Core/Object: Bump hover delta handling on nearpoints downstack into GetNearPoint2D (from movement generators); functionality should be unchanged
(cherry picked from commit ebc96af6bb784819ba8824ac390864ae9ba12351)
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@@ -2972,20 +2972,40 @@ void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearc
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Cell::VisitWorldObjects(this, searcher, maxSearchRange);
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}
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void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const
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void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance2d, float absAngle) const
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{
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x = GetPositionX() + (GetCombatReach() + distance2d) * std::cos(absAngle);
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y = GetPositionY() + (GetCombatReach() + distance2d) * std::sin(absAngle);
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float effectiveReach = GetCombatReach();
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if (searcher)
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{
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effectiveReach += searcher->GetCombatReach();
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if (this != searcher)
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{
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float myHover = 0.0f, searcherHover = 0.0f;
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if (Unit const* unit = ToUnit())
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myHover = unit->GetHoverOffset();
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if (Unit const* searchUnit = searcher->ToUnit())
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searcherHover = searchUnit->GetHoverOffset();
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float hoverDelta = myHover - searcherHover;
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if (hoverDelta != 0.0f)
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effectiveReach = std::sqrt(effectiveReach * effectiveReach - hoverDelta * hoverDelta);
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}
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}
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x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle);
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y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle);
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Trinity::NormalizeMapCoord(x);
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Trinity::NormalizeMapCoord(y);
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}
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const
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{
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GetNearPoint2D(x, y, distance2d+searcher_size, absAngle);
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GetNearPoint2D(searcher, x, y, distance2d, absAngle);
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z = GetPositionZ();
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(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
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// if detection disabled, return first point
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@@ -3004,7 +3024,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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// loop in a circle to look for a point in LoS using small steps
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for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
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{
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GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
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GetNearPoint2D(searcher, x, y, distance2d, absAngle + angle);
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z = GetPositionZ();
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(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
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if (IsWithinLOS(x, y, z))
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@@ -3017,10 +3037,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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z = first_z;
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}
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
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{
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// angle calculated from current orientation
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GetNearPoint(nullptr, x, y, z, size, distance2d, GetOrientation() + angle);
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GetNearPoint(nullptr, x, y, z, distance2d+size, GetOrientation() + relAngle);
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}
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Position WorldObject::GetNearPosition(float dist, float angle)
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@@ -3047,7 +3067,7 @@ Position WorldObject::GetRandomNearPosition(float radius)
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void WorldObject::GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d /*= CONTACT_DISTANCE*/) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj, x, y, z, obj->GetCombatReach(), distance2d, GetAbsoluteAngle(obj));
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GetNearPoint(obj, x, y, z, distance2d, GetAbsoluteAngle(obj));
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}
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void WorldObject::MovePosition(Position &pos, float dist, float angle)
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