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Improve dynamic tree for movement#3463

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Gamemechanicwow wants to merge 7 commits into
vmangos:developmentfrom
Gamemechanicwow:fix-dyn-tree-for-movement
Draft

Improve dynamic tree for movement#3463
Gamemechanicwow wants to merge 7 commits into
vmangos:developmentfrom
Gamemechanicwow:fix-dyn-tree-for-movement

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@Gamemechanicwow

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🍰 Pullrequest

Implemented a new parameter to be passed down to the BIH tree.

stopAtFirst = true -- used for LOS, we are only interested in if a hit occurs
stopAtFirst = false -- used for Pathing, we are interested in the closest hit

Reverts
fdefcaf
-> and follow up commit -> ad73645
also reverses parts of 7ae72b3 and its follow up commits, as that check is no longer needed.

PathInfo::CutPathWithDynamicLoS()
now checks slightly above ground, this matches the code in Map::GetWalkHitPosition

Map::GetWalkHitPosition - mmap related
Hitnormal logic changed to match documentation. this includes an early return

FollowMovementGenerator
This has no dyn tree check. I assume its intended

WIP
I am marking this PR as draft - i have yet to do some largescale testing.

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parameter forwarding
based on documentation

/// If the hit parameter is zero, then the start position is on the wall that
/// was hit and the value of @p hitNormal is undefined.
///
/// If 0 < t < 1.0 then the following applies:
///
/// @code
/// distanceToHitBorder = distanceToEndPosition * t
/// hitPoint = startPos + (endPos - startPos) * t
/// @Endcode
this matches code used for blink
@mserajnik

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This fixes #3460, #3461 and #3464, I assume?

@Wall-core

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yes, it should

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3 participants