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fix(Script/BlackTemple): teleport position with fatal attraction #19971
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fix(Script/BlackTemple): teleport position with fatal attraction #19971
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TC/Mangos research point to it being random and not static |
With few videos, and a IG, the dist from the boss seems to not be always 48.0f. For the moment, I set a minimal value to 30.0f for tests but need to adjust with more research. But the PR can be tested. (Even if I tested myself, another confirmation is the well done. I never done this boss). |
I've not test the last commit, and I will not be able to test it before wednesday. |
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// Ensure that the destination is not too close to the caster. | ||
// Add a check for LOS, to ensure to not be teleported under the map | ||
while (!teleportDest.IsRadiusPositionValid(GetCaster(), teleportDest, 25.0f)) |
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I wouldn’t use this while
loop here. It could result in an infinite loop or have unpredictable time complexity.
I don’t know much about this spell, but I assume it’s used by a single boss. If that’s the case, have you considered creating some safe rectangle(s) or circle(s) at the boss's location and simply finding a random point within the shape using a given radius?
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The boss can be tank in all the hall. So I can't create a specific area. I can also add a check to break the loop After a certain nomber of try. Otherwise I don't know how done this without "while loop" as we doesn't have specific waypoints.
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I tested the pr. It doesn't fix the teleport issue. I think that the original report author was right. It should be some type of black list where the boss is not able to teleport you. In addition, after watching some gamplay videos, I think that boss couldn't teleport the players too near to the walls. |
I know. That why I tried to instore a radius object check before to teleport. But I think that I need to debug the process. |
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