& targetList)
|
||||
{
|
||||
std::list<GameObject*> blocks;
|
||||
if (GetCaster())
|
||||
GetCaster()->GetGameObjectListWithEntryInGrid(blocks, GO_ICEBLOCK, 200.0f);
|
||||
|
||||
std::vector<Unit*> toRemove;
|
||||
toRemove.reserve(3);
|
||||
std::list<WorldObject*>::iterator it = targetList.begin();
|
||||
while (it != targetList.end())
|
||||
{
|
||||
Unit* target = (*it)->ToUnit();
|
||||
if (!target)
|
||||
{
|
||||
it = targetList.erase(it);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (target->HasAura(SPELL_ICEBOLT))
|
||||
{
|
||||
it = targetList.erase(it);
|
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toRemove.push_back(target);
|
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continue;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
for (GameObject* block : blocks)
|
||||
if (block->IsInBetween(GetCaster(), target, 2.0f) && GetCaster()->GetExactDist2d(block) + 5 >= GetCaster()->GetExactDist2d(target))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
if (found)
|
||||
{
|
||||
it = targetList.erase(it);
|
||||
continue;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
for (Unit* block : toRemove)
|
||||
block->RemoveAura(SPELL_ICEBOLT);
|
||||
}
|
||||
|
||||
void Register() override
|
||||
{
|
||||
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_sapphiron_frost_breath_SpellScript::HandleTargets, EFFECT_0, TARGET_UNIT_DEST_AREA_ENEMY);
|
||||
}
|
||||
};
|
||||
|
||||
SpellScript* GetSpellScript() const override
|
||||
{
|
||||
return new spell_sapphiron_frost_breath_SpellScript();
|
||||
}
|
||||
};
|
||||
|
||||
class spell_sapphiron_summon_blizzard : public SpellScriptLoader
|
||||
{
|
||||
public:
|
||||
@@ -644,7 +570,6 @@ void AddSC_boss_sapphiron()
|
||||
new go_sapphiron_birth();
|
||||
new spell_sapphiron_change_blizzard_target();
|
||||
new spell_sapphiron_icebolt();
|
||||
new spell_sapphiron_frost_breath();
|
||||
new spell_sapphiron_summon_blizzard();
|
||||
new achievement_the_hundred_club();
|
||||
}
|
||||
|
||||
@@ -435,6 +435,15 @@ vmap.enableIndoorCheck = 1
|
||||
|
||||
DetectPosCollision = 1
|
||||
|
||||
#
|
||||
# CheckGameObjectLoS
|
||||
# Description: Include dynamic game objects (doors, chests etc.) in line of sight checks.
|
||||
# This increases CPU usage somewhat.
|
||||
# Default: 1 - (Enabled)
|
||||
# 0 - (Disabled, may break some boss encounters)
|
||||
|
||||
CheckGameObjectLoS = 1
|
||||
|
||||
#
|
||||
# TargetPosRecalculateRange
|
||||
# Description: Max distance from movement target point (+moving unit size) and targeted
|
||||
|
||||
Reference in New Issue
Block a user