and again, with help from ai slop machine

This commit is contained in:
Flerp 2025-10-31 07:08:09 -07:00
parent ba8018c0ce
commit a5a4636ac9

View File

@ -10,12 +10,14 @@
#include <list>
#include <limits>
#include <cstdint>
#include <cmath>
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 float MIN_RETELEPORT_DIST = 8.0f;
static constexpr float MIN_COORD_DELTA = 6.0f;
static constexpr uint32 RECHECK_DELAY_MS = 3000;
static const std::vector<uint32> kVeinEntries = {
@ -27,7 +29,13 @@ static const std::vector<uint32> kVeinEntries = {
189978,189979,189980,189981,195036,
};
static GameObject* FindNearestReadyVeinScan(Player* player, float maxRange, uint64 guidToExclude, float minDistance)
static inline float Dist3(float ax, float ay, float az, float bx, float by, float bz)
{
const float dx = ax - bx, dy = ay - by, dz = az - bz;
return std::sqrt(dx*dx + dy*dy + dz*dz);
}
static GameObject* FindNearestReadyVeinScan(Player* player, float maxRange, float minDistanceFromPlayer, float excludeX, float excludeY, float excludeZ, float excludeRadius)
{
GameObject* nearest = nullptr;
float nearestDist = std::numeric_limits<float>::infinity();
@ -40,15 +48,22 @@ static GameObject* FindNearestReadyVeinScan(Player* player, float maxRange, uint
{
if (!go || !go->IsInWorld())
continue;
if (guidToExclude && go->GetGUID().GetRawValue() == guidToExclude)
continue;
if (go->getLootState() != LootState::GO_READY)
continue;
if (go->GetGoState() != GOState::GO_STATE_READY)
continue;
float d = player->GetDistance(go);
if (d < minDistance)
const float gx = go->GetPositionX();
const float gy = go->GetPositionY();
const float gz = go->GetPositionZ();
if (excludeRadius > 0.0f && Dist3(gx, gy, gz, excludeX, excludeY, excludeZ) < excludeRadius)
continue;
float d = player->GetDistance(go);
if (d < minDistanceFromPlayer)
continue;
if (d <= maxRange && d < nearestDist)
{
nearest = go;
@ -63,15 +78,15 @@ static GameObject* FindNearestReadyVeinScan(Player* player, float maxRange, uint
class TeleNodeRecheckEvent : public BasicEvent
{
public:
TeleNodeRecheckEvent(Player* player, uint64 lastNodeGuidRaw)
: _player(player), _lastNodeGuidRaw(lastNodeGuidRaw) { }
TeleNodeRecheckEvent(Player* player, float lastX, float lastY, float lastZ)
: _player(player), _lastX(lastX), _lastY(lastY), _lastZ(lastZ) { }
bool Execute(uint64, uint32) override
{
if (!_player || !_player->IsInWorld())
return true;
if (GameObject* node = FindNearestReadyVeinScan(_player, TELEPORT_DISTANCE, _lastNodeGuidRaw, MIN_RETELEPORT_DIST))
if (GameObject* node = FindNearestReadyVeinScan(_player, TELEPORT_DISTANCE, MIN_RETELEPORT_DIST, _lastX, _lastY, _lastZ, MIN_COORD_DELTA))
{
_player->TeleportTo(
node->GetMapId(),
@ -86,7 +101,7 @@ public:
private:
Player* _player;
uint64 _lastNodeGuidRaw;
float _lastX, _lastY, _lastZ;
};
static bool DoTeleNode(Player* player)
@ -100,20 +115,24 @@ static bool DoTeleNode(Player* player)
return true;
}
if (GameObject* node = FindNearestReadyVeinScan(player, TELEPORT_DISTANCE, 0, 0.0f))
if (GameObject* node = FindNearestReadyVeinScan(player, TELEPORT_DISTANCE, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f))
{
uint64 lastGuid = node->GetGUID().GetRawValue();
const float nx = node->GetPositionX();
const float ny = node->GetPositionY();
const float nz = node->GetPositionZ();
player->TeleportTo(
node->GetMapId(),
node->GetPositionX(),
node->GetPositionY(),
node->GetPositionZ() + Z_BUMP,
nx,
ny,
nz + Z_BUMP,
node->GetOrientation()
);
player->m_Events.AddEvent(new TeleNodeRecheckEvent(player, lastGuid),
player->m_Events.CalculateTime(RECHECK_DELAY_MS));
player->m_Events.AddEvent(
new TeleNodeRecheckEvent(player, nx, ny, nz),
player->m_Events.CalculateTime(RECHECK_DELAY_MS)
);
}
else
{