region support for teleporting

This commit is contained in:
2023-07-22 13:24:58 -05:00
parent 8a8bf8d2f9
commit 3f274b1bf8
+17 -15
View File
@@ -275,25 +275,27 @@ public class Regions {
//Find building //Find building
for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, MBServerStatics.STRUCTURE_LOAD_RANGE, MBServerStatics.MASK_BUILDING)) { for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, 128, MBServerStatics.MASK_BUILDING)) {
Building building = (Building) awo; Building building = (Building) awo;
if (!Bounds.collide(location, building.getBounds())) if (!Bounds.collide(location, building.getBounds()))
continue; continue;
if(building != null) {
//find regions that intersect x and z, check if object can enter. region = BuildingManager.GetRegion(building, location.x, location.y, location.z);
for (Regions toEnter : building.getBounds().getRegions()) {
if (toEnter.isPointInPolygon(location)) {
if (region == null)
region = toEnter;
else // we're using a low level to high level tree structure, database not always in order low to high.
//check for highest level index.
if (region != null && toEnter.highLerp.y > region.highLerp.y)
region = toEnter;
}
} }
//find regions that intersect x and z, check if object can enter.
//for (Regions toEnter : building.getBounds().getRegions()) {
// if (toEnter.isPointInPolygon(location)) {
// if (region == null)
// region = toEnter;
// else // we're using a low level to high level tree structure, database not always in order low to high.
//check for highest level index.
// if (region != null && toEnter.highLerp.y > region.highLerp.y)
// region = toEnter;
// }
// }
} }
return region; return region;
} }