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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>
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@@ -9,6 +9,27 @@
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#include "Define.h"
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#define CONTACT_DISTANCE 0.5f
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#define INTERACTION_DISTANCE 5.5f
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#define ATTACK_DISTANCE 5.0f
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#define MAX_SEARCHER_DISTANCE 150.0f // pussywizard: replace the use of MAX_VISIBILITY_DISTANCE in searchers, because MAX_VISIBILITY_DISTANCE is quite too big for this purpose
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#define MAX_VISIBILITY_DISTANCE 250.0f // max distance for visible objects, experimental
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#define VISIBILITY_INC_FOR_GOBJECTS 30.0f // pussywizard
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#define VISIBILITY_COMPENSATION 15.0f // increase searchers
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#define SPELL_SEARCHER_COMPENSATION 30.0f // increase searchers size in case we have large npc near cell border
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#define VISIBILITY_DIST_WINTERGRASP 175.0f
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#define SIGHT_RANGE_UNIT 50.0f
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#define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents
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#define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
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#define DEFAULT_VISIBILITY_BGARENAS 150.0f // default visible distance in BG/Arenas, 150 yards
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#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
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#define DEFAULT_COMBAT_REACH 1.5f
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#define MIN_MELEE_REACH 2.0f
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#define NOMINAL_MELEE_RANGE 5.0f
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#define MELEE_RANGE (NOMINAL_MELEE_RANGE - MIN_MELEE_REACH * 2) //center to center for players
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#define DEFAULT_COLLISION_HEIGHT 2.03128f // Most common value in dbc
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enum HighGuid
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{
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HIGHGUID_ITEM = 0x4000, // blizz 4000
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