Core/RestState: Check area trigger radius instead of 1.0f distance
Closes #15016 Closes #15052 Signed-off-by: jackpoz <[email protected]> (cherry picked from commit 12931f4762d2592e4b28c6e6bf137b3348230c45) Conflicts: src/server/game/Entities/Player/Player.h src/server/game/Handlers/MiscHandler.cpp
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@@ -98,6 +98,34 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
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}
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}
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bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const
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{
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// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
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double rotation = 2 * M_PI - center.GetOrientation();
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double sinVal = std::sin(rotation);
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double cosVal = std::cos(rotation);
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float BoxDistX = GetPositionX() - center.GetPositionX();
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float BoxDistY = GetPositionY() - center.GetPositionY();
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float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY*sinVal);
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float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX*sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = GetPositionZ() - center.GetPositionZ();
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float dx = rotX - center.GetPositionX();
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float dy = rotY - center.GetPositionY();
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if ((std::fabs(dx) > xradius) ||
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(std::fabs(dy) > yradius) ||
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(std::fabs(dz) > zradius))
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return false;
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return true;
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}
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bool Position::HasInArc(float arc, const Position* obj, float border) const
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{
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// always have self in arc
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@@ -195,6 +195,7 @@ public:
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return GetExactDistSq(pos) < dist * dist;
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}
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bool IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const;
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bool HasInArc(float arcangle, Position const* pos, float border = 2.0f) const;
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bool HasInLine(Position const* pos, float width) const;
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std::string ToString() const;
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@@ -635,10 +635,7 @@ Player::Player(WorldSession* session) : Unit(true)
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////////////////////Rest System/////////////////////
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time_inn_enter = 0;
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inn_pos_mapid = 0;
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inn_pos_x = 0.0f;
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inn_pos_y = 0.0f;
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inn_pos_z = 0.0f;
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inn_triggerId = 0;
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m_rest_bonus = 0;
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rest_type = REST_TYPE_NO;
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////////////////////Rest System/////////////////////
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@@ -1597,6 +1594,17 @@ void Player::Update(uint32 p_time)
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{
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if (p_time >= m_zoneUpdateTimer)
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{
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// On zone update tick check if we are still in an inn if we are supposed to be in one
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if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_TAVERN)
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{
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AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(GetInnTriggerId());
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if (!atEntry || !IsInAreaTriggerRadius(atEntry))
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{
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RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
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SetRestType(REST_TYPE_NO);
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}
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}
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uint32 newzone, newarea;
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GetZoneAndAreaId(newzone, newarea);
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@@ -1787,12 +1795,9 @@ void Player::setDeathState(DeathState s)
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SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
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}
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void Player::InnEnter(time_t time, uint32 mapid, float x, float y, float z)
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void Player::InnEnter(time_t time, uint32 triggerId)
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{
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inn_pos_mapid = mapid;
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inn_pos_x = x;
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inn_pos_y = y;
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inn_pos_z = z;
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inn_triggerId = triggerId;
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time_inn_enter = time;
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}
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@@ -2573,6 +2578,28 @@ void Player::SetInWater(bool apply)
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getHostileRefManager().updateThreatTables();
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}
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bool Player::IsInAreaTriggerRadius(const AreaTriggerEntry* trigger) const
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{
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if (!trigger || GetMapId() != trigger->MapID)
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return false;
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if (trigger->Radius > 0.f)
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{
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// if we have radius check it
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float dist = GetDistance(trigger->Pos.X, trigger->Pos.Y, trigger->Pos.Z);
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if (dist > trigger->Radius)
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return false;
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}
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else
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{
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Position center(trigger->Pos.X, trigger->Pos.Y, trigger->Pos.Z, trigger->BoxYaw);
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if (!IsWithinBox(center, trigger->BoxLength / 2.f, trigger->BoxWidth / 2.f, trigger->BoxHeight / 2.f))
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return false;
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}
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return true;
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}
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void Player::SetGameMaster(bool on)
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{
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if (on)
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@@ -7214,7 +7241,7 @@ void Player::UpdateArea(uint32 newArea)
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{
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SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
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SetRestType(REST_TYPE_IN_FACTION_AREA);
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InnEnter(time(0), GetMapId(), 0, 0, 0);
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InnEnter(time(nullptr), 0);
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}
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else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_FACTION_AREA)
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{
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@@ -7293,7 +7320,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
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{
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SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
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SetRestType(REST_TYPE_IN_CITY);
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InnEnter(time(0), GetMapId(), 0, 0, 0);
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InnEnter(time(nullptr), 0);
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}
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pvpInfo.IsInNoPvPArea = true;
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}
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@@ -7303,8 +7330,10 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
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{
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if (GetRestType() == REST_TYPE_IN_TAVERN) // Still inside a tavern or has recently left
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{
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// Remove rest state if we have recently left a tavern.
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if (GetMapId() != GetInnPosMapId() || GetExactDist(GetInnPosX(), GetInnPosY(), GetInnPosZ()) > 1.0f)
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// check that we are still inside the tavern (in areatrigger radius)
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AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(GetInnTriggerId());
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if (!atEntry || !IsInAreaTriggerRadius(atEntry))
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{
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RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
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SetRestType(REST_TYPE_NO);
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@@ -1306,6 +1306,7 @@ class Player : public Unit, public GridObject<Player>
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bool IsInWater() const override { return m_isInWater; }
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bool IsUnderWater() const override;
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bool IsInAreaTriggerRadius(const AreaTriggerEntry* trigger) const;
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void SendInitialPacketsBeforeAddToMap();
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void SendInitialPacketsAfterAddToMap();
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@@ -1367,7 +1368,7 @@ class Player : public Unit, public GridObject<Player>
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void setDeathState(DeathState s) override; // overwrite Unit::setDeathState
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void InnEnter(time_t time, uint32 mapid, float x, float y, float z);
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void InnEnter(time_t time, uint32 triggerId);
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float GetRestBonus() const { return m_rest_bonus; }
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void SetRestBonus(float rest_bonus_new);
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@@ -1375,10 +1376,7 @@ class Player : public Unit, public GridObject<Player>
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RestType GetRestType() const { return rest_type; }
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void SetRestType(RestType n_r_type) { rest_type = n_r_type; }
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uint32 GetInnPosMapId() const { return inn_pos_mapid; }
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float GetInnPosX() const { return inn_pos_x; }
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float GetInnPosY() const { return inn_pos_y; }
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float GetInnPosZ() const { return inn_pos_z; }
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uint32 GetInnTriggerId() const { return inn_triggerId; }
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time_t GetTimeInnEnter() const { return time_inn_enter; }
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void UpdateInnerTime (time_t time) { time_inn_enter = time; }
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@@ -2823,10 +2821,7 @@ class Player : public Unit, public GridObject<Player>
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////////////////////Rest System/////////////////////
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time_t time_inn_enter;
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uint32 inn_pos_mapid;
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float inn_pos_x;
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float inn_pos_y;
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float inn_pos_z;
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uint32 inn_triggerId;
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float m_rest_bonus;
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RestType rest_type;
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////////////////////Rest System/////////////////////
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@@ -471,59 +471,13 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPackets::Misc::AreaTrigger& pack
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return;
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}
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if (player->GetMapId() != atEntry->MapID)
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if (!player->IsInAreaTriggerRadius(atEntry))
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{
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TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' (%s) too far (trigger map: %u player map: %u), ignore Area Trigger ID: %u",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), atEntry->MapID, player->GetMapId(), packet.AreaTriggerID);
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TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' (%s) too far, ignore Area Trigger ID: %u",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), packet.AreaTriggerID);
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return;
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}
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// delta is safe radius
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const float delta = 5.0f;
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if (atEntry->Radius > 0)
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{
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// if we have radius check it
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float dist = player->GetDistance(atEntry->Pos.X, atEntry->Pos.Y, atEntry->Pos.Z);
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if (dist > atEntry->Radius + delta)
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{
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TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' (%s) too far (radius: %f distance: %f), ignore Area Trigger ID: %u",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), atEntry->Radius, dist, packet.AreaTriggerID);
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return;
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}
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}
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else
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{
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// we have only extent
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// rotate the players position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360°, keep in mind that ingame orientation is counter-clockwise
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double rotation = 2 * M_PI - atEntry->BoxYaw;
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double sinVal = std::sin(rotation);
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double cosVal = std::cos(rotation);
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float playerBoxDistX = player->GetPositionX() - atEntry->Pos.X;
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float playerBoxDistY = player->GetPositionY() - atEntry->Pos.Y;
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float rotPlayerX = float(atEntry->Pos.X + playerBoxDistX * cosVal - playerBoxDistY*sinVal);
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float rotPlayerY = float(atEntry->Pos.Y + playerBoxDistY * cosVal + playerBoxDistX*sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = player->GetPositionZ() - atEntry->Pos.Z;
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float dx = rotPlayerX - atEntry->Pos.X;
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float dy = rotPlayerY - atEntry->Pos.Y;
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if ((std::fabs(dx) > atEntry->BoxLength / 2 + delta) ||
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(std::fabs(dy) > atEntry->BoxWidth / 2 + delta) ||
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(std::fabs(dz) > atEntry->BoxHeight / 2 + delta))
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{
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TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' (%s) too far (1/2 box X: %f 1/2 box Y: %f 1/2 box Z: %f rotatedPlayerX: %f rotatedPlayerY: %f dZ:%f), ignore Area Trigger ID: %u",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), atEntry->BoxLength / 2, atEntry->BoxWidth / 2, atEntry->BoxHeight / 2, rotPlayerX, rotPlayerY, dz, packet.AreaTriggerID);
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return;
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}
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}
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if (player->isDebugAreaTriggers)
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ChatHandler(player->GetSession()).PSendSysMessage(packet.Entered ? LANG_DEBUG_AREATRIGGER_ENTERED : LANG_DEBUG_AREATRIGGER_LEFT, packet.AreaTriggerID);
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@@ -556,7 +510,7 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPackets::Misc::AreaTrigger& pack
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{
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// set resting flag we are in the inn
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player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
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player->InnEnter(time(NULL), atEntry->MapID, atEntry->Pos.X, atEntry->Pos.Y, atEntry->Pos.Z);
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player->InnEnter(time(nullptr), atEntry->ID);
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player->SetRestType(REST_TYPE_IN_TAVERN);
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if (sWorld->IsFFAPvPRealm())
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