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