Attempting a manual coord refresh 3 seconds after teleport
This commit is contained in:
parent
b1c6fabaec
commit
161d29515d
@ -4,9 +4,9 @@
|
||||
#include "ChatCommand.h"
|
||||
#include "Player.h"
|
||||
#include "GameObject.h"
|
||||
#include "BasicEvent.h"
|
||||
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <limits>
|
||||
#include <cstdint>
|
||||
|
||||
@ -15,6 +15,7 @@ using namespace Acore::ChatCommands;
|
||||
static constexpr float TELEPORT_DISTANCE = 250.0f;
|
||||
static constexpr float Z_BUMP = 1.5f;
|
||||
static constexpr float MIN_RETELEPORT_DIST = 1.0f;
|
||||
static constexpr uint32 RECHECK_DELAY_MS = 3000;
|
||||
|
||||
static const std::vector<uint32> kVeinEntries = {
|
||||
324,1610,1667,1731,1732,1733,1734,2054,2055,3763,3764,19903,
|
||||
@ -25,33 +26,21 @@ static const std::vector<uint32> kVeinEntries = {
|
||||
189978,189979,189980,189981,195036,
|
||||
};
|
||||
|
||||
static std::unordered_map<uint64, uint64> s_lastNodeByPlayer;
|
||||
|
||||
static GameObject* FindNearestReadyVein(Player* player, float maxRange, float minDistanceFromPlayer)
|
||||
static GameObject* FindNearestReadyVein(Player* player, float maxRange)
|
||||
{
|
||||
GameObject* nearest = nullptr;
|
||||
float nearestDist = std::numeric_limits<float>::infinity();
|
||||
uint64 lastNode = 0;
|
||||
if (auto it = s_lastNodeByPlayer.find(player->GetGUID().GetRawValue()); it != s_lastNodeByPlayer.end())
|
||||
lastNode = it->second;
|
||||
|
||||
for (uint32 entry : kVeinEntries)
|
||||
{
|
||||
if (GameObject* go = player->FindNearestGameObject(entry, maxRange))
|
||||
{
|
||||
if (go->GetGUID().GetRawValue() == lastNode)
|
||||
continue;
|
||||
|
||||
if (go->getLootState() != LootState::GO_READY)
|
||||
continue;
|
||||
|
||||
if (go->GetGoState() != GOState::GO_STATE_READY)
|
||||
continue;
|
||||
|
||||
float d = player->GetDistance(go);
|
||||
if (d < minDistanceFromPlayer)
|
||||
continue;
|
||||
|
||||
if (d <= maxRange && d < nearestDist)
|
||||
{
|
||||
nearest = go;
|
||||
@ -62,6 +51,41 @@ static GameObject* FindNearestReadyVein(Player* player, float maxRange, float mi
|
||||
return nearest;
|
||||
}
|
||||
|
||||
class TeleNodeRecheckEvent : public BasicEvent
|
||||
{
|
||||
public:
|
||||
TeleNodeRecheckEvent(Player* player, uint64 lastNodeGuidRaw)
|
||||
: _player(player), _lastNodeGuidRaw(lastNodeGuidRaw) { }
|
||||
|
||||
bool Execute(uint64 /*time*/, uint32 /*diff*/) override
|
||||
{
|
||||
if (!_player || !_player->IsInWorld())
|
||||
return true;
|
||||
|
||||
if (GameObject* node = FindNearestReadyVein(_player, TELEPORT_DISTANCE))
|
||||
{
|
||||
if (node->GetGUID().GetRawValue() != _lastNodeGuidRaw)
|
||||
{
|
||||
if (_player->GetDistance(node) >= MIN_RETELEPORT_DIST)
|
||||
{
|
||||
_player->TeleportTo(
|
||||
node->GetMapId(),
|
||||
node->GetPositionX(),
|
||||
node->GetPositionY(),
|
||||
node->GetPositionZ() + Z_BUMP,
|
||||
node->GetOrientation()
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
Player* _player;
|
||||
uint64 _lastNodeGuidRaw;
|
||||
};
|
||||
|
||||
static bool DoTeleNode(Player* player)
|
||||
{
|
||||
if (!player)
|
||||
@ -73,9 +97,10 @@ static bool DoTeleNode(Player* player)
|
||||
return true;
|
||||
}
|
||||
|
||||
if (GameObject* node = FindNearestReadyVein(player, TELEPORT_DISTANCE, MIN_RETELEPORT_DIST))
|
||||
if (GameObject* node = FindNearestReadyVein(player, TELEPORT_DISTANCE))
|
||||
{
|
||||
s_lastNodeByPlayer[player->GetGUID().GetRawValue()] = node->GetGUID().GetRawValue();
|
||||
uint64 lastGuid = node->GetGUID().GetRawValue();
|
||||
|
||||
player->TeleportTo(
|
||||
node->GetMapId(),
|
||||
node->GetPositionX(),
|
||||
@ -83,6 +108,9 @@ static bool DoTeleNode(Player* player)
|
||||
node->GetPositionZ() + Z_BUMP,
|
||||
node->GetOrientation()
|
||||
);
|
||||
|
||||
player->m_Events.AddEvent(new TeleNodeRecheckEvent(player, lastGuid),
|
||||
player->m_Events.CalculateTime(RECHECK_DELAY_MS));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user