Add multi-tier unstuck system with void fall detection

Replace broken hardcoded-coordinate unstuck with tiered fallbacks:
last safe position > hearth bind > map spawn. Track safe positions
only on real geometry, let player fall after 500ms with no ground,
and auto-trigger unstuck after 5s of continuous falling.
This commit is contained in:
Kelsi 2026-02-08 15:32:04 -08:00
parent 8fee55f99f
commit ef54f62df0
4 changed files with 102 additions and 33 deletions

View file

@ -44,6 +44,15 @@ public:
void reset(); void reset();
void teleportTo(const glm::vec3& pos); void teleportTo(const glm::vec3& pos);
void setOnlineMode(bool online) { onlineMode = online; } void setOnlineMode(bool online) { onlineMode = online; }
// Last known safe position (grounded, not falling)
bool hasLastSafePosition() const { return hasLastSafe_; }
const glm::vec3& getLastSafePosition() const { return lastSafePos_; }
float getContinuousFallTime() const { return continuousFallTime_; }
// Auto-unstuck callback (triggered when falling too long)
using AutoUnstuckCallback = std::function<void()>;
void setAutoUnstuckCallback(AutoUnstuckCallback cb) { autoUnstuckCallback_ = std::move(cb); }
void startIntroPan(float durationSec = 2.8f, float orbitDegrees = 140.0f); void startIntroPan(float durationSec = 2.8f, float orbitDegrees = 140.0f);
bool isIntroActive() const { return introActive; } bool isIntroActive() const { return introActive; }
bool isIdleOrbit() const { return idleOrbit_; } bool isIdleOrbit() const { return idleOrbit_; }
@ -227,6 +236,23 @@ private:
float idleTimer_ = 0.0f; float idleTimer_ = 0.0f;
bool idleOrbit_ = false; // true when current intro pan is an idle orbit (loops) bool idleOrbit_ = false; // true when current intro pan is an idle orbit (loops)
static constexpr float IDLE_TIMEOUT = 120.0f; // 2 minutes static constexpr float IDLE_TIMEOUT = 120.0f; // 2 minutes
// Last known safe position (saved periodically when grounded on real geometry)
bool hasLastSafe_ = false;
glm::vec3 lastSafePos_ = glm::vec3(0.0f);
float safePosSaveTimer_ = 0.0f;
bool hasRealGround_ = false; // True only when terrain/WMO/M2 floor is detected
static constexpr float SAFE_POS_SAVE_INTERVAL = 2.0f; // Save every 2 seconds
// No-ground timer: after grace period, let the player fall instead of hovering
float noGroundTimer_ = 0.0f;
static constexpr float NO_GROUND_GRACE = 0.5f; // 500ms grace for terrain streaming
// Continuous fall time (for auto-unstuck detection)
float continuousFallTime_ = 0.0f;
bool autoUnstuckFired_ = false;
AutoUnstuckCallback autoUnstuckCallback_;
static constexpr float AUTO_UNSTUCK_FALL_TIME = 5.0f; // 5 seconds of falling
}; };
} // namespace rendering } // namespace rendering

View file

@ -593,50 +593,56 @@ void Application::setupUICallbacks() {
loadOnlineWorldTerrain(mapId, x, y, z); loadOnlineWorldTerrain(mapId, x, y, z);
}); });
// Unstuck callback — move 5 units forward // /unstuck — snap upward 10m to escape minor WMO cracks
gameHandler->setUnstuckCallback([this]() { gameHandler->setUnstuckCallback([this]() {
if (!renderer || !renderer->getCameraController()) return; if (!renderer || !renderer->getCameraController()) return;
auto* cc = renderer->getCameraController(); auto* cc = renderer->getCameraController();
auto* ft = cc->getFollowTargetMutable(); auto* ft = cc->getFollowTargetMutable();
if (!ft) return; if (!ft) return;
float yaw = cc->getYaw(); glm::vec3 pos = *ft;
ft->x += 5.0f * std::sin(yaw); pos.z += 10.0f;
ft->y += 5.0f * std::cos(yaw); cc->teleportTo(pos);
cc->setDefaultSpawn(*ft, yaw, cc->getPitch());
cc->reset();
}); });
// Unstuck to nearest graveyard (WorldSafeLocs.dbc) // /unstuckgy — snap upward 50m to clear all WMO geometry, gravity re-settles onto terrain
gameHandler->setUnstuckGyCallback([this]() { gameHandler->setUnstuckGyCallback([this]() {
if (!renderer || !renderer->getCameraController() || !assetManager) return; if (!renderer || !renderer->getCameraController()) return;
auto* cc = renderer->getCameraController(); auto* cc = renderer->getCameraController();
auto* ft = cc->getFollowTargetMutable(); auto* ft = cc->getFollowTargetMutable();
if (!ft) return; if (!ft) return;
// Hardcoded safe locations per map (canonical WoW coords) // Try last safe position first (nearby, terrain already loaded)
uint32_t mapId = gameHandler ? gameHandler->getCurrentMapId() : 0; if (cc->hasLastSafePosition()) {
glm::vec3 safeCanonical; glm::vec3 safePos = cc->getLastSafePosition();
switch (mapId) { safePos.z += 5.0f;
case 0: safeCanonical = glm::vec3(-8833.38f, 628.63f, 94.0f); break; // Stormwind Trade District cc->teleportTo(safePos);
case 1: safeCanonical = glm::vec3(1629.36f, -4373.34f, 31.2f); break; // Orgrimmar LOG_INFO("Unstuck: teleported to last safe position");
case 530: safeCanonical = glm::vec3(-3961.64f, -13931.2f, 100.6f); break; // Shattrath
case 571: safeCanonical = glm::vec3(5804.14f, 624.77f, 647.8f); break; // Dalaran
default:
LOG_WARNING("No hardcoded safe location for map ", mapId);
return; return;
} }
glm::vec3 safePos = core::coords::canonicalToRender(safeCanonical); // No safe position — snap 50m upward to clear all WMO geometry
cc->setDefaultSpawn(safePos, cc->getYaw(), cc->getPitch()); glm::vec3 pos = *ft;
cc->teleportTo(safePos); pos.z += 50.0f;
cc->teleportTo(pos);
LOG_INFO("Unstuck: snapped 50m upward");
}); });
// Bind point update (innkeeper) // Auto-unstuck: falling for > 5 seconds = void fall, teleport to map entry
gameHandler->setBindPointCallback([this](uint32_t mapId, float x, float y, float z) { if (renderer->getCameraController()) {
renderer->getCameraController()->setAutoUnstuckCallback([this]() {
if (!renderer || !renderer->getCameraController()) return; if (!renderer || !renderer->getCameraController()) return;
glm::vec3 canonical(x, y, z); auto* cc = renderer->getCameraController();
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
renderer->getCameraController()->setDefaultSpawn(renderPos, 0.0f, 15.0f); // Last resort: teleport to map entry point (terrain guaranteed loaded here)
glm::vec3 spawnPos = cc->getDefaultPosition();
spawnPos.z += 5.0f;
cc->teleportTo(spawnPos);
LOG_INFO("Auto-unstuck: teleported to map entry point");
});
}
// Bind point update (innkeeper) — position stored in gameHandler->getHomeBind()
gameHandler->setBindPointCallback([this](uint32_t mapId, float x, float y, float z) {
LOG_INFO("Bindpoint set: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"); LOG_INFO("Bindpoint set: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
}); });

View file

@ -4494,14 +4494,14 @@ void GameHandler::useItemById(uint32_t itemId) {
void GameHandler::unstuck() { void GameHandler::unstuck() {
if (unstuckCallback_) { if (unstuckCallback_) {
unstuckCallback_(); unstuckCallback_();
addSystemChatMessage("Unstuck: moved 5 units forward."); addSystemChatMessage("Unstuck: snapped upward. Use /unstuckgy for full teleport.");
} }
} }
void GameHandler::unstuckGy() { void GameHandler::unstuckGy() {
if (unstuckGyCallback_) { if (unstuckGyCallback_) {
unstuckGyCallback_(); unstuckGyCallback_();
addSystemChatMessage("Unstuck: moved to nearest graveyard."); addSystemChatMessage("Unstuck: teleported to safe location.");
} }
} }

View file

@ -654,6 +654,8 @@ void CameraController::update(float deltaTime) {
} }
if (groundH) { if (groundH) {
hasRealGround_ = true;
noGroundTimer_ = 0.0f;
float groundDiff = *groundH - lastGroundZ; float groundDiff = *groundH - lastGroundZ;
if (groundDiff > 2.0f) { if (groundDiff > 2.0f) {
// Landing on a higher ledge - snap up // Landing on a higher ledge - snap up
@ -674,16 +676,45 @@ void CameraController::update(float deltaTime) {
grounded = false; grounded = false;
} }
} else { } else {
// No terrain found — hold at last known ground hasRealGround_ = false;
noGroundTimer_ += deltaTime;
if (noGroundTimer_ < NO_GROUND_GRACE) {
// Brief grace period for terrain streaming — hold position
targetPos.z = lastGroundZ; targetPos.z = lastGroundZ;
verticalVelocity = 0.0f; verticalVelocity = 0.0f;
grounded = true; grounded = true;
} else {
// No geometry found for too long — let player fall
grounded = false;
}
} }
} }
// Update follow target position // Update follow target position
*followTarget = targetPos; *followTarget = targetPos;
// --- Safe position caching + void fall detection ---
if (grounded && hasRealGround_ && !swimming && verticalVelocity >= 0.0f) {
// Player is safely on real geometry — save periodically
continuousFallTime_ = 0.0f;
autoUnstuckFired_ = false;
safePosSaveTimer_ += deltaTime;
if (safePosSaveTimer_ >= SAFE_POS_SAVE_INTERVAL) {
safePosSaveTimer_ = 0.0f;
lastSafePos_ = targetPos;
hasLastSafe_ = true;
}
} else if (!grounded && !swimming && !externalFollow_) {
// Falling (or standing on nothing past grace period) — accumulate fall time
continuousFallTime_ += deltaTime;
if (continuousFallTime_ >= AUTO_UNSTUCK_FALL_TIME && !autoUnstuckFired_) {
autoUnstuckFired_ = true;
if (autoUnstuckCallback_) {
autoUnstuckCallback_();
}
}
}
// ===== WoW-style orbit camera ===== // ===== WoW-style orbit camera =====
// Pivot point at upper chest/neck // Pivot point at upper chest/neck
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f; float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
@ -1100,6 +1131,8 @@ void CameraController::reset() {
swimming = false; swimming = false;
sitting = false; sitting = false;
autoRunning = false; autoRunning = false;
noGroundTimer_ = 0.0f;
autoUnstuckFired_ = false;
// Clear edge-state so movement packets can re-start cleanly after respawn. // Clear edge-state so movement packets can re-start cleanly after respawn.
wasMovingForward = false; wasMovingForward = false;
@ -1293,7 +1326,11 @@ void CameraController::teleportTo(const glm::vec3& pos) {
verticalVelocity = 0.0f; verticalVelocity = 0.0f;
grounded = true; grounded = true;
swimming = false; swimming = false;
sitting = false;
lastGroundZ = pos.z; lastGroundZ = pos.z;
noGroundTimer_ = 0.0f; // Reset grace period so terrain has time to stream
autoUnstuckFired_ = false;
continuousFallTime_ = 0.0f;
if (thirdPerson && followTarget) { if (thirdPerson && followTarget) {
*followTarget = pos; *followTarget = pos;