Commit graph

16 commits

Author SHA1 Message Date
Kitzunu
dbc0ff6554
refactor(Core): sort #includes alphabetically (#4579) 2021-02-24 22:34:42 +01:00
Kitzunu
82eb8b44d1
refactor(Core/Spell): Pascal Case some SpellEntry types (#4432) 2021-02-08 19:01:37 -05:00
Yehonal
c8f43d8584
feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning
Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.)
Implemented backwards movement
Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling)
Fixed random position of summoned minions
Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman

Swimming creatures
Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level
Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level.
Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code
UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater
Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim.

Walking creatures
Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps
improve Z height in certain conditions (see #4205, #4203, #4247 )

Flying creatures
Rewriting of the hover system
Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc.
Spells
LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords.
Improved position for object/creature spawned via spells
Improved checks for Fleeing movements (fear spells)

Other improvements
Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.)
Improved raycast and collision checks

Co-authored-by: Footman <p.alexej@freenet.de>
Co-authored-by: Helias <stefanoborzi32@gmail.com>
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
2021-02-01 01:34:27 +01:00
Stefano Borzì
df600f9946
fix(Core/CreatureAI): revert NPC repositioning and path system (temporarily) (#4274) 2021-01-14 19:17:34 +01:00
Stefano Borzì
b2761626fe
feat(Core/CreatureAI): improve npc position during the combat (#3369)
+ tangent equation to find correct angle and distance when moving

+ implemented proper backward

* Improved performance + random angle margin

* chore: add tollerance calculation in instance

* improved LOS checks with movements

* implemented collisions using raycast (imported by TC)

+ improved collision detection for CanReachPositionAndGetCoords

+ improved collision check

+ set correct flags for the backward movement

+ first implementation of slope angle (to improve)

Co-authored-by: Yehonal <yehonal.azeroth@gmail.com>
2021-01-04 20:23:08 +01:00
Kargatum
a2b26272d2
refactor(Core/Game): restyle game lib with astyle (#3466) 2020-10-12 10:08:15 +02:00
Francesco Borzì
b61ae8abcd
fix(Core/Misc): all GCC warnings (#3457) 2020-09-14 17:31:12 +02:00
Kitzunu
1f89282b22
refactor(Core): NULL -> nullptr (#3275)
* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
2020-08-31 11:55:09 +02:00
Yehonal
7fba8b910f
fix(#2147): enrage and some false-negative spells (#3153)
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
2020-08-18 11:10:43 +02:00
Kitzunu
8b9cec620d
refactor(Core/SpellInfo): Positive/Negative spells from SpellFamilyName into DB (#3149)
* Implement SPELL_ATTR0_CU_POSITIVE_EFF0

* Implement SPELL_ATTR0_CU_POSITIVE_EFF1

* Implement SPELL_ATTR0_CU_POSITIVE_EFF2

* Move SpellFamilyName spells into DB to define if they are POSITIVE or NEGATIVE spells

* Rename column from entry to spell_id to make more sense
2020-08-16 13:25:26 +02:00
Shard
82d53bf316 fix(Core/SpellInfo): Magmadar's Enrage dispel fix (#2146)
Putting the Magmadar's Enrage spell as a Buff to make it dispellable.
2019-08-10 11:06:52 +02:00
Nefertumm
dd300003e2 Update license links (#783) 2018-03-12 10:54:57 +01:00
Yehonal
17332304fd Using TC structure allowing easier patches importing 2017-12-21 00:20:29 +01:00
Yehonal
b0c8eceb08 Refactoring part 2 [W.I.P] 2016-08-12 02:38:26 +02:00
Yehonal
f6eefedcd5 converted all tabs to 4 spaces 2016-06-26 19:23:57 +02:00
Yehonal
e8e94a0a66 First Commit
For Azeroth!
2016-06-26 10:39:44 +02:00