*Merge
--HG-- branch : trunk
This commit is contained in:
@@ -22,7 +22,10 @@
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#include "MapManager.h"
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#include "MapManager.h"
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#include "RandomMovementGenerator.h"
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#include "RandomMovementGenerator.h"
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#include "Traveller.h"
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#include "Traveller.h"
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#include "ObjectAccessor.h"
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#include "DestinationHolderImp.h"
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#include "DestinationHolderImp.h"
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#include "Map.h"
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#include "Util.h"
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#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
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#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
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@@ -41,96 +44,76 @@ template<>
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void
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void
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RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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{
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{
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float i_x,i_y,i_z,n_x,n_y,n_z,ori,dist;
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float X,Y,Z,z,nx,ny,nz,ori,dist;
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creature.GetHomePosition(i_x,i_y,i_z,ori);
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const float angle = 2*M_PI*rand_norm();
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creature.GetHomePosition(X, Y, Z, ori);
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const float range = rand_norm()*wander_dist;
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const float distX = range*cos(angle);
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const float distY = range*sin(angle);
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n_x = i_x + distX;
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z = creature.GetPositionZ();
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n_y = i_y + distY;
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uint32 mapid=creature.GetMapId();
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Map const* map = MapManager::Instance().GetBaseMap(mapid);
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Trinity::NormalizeMapCoord(n_x);
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// For 2D/3D system selection
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Trinity::NormalizeMapCoord(n_y);
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bool is_land_ok = creature.canWalk();
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bool is_water_ok = creature.canSwim();
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bool is_air_ok = creature.canFly();
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Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
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const float angle = rand_norm()*(M_PI*2);
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const float range = rand_norm()*wander_distance;
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const float distanceX = range * cos(angle);
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const float distanceY = range * sin(angle);
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switch(_InhabitType)
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nx = X + distanceX;
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ny = Y + distanceY;
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// prevent invalid coordinates generation
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Trinity::NormalizeMapCoord(nx);
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Trinity::NormalizeMapCoord(ny);
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dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
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if (is_air_ok) // 3D system above ground and above water (flying mode)
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{
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{
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case INHABIT_AIR:
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const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
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{
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nz = Z + distanceZ;
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//don't use normalized n_x, n_y because difference is too small.. and this is random movement
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float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
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dist = sqrtf(distX*distX + distY*distY);
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float wz = map->GetWaterLevel(nx, ny);
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const float distanceZ = rand_norm() * dist/2; // Limit height change
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if (tz >= nz || wz >= nz)
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n_z = i_z + distanceZ;
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return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
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float tz = map->GetHeight(n_x,n_y,n_z - 2.0f,false);
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if (tz >= n_z || ground >= n_z)
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return;
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//creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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break;
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}
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}
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case INHABIT_WATER:
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//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
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else // 2D only
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{
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{
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//some small creatures can swim above water level
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float water = map->GetWaterLevel(n_x,n_y) - 1.8f;
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float floor = map->GetHeight(n_x,n_y,i_z,false) + 0.2f;
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if (water - floor < 0)
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return;
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float z_diff = 2 * 1.192*creature.GetDistance2d(n_x,n_y); //1.192 = tan(50)
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//if(water - floor > z_diff){
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n_z = z_diff*(1 - 2*rand_norm()) + creature.GetPositionZ();
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n_z = n_z > water ? water : n_z;
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n_z = n_z < floor ? floor : n_z;
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//}else
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//n_z = floor + rand_norm()*(water - floor);
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//creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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break;
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}
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case INHABIT_GROUND:
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{
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dist = (distX*distX + distY*distY);
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dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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n_z = map->GetHeight(n_x,n_y,i_z,false);
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// The fastest way to get an accurate result 90% of the time.
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if (fabs(n_z - i_z) > dist)
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// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
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nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
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if (fabs(nz-Z)>dist)
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{
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{
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n_z = map->GetHeight(n_x,n_y,i_z,true); // Vmap Horizontal or above
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nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
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if (fabs(n_z - i_z) > dist)
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if (fabs(nz-Z)>dist)
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{
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{
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n_z = map->GetHeight(n_x,n_y,i_z + 8.0f,true); // Vmap Higher
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nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
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if (fabs(n_z - i_z) > dist)
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if (fabs(nz-Z)>dist)
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return;
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return; // let's forget this bad coords where a z cannot be find and retry at next tick
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}
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}
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}
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}
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if (!irand(0,RUNNING_CHANCE_RANDOMMV))
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creature.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
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creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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break;
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}
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default:
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n_z = i_z;
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break;
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}
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}
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Traveller<Creature> traveller(creature);
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Traveller<Creature> traveller(creature);
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creature.SetOrientation(creature.GetAngle(n_x,n_y));
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creature.SetOrientation(creature.GetAngle(nx,ny));
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i_destinationHolder.SetDestination(traveller,n_x,n_y,n_z);
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i_destinationHolder.SetDestination(traveller, nx, ny, nz);
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creature.addUnitState(UNIT_STAT_ROAMING);
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (is_air_ok)
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switch(_InhabitType)
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{
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{
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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case INHABIT_AIR:
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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break;
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//else if (is_water_ok) // Swimming mode to be done with more than this check
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case INHABIT_WATER:
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else
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,3000));
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{
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break;
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i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
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default:
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creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,5000));
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}
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break;
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}
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}
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}
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template<>
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template<>
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@@ -140,47 +123,13 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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if(!creature.isAlive())
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if(!creature.isAlive())
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return;
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return;
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wander_dist = creature.GetRespawnRadius();
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wander_distance = creature.GetRespawnRadius();
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Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
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_InhabitType = creature.GetCreatureInfo()->InhabitType;
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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// Let's select only one movement type
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else
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// TODO: make this check more correct
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creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
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float water;
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_setRandomLocation(creature);
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if(_InhabitType & (INHABIT_WATER | INHABIT_AIR))
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water = map->GetWaterLevel(creature.GetPositionX(),creature.GetPositionY());
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if(_InhabitType & INHABIT_AIR)
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{
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float floor = map->GetHeight(creature.GetPositionX(),creature.GetPositionY(),creature.GetPositionZ(),true);
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ground = floor > water ? floor : water;
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if(ground + 2.0f < creature.GetPositionZ())
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{
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_InhabitType = INHABIT_AIR;
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creature.addUnitState(UNIT_STAT_IN_FLIGHT);
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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i_nextMoveTime.Reset(urand(0,1000)); //to make them call _setRandomLocation not in one time
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//_setRandomLocation(creature);
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return;
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}else
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_InhabitType &= ~INHABIT_AIR;
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}
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if(_InhabitType & INHABIT_WATER)
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{
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if (water > creature.GetPositionZ()) //don't use "+2.0f" because under-water creatures already has height <= -1.9(if water level is 0)
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{
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_InhabitType = INHABIT_WATER;
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creature.addUnitState(UNIT_STAT_IN_FLIGHT);
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creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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i_nextMoveTime.Reset(urand(0,1000));
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//_setRandomLocation(creature);
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return;
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}else
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_InhabitType &= ~INHABIT_WATER;
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}
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if(_InhabitType & INHABIT_GROUND)
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i_nextMoveTime.Reset(urand(0,1000));
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//_setRandomLocation(creature);
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}
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}
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template<>
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template<>
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@@ -207,7 +156,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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i_nextMoveTime.Update(diff);
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i_nextMoveTime.Update(diff);
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if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !(_InhabitType & (INHABIT_WATER | INHABIT_AIR)))
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if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
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creature.clearUnitState(UNIT_STAT_ROAMING);
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creature.clearUnitState(UNIT_STAT_ROAMING);
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if(!i_destinationHolder.HasArrived() && creature.IsStopped())
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if(!i_destinationHolder.HasArrived() && creature.IsStopped())
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@@ -218,7 +167,13 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
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{
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{
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if(i_nextMoveTime.Passed())
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if(i_nextMoveTime.Passed())
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{
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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else
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creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
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_setRandomLocation(creature);
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_setRandomLocation(creature);
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}
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else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
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else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
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{
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{
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creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
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creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
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@@ -227,3 +182,4 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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}
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}
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return true;
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return true;
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}
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}
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@@ -30,8 +30,8 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
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: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
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: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
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{
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{
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public:
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public:
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// Wander dist is related on db spawn dist. So what if we wanna set random movement on summoned creature?!
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// Wander dist is related on db spawn dist. So what if we wanna set eandom movement on summoned creature?!
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RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_dist(spawn_dist) {}
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RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {}
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void _setRandomLocation(T &);
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void _setRandomLocation(T &);
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void Initialize(T &);
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void Initialize(T &);
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@@ -48,7 +48,8 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
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TimeTrackerSmall i_nextMoveTime;
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TimeTrackerSmall i_nextMoveTime;
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DestinationHolder< Traveller<T> > i_destinationHolder;
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DestinationHolder< Traveller<T> > i_destinationHolder;
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float wander_dist, ground;
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float wander_distance;
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uint32 _InhabitType;
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uint32 i_nextMove;
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};
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};
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#endif
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#endif
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