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[11889] Improve handling of target mode TARGET_RANDOM_NEARBY_DEST
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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2 changed files with 20 additions and 16 deletions
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@ -1657,13 +1657,15 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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unMaxTargets += (*m)->GetModifier()->m_amount;
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}
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switch(targetMode)
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switch (targetMode)
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{
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case TARGET_RANDOM_NEARBY_LOC:
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radius *= sqrtf(rand_norm_f()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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// no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!!
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// Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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radius *= sqrtf(rand_norm_f());
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// no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!!
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case TARGET_RANDOM_CIRCUMFERENCE_POINT:
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{
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// Get a random point AT the circumference
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float angle = 2.0f * M_PI_F * rand_norm_f();
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float dest_x, dest_y, dest_z;
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m_caster->GetClosePoint(dest_x, dest_y, dest_z, 0.0f, radius, angle);
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@ -1675,20 +1677,22 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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case TARGET_91:
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case TARGET_RANDOM_NEARBY_DEST:
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{
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radius *= sqrtf(rand_norm_f()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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float angle = 2.0f * M_PI_F * rand_norm_f();
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float dest_x = m_targets.m_destX + cos(angle) * radius;
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float dest_y = m_targets.m_destY + sin(angle) * radius;
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float dest_z = m_targets.m_destZ;
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m_caster->UpdateGroundPositionZ(dest_x, dest_y, dest_z);
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m_targets.setDestination(dest_x, dest_y, dest_z);
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if (targetMode == TARGET_RANDOM_NEARBY_DEST && radius > 0.0f)
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// Get a random point IN the CIRCEL around current M_TARGETS COORDINATES(!).
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if (radius > 0.0f)
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{
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// caster included here?
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FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_ALL);
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// Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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radius *= sqrtf(rand_norm_f());
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float angle = 2.0f * M_PI_F * rand_norm_f();
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float dest_x = m_targets.m_destX + cos(angle) * radius;
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float dest_y = m_targets.m_destY + sin(angle) * radius;
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float dest_z = m_caster->GetPositionZ();
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m_caster->UpdateGroundPositionZ(dest_x, dest_y, dest_z);
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m_targets.setDestination(dest_x, dest_y, dest_z);
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}
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else
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// This targetMode is often used as 'last' implicitTarget for positive spells, that just require coordinates
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// and no unitTarget (e.g. summon effects). As MaNGOS always needs a unitTarget we add just the caster here.
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if (IsPositiveSpell(m_spellInfo))
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targetUnitMap.push_back(m_caster);
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break;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11888"
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#define REVISION_NR "11889"
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#endif // __REVISION_NR_H__
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