[8229] Improve stealth detection code for player case.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Ambal 2009-07-22 11:40:09 +04:00 committed by VladimirMangos
parent c4ceafcf56
commit fc7871f0a2
5 changed files with 44 additions and 45 deletions

View file

@ -1274,8 +1274,8 @@ void Player::Update( uint32 p_time )
{ {
if (p_time >= m_DetectInvTimer) if (p_time >= m_DetectInvTimer)
{ {
m_DetectInvTimer = 3000;
HandleStealthedUnitsDetection(); HandleStealthedUnitsDetection();
m_DetectInvTimer = 3000;
} }
else else
m_DetectInvTimer -= p_time; m_DetectInvTimer -= p_time;
@ -16876,35 +16876,40 @@ void Player::HandleStealthedUnitsDetection()
cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap()); cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap()); cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();) for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
{ {
if((*i)==this) if((*i)==this)
{
i = stealthedUnits.erase(i);
continue; continue;
}
if ((*i)->isVisibleForOrDetect(this,true)) bool hasAtClient = HaveAtClient((*i));
bool hasDetected = (*i)->isVisibleForOrDetect(this, true);
if (hasDetected)
{ {
if(!hasAtClient)
{
(*i)->SendUpdateToPlayer(this);
m_clientGUIDs.insert((*i)->GetGUID());
(*i)->SendUpdateToPlayer(this); #ifdef MANGOS_DEBUG
m_clientGUIDs.insert((*i)->GetGUID()); if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
#endif
#ifdef MANGOS_DEBUG // target aura duration for caster show only if target exist at caster client
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) // send data at target visibility change (adding to client)
sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
#endif SendAurasForTarget(*i);
}
// target aura duration for caster show only if target exist at caster client }
// send data at target visibility change (adding to client) else
if((*i)!=this && (*i)->isType(TYPEMASK_UNIT)) {
SendAurasForTarget(*i); if(hasAtClient)
{
i = stealthedUnits.erase(i); (*i)->DestroyForPlayer(this);
continue; m_clientGUIDs.erase((*i)->GetGUID());
}
} }
++i;
} }
} }

View file

@ -2101,7 +2101,6 @@ class MANGOS_DLL_SPEC Player : public Unit
void UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); void UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
// Stealth detection system // Stealth detection system
uint32 m_DetectInvTimer;
void HandleStealthedUnitsDetection(); void HandleStealthedUnitsDetection();
uint8 m_forced_speed_changes[MAX_MOVE_TYPE]; uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
@ -2455,6 +2454,8 @@ class MANGOS_DLL_SPEC Player : public Unit
bool m_bCanDelayTeleport; bool m_bCanDelayTeleport;
bool m_bHasDelayedTeleport; bool m_bHasDelayedTeleport;
uint32 m_DetectInvTimer;
// Temporary removed pet cache // Temporary removed pet cache
uint32 m_temporaryUnsummonedPetNumber; uint32 m_temporaryUnsummonedPetNumber;
uint32 m_oldpetspell; uint32 m_oldpetspell;

View file

@ -9232,13 +9232,11 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
// NOW ONLY STEALTH CASE // NOW ONLY STEALTH CASE
// stealth and detected and visible for some seconds
if (u->GetTypeId() == TYPEID_PLAYER && ((Player*)u)->m_DetectInvTimer > 300 && ((Player*)u)->HaveAtClient(this))
return true;
//if in non-detect mode then invisible for unit //if in non-detect mode then invisible for unit
//mobs always detect players (detect == true)... return 'false' for those mobs which have (detect == false)
//players detect players only in Player::HandleStealthedUnitsDetection()
if (!detect) if (!detect)
return false; return (u->GetTypeId() == TYPEID_PLAYER) ? ((Player*)u)->HaveAtClient(this) : false;
// Special cases // Special cases
@ -9254,21 +9252,13 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this)) if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this))
return false; return false;
// Creature can detect target only in aggro radius // set max ditance
if(u->GetTypeId() != TYPEID_PLAYER) float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
{
//Always invisible from back and out of aggro range //Always invisible from back (when stealth detection is on), also filter max distance cases
bool isInFront = u->isInFrontInMap(this,((Creature const*)u)->GetAttackDistance(this)); bool isInFront = u->isInFrontInMap(this, visibleDistance);
if(!isInFront) if(!isInFront)
return false; return false;
}
else
{
//Always invisible from back
bool isInFront = u->isInFrontInMap(this,(GetTypeId()==TYPEID_PLAYER || GetCharmerOrOwnerGUID()) ? World::GetMaxVisibleDistanceForPlayer() : World::GetMaxVisibleDistanceForCreature());
if(!isInFront)
return false;
}
// if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los // if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los
if(!u->HasAuraType(SPELL_AURA_DETECT_STEALTH)) if(!u->HasAuraType(SPELL_AURA_DETECT_STEALTH))
@ -9276,7 +9266,7 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
//Calculation if target is in front //Calculation if target is in front
//Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5) //Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
float visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH)/100.0f); visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH)/100.0f);
//Visible distance is modified by //Visible distance is modified by
//-Level Diff (every level diff = 1.0f in visible distance) //-Level Diff (every level diff = 1.0f in visible distance)
@ -9290,7 +9280,9 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
//-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia) //-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia)
//based on wowwiki every 5 mod we have 1 more level diff in calculation //based on wowwiki every 5 mod we have 1 more level diff in calculation
visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_DETECT)) - stealthMod)/5.0f; visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_DETECT)) - stealthMod)/5.0f;
visibleDistance = visibleDistance > MAX_PLAYER_STEALTH_DETECT_RANGE ? MAX_PLAYER_STEALTH_DETECT_RANGE : visibleDistance;
// recheck new distance
if(visibleDistance <= 0 || !IsWithinDist(u,visibleDistance)) if(visibleDistance <= 0 || !IsWithinDist(u,visibleDistance))
return false; return false;
} }

View file

@ -851,6 +851,7 @@ typedef std::set<uint64> GuardianPetList;
// delay time next attack to prevent client attack animation problems // delay time next attack to prevent client attack animation problems
#define ATTACK_DISPLAY_DELAY 200 #define ATTACK_DISPLAY_DELAY 200
#define MAX_PLAYER_STEALTH_DETECT_RANGE 45.0f // max distance for detection targets by player
struct SpellProcEventEntry; // used only privately struct SpellProcEventEntry; // used only privately

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "8228" #define REVISION_NR "8229"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__