reverting change as ai slop led me astray
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@ -4,17 +4,17 @@
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#include "ChatCommand.h"
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#include "Player.h"
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#include "GameObject.h"
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#include "ObjectAccessor.h"
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#include "Timer.h"
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#include <vector>
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#include <unordered_map>
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#include <limits>
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#include <cstdint>
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using namespace Acore::ChatCommands;
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static constexpr float TELEPORT_DISTANCE = 250.0f;
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static constexpr float Z_BUMP = 1.0f;
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static constexpr uint32 RECHECK_INTERVAL_MS = 5000;
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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 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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@ -25,49 +25,57 @@ static const std::vector<uint32> kVeinEntries = {
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189978,189979,189980,189981,195036,
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};
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static GameObject* FindNearestVein(Player* player, float maxRange)
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static std::unordered_map<uint64, uint64> s_lastNodeByPlayer;
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static GameObject* FindNearestReadyVein(Player* player, float maxRange, float minDistanceFromPlayer)
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{
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GameObject* nearest = nullptr;
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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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{
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if (GameObject* go = player->FindNearestGameObject(entry, maxRange))
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{
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float dist = player->GetDistance(go);
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if (dist <= maxRange && dist < nearestDist)
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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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continue;
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if (go->GetGoState() != GOState::GO_STATE_READY)
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continue;
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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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{
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nearest = go;
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nearestDist = dist;
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nearestDist = d;
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}
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}
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}
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return nearest;
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}
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static void DumpNearbyNodes(Player* player)
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{
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ChatHandler(player->GetSession()).PSendSysMessage("Nearby node coordinates:");
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for (uint32 entry : kVeinEntries)
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{
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if (GameObject* go = player->FindNearestGameObject(entry, TELEPORT_DISTANCE))
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{
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ChatHandler(player->GetSession()).PSendSysMessage(
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"Entry %u -> Map %u X: %.2f Y: %.2f Z: %.2f",
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entry, go->GetMapId(), go->GetPositionX(), go->GetPositionY(), go->GetPositionZ()
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);
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}
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}
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}
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static void TeleportToNearest(Player* player)
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static bool DoTeleNode(Player* player)
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{
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if (!player)
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return;
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return false;
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GameObject* node = FindNearestVein(player, TELEPORT_DISTANCE);
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if (node)
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if (player->IsInCombat())
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{
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ChatHandler(player->GetSession()).PSendSysMessage("You can't use this while in combat.");
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return true;
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}
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if (GameObject* node = FindNearestReadyVein(player, TELEPORT_DISTANCE, MIN_RETELEPORT_DIST))
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{
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s_lastNodeByPlayer[player->GetGUID().GetRawValue()] = node->GetGUID().GetRawValue();
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player->TeleportTo(
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node->GetMapId(),
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node->GetPositionX(),
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@ -75,41 +83,12 @@ static void TeleportToNearest(Player* player)
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node->GetPositionZ() + Z_BUMP,
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node->GetOrientation()
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);
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ChatHandler(player->GetSession()).PSendSysMessage("Teleported to nearest node.");
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}
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else
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{
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ChatHandler(player->GetSession()).PSendSysMessage("No node found within range.");
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}
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}
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class TeleNodeRunnable : public BasicEvent
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{
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public:
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explicit TeleNodeRunnable(Player* player) : _player(player) { }
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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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DumpNearbyNodes(_player);
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TeleportToNearest(_player);
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_player->m_Events.AddEvent(new TeleNodeRunnable(_player), _player->m_Events.CalculateTime(RECHECK_INTERVAL_MS));
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return true;
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ChatHandler(player->GetSession()).PSendSysMessage("No mining nodes found within range.");
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}
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private:
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Player* _player;
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};
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static bool HandleTeleNode(ChatHandler* handler)
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{
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Player* player = handler->GetSession()->GetPlayer();
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if (!player)
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return false;
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player->m_Events.AddEvent(new TeleNodeRunnable(player), player->m_Events.CalculateTime(0));
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handler->PSendSysMessage("telenode started: re-evaluating every 5 seconds.");
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return true;
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}
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@ -126,6 +105,23 @@ public:
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};
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return commandTable;
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}
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private:
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static bool HandleTeleNode(ChatHandler* handler)
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{
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if (!handler)
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return false;
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Player* player = handler->GetSession() ? handler->GetSession()->GetPlayer() : nullptr;
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if (!player)
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{
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handler->SendSysMessage("Player only.");
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handler->SetSentErrorMessage(true);
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return false;
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}
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return DoTeleNode(player);
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}
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};
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void AddSC_telenode_commandscript()
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