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[Core/Pathfinding] Some improvements... hopefully... #3658
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Reduce "Max Walkable Angle" to 60* Use pathfinding for Point movement. Reduce fleeing movement (Not In LoS) check to 100ms
If you are lazy to build it on your own, here are binaries and extracted mmaps/vmaps: http://fs.kartselyanski.com/res.zip - dbc/maps/vmaps/mmaps Note that this change may break more than it fixes, so it has to be thoroughly tested. It is very unlikely since Trinity/Mangos are already using them (except for the point movement gen change), so we should be good to go. |
Fleeing works better, but the group on the opposite side still follows through the floor. |
Thank you, on it. |
What would this fix? |
@Kitzunu https://prnt.sc/vc4ga8 - red is current behaviour, wisps - with 60* |
Issue fixed, although do not merge before I clean everything up, by "clean everything up" I mean to rewrite sunwell's hack to another hack that does less damage.. http://prntscr.com/vfmops It's ready for another test, no resource extraction required. |
Nice job @FALL1N1 ! Keep up the good work. There is a compile error:
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src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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everything should be fine now, let's see if linux stops bitching about the position latest win build: http://fs.kartselyanski.com/latest.zip |
@FALL1N1 still erroring:
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yeah, I saw that, sadly I cannot reproduce on windows, setting up my centos vm and will fix it later |
compile looks good now, waiting for testers feedback @azerothcore/testers |
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@FALL1N1 some minor codestyle remarks
src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
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@BarbzYHOOL they will evade, because they won't be able to find walkable path to their target. Running to the player through the entire dungeon and pulling everything around will be blizzlike, but it's not supported with azeroth/trinity as far as I know, either way it's an issue for another day unrelated to the current one. |
Tested, works great!
👏 @FALL1N1! 🚀 |
i played around with this and it all seems good, nice work. |
Thanks for the tests guys, anyone else experiencing any issues? |
"Running to the player through the entire dungeon and pulling everything around will be blizzlike, but it's not supported with azeroth/trinity as far as I know" didn't know that! nobody ever told me so, requires some testing @Winfidonarleyan did you test the PR or on a live server? |
No test, no now time |
Are you sure this will not cause problems with creeps going into evade in some specific cases? |
@Viste as long as they have valid path to the player they won't have issues, it's blizzlike behavior so anything else than that is MMap issue, either incorrect extraction data or something else. Although, if there are - we can add a custom hack (exception) like the current one that gets reverted by Sunwell's devs. |
Anyone still using this regularly @locus313 @aradep @Voxstrasza ? no bad feedback if so? |
been using it regularly for the past couple weeks, its been working great. |
ok imo we can merge it, dunno what others think about that |
Have been tested all the cases of the related issues?
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Tested this PR - everything works perfect!
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@FALL1N1 Awesome work, thx! Can this be merged? |
Good job guys 🚀 |
Please reopen this question, there is a problem with the update, which leads to an error in the judgment of mmasp
2.The premise is that you need a melee creature, guide him here, and then jump to the top of Stone, and you will find that the creature is out of combat I have used the latest version of the update[Map file re-extraction] |
@boom8866 can you please open a new issue report? |
ok |
CHANGES PROPOSED:
ISSUES ADDRESSED:
TESTS PERFORMED:
Below.
HOW TO TEST THE CHANGES:
As of the issues, example:
KNOWN ISSUES AND TODO LIST:
None that I know of...
Target branch(es):
How to test AzerothCore PRs
When a PR is ready to be tested, it will be marked as [WAITING TO BE TESTED].
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http://www.azerothcore.org/wiki/How-to-test-a-PR