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refactor(Core/Movement): Rewritten fleeing movement generator. Source: TrinityCore. (#11586)
* fix(Core/Movement: Rewritten fleeing movement generator. Fixes #5980 Fixes #9314 * Update.
This commit is contained in:
@@ -27,304 +27,31 @@
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#define MIN_QUIET_DISTANCE 28.0f
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#define MAX_QUIET_DISTANCE 43.0f
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template<class T>
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void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
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{
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if (!owner)
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return;
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if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
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{
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return;
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}
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if (!_setMoveData(owner))
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return;
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float x, y, z;
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if (!_getPoint(owner, x, y, z)) {
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i_nextCheckTime.Reset(100);
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return;
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}
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owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
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Movement::MoveSplineInit init(owner);
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init.MoveTo(x, y, z, true);
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init.SetWalk(false);
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init.Launch();
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}
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template<class T>
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bool FleeingMovementGenerator<T>::_getPoint(T* owner, float& x, float& y, float& z)
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{
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if (!owner)
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return false;
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const Map* _map = owner->GetMap();
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x = owner->GetPositionX();
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y = owner->GetPositionY();
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z = owner->GetPositionZ();
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float temp_x, temp_y, angle;
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// primitive path-finding
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for (uint8 i = 0; i < 18; ++i)
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{
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if (i_only_forward && i > 2)
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break;
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float distance = 5.0f;
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switch (i)
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{
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case 0:
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angle = i_cur_angle;
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break;
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case 1:
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angle = i_cur_angle;
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distance /= 2;
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break;
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case 2:
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angle = i_cur_angle;
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distance /= 4;
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break;
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case 3:
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angle = i_cur_angle + static_cast<float>(M_PI / 4);
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break;
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case 4:
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angle = i_cur_angle - static_cast<float>(M_PI / 4);
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break;
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case 5:
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angle = i_cur_angle + static_cast<float>(M_PI / 4);
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distance /= 2;
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break;
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case 6:
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angle = i_cur_angle - static_cast<float>(M_PI / 4);
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distance /= 2;
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break;
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case 7:
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angle = i_cur_angle + static_cast<float>(M_PI / 2);
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break;
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case 8:
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angle = i_cur_angle - static_cast<float>(M_PI / 2);
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break;
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case 9:
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angle = i_cur_angle + static_cast<float>(M_PI / 2);
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distance /= 2;
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break;
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case 10:
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angle = i_cur_angle - static_cast<float>(M_PI / 2);
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distance /= 2;
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break;
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case 11:
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angle = i_cur_angle + static_cast<float>(M_PI / 4);
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distance /= 4;
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break;
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case 12:
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angle = i_cur_angle - static_cast<float>(M_PI / 4);
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distance /= 4;
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break;
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case 13:
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angle = i_cur_angle + static_cast<float>(M_PI / 2);
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distance /= 4;
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break;
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case 14:
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angle = i_cur_angle - static_cast<float>(M_PI / 2);
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distance /= 4;
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break;
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case 15:
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angle = i_cur_angle + static_cast<float>(3 * M_PI / 4);
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distance /= 2;
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break;
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case 16:
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angle = i_cur_angle - static_cast<float>(3 * M_PI / 4);
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distance /= 2;
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break;
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case 17:
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angle = i_cur_angle + static_cast<float>(M_PI);
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distance /= 2;
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break;
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default:
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angle = 0.0f;
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distance = 0.0f;
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break;
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}
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temp_x = x + distance * cos(angle);
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temp_y = y + distance * std::sin(angle);
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float temp_z = z;
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if (!_map->CanReachPositionAndGetValidCoords(owner, temp_x, temp_y, temp_z, true, true))
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{
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break;
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}
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if (!(temp_z - z) || distance / std::fabs(temp_z - z) > 1.0f)
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{
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float temp_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle + static_cast<float>(M_PI / 2)), temp_y + 1.0f * std::sin(angle + static_cast<float>(M_PI / 2)), z, true);
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float temp_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle - static_cast<float>(M_PI / 2)), temp_y + 1.0f * std::sin(angle - static_cast<float>(M_PI / 2)), z, true);
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if (std::fabs(temp_z_left - temp_z) < 1.2f && std::fabs(temp_z_right - temp_z) < 1.2f)
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{
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// use new values
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x = temp_x;
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y = temp_y;
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z = temp_z;
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return true;
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}
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}
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}
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i_to_distance_from_caster = 0.0f;
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i_nextCheckTime.Reset(urand(500, 1000));
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return false;
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}
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template<class T>
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bool FleeingMovementGenerator<T>::_setMoveData(T* owner)
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{
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float cur_dist_xyz = owner->GetDistance(i_caster_x, i_caster_y, i_caster_z);
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if (i_to_distance_from_caster > 0.0f)
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{
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if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
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// if we reach lower distance
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(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
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// if we can't be close
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(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
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// if we reach bigger distance
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(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
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(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
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// if we leave 'quiet zone'
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{
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// we are very far or too close, stopping
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i_to_distance_from_caster = 0.0f;
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i_nextCheckTime.Reset(urand(500, 1000));
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return false;
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}
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else
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{
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// now we are running, continue
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i_last_distance_from_caster = cur_dist_xyz;
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return true;
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}
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}
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float cur_dist;
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float angle_to_caster;
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if (Unit* fright = ObjectAccessor::GetUnit(*owner, i_frightGUID))
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{
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cur_dist = fright->GetDistance(owner);
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if (cur_dist < cur_dist_xyz)
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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angle_to_caster = fright->GetAngle(owner);
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}
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else
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{
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cur_dist = cur_dist_xyz;
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angle_to_caster = owner->GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
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}
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}
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else
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{
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cur_dist = cur_dist_xyz;
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angle_to_caster = owner->GetAngle(i_caster_x, i_caster_y) + static_cast<float>(M_PI);
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}
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// if we too close may use 'path-finding' else just stop
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i_only_forward = cur_dist >= MIN_QUIET_DISTANCE / 3;
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//get angle and 'distance from caster' to run
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float angle;
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if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
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{
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angle = (float)rand_norm() * (1.0f - cur_dist / MIN_QUIET_DISTANCE) * static_cast<float>(M_PI / 3) + (float)rand_norm() * static_cast<float>(M_PI * 2 / 3);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE;
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i_only_forward = true;
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}
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else if (cur_dist < MIN_QUIET_DISTANCE)
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{
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angle = static_cast<float>(M_PI / 6) + (float)rand_norm() * static_cast<float>(M_PI * 2 / 3);
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i_to_distance_from_caster = cur_dist * 2 / 3 + (float)rand_norm() * (MIN_QUIET_DISTANCE - cur_dist * 2 / 3);
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}
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else if (cur_dist > MAX_QUIET_DISTANCE)
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{
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angle = (float)rand_norm() * static_cast<float>(M_PI / 3) + static_cast<float>(M_PI * 2 / 3);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
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}
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else
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{
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angle = (float)rand_norm() * static_cast<float>(M_PI);
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i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
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}
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int8 sign = (float)rand_norm() > 0.5f ? 1 : -1;
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i_cur_angle = sign * angle + angle_to_caster;
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// current distance
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i_last_distance_from_caster = cur_dist;
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return true;
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}
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template<class T>
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void FleeingMovementGenerator<T>::DoInitialize(T* owner)
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{
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if (!owner)
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{
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return;
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}
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_path = nullptr;
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owner->SetUnitFlag(UNIT_FLAG_FLEEING);
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owner->AddUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
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_Init(owner);
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if (Unit* fright = ObjectAccessor::GetUnit(*owner, i_frightGUID))
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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}
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else
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{
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i_caster_x = owner->GetPositionX();
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i_caster_y = owner->GetPositionY();
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i_caster_z = owner->GetPositionZ();
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}
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i_only_forward = true;
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i_cur_angle = 0.0f;
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i_last_distance_from_caster = 0.0f;
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i_to_distance_from_caster = 0.0f;
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_setTargetLocation(owner);
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owner->AddUnitState(UNIT_STATE_FLEEING);
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SetTargetLocation(owner);
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}
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template<>
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void FleeingMovementGenerator<Creature>::_Init(Creature* owner)
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template<class T>
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void FleeingMovementGenerator<T>::DoFinalize(T*)
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{
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if (!owner)
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return;
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//owner->SetTargetGuid(ObjectGuid());
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is_water_ok = owner->CanEnterWater();
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is_land_ok = owner->CanWalk();
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}
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template<>
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void FleeingMovementGenerator<Player>::_Init(Player* )
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{
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is_water_ok = true;
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is_land_ok = true;
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}
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template<>
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void FleeingMovementGenerator<Player>::DoFinalize(Player* owner)
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{
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owner->RemoveUnitFlag(UNIT_FLAG_FLEEING);
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owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
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owner->ClearUnitState(UNIT_STATE_FLEEING);
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owner->StopMoving();
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}
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template<>
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@@ -332,8 +59,11 @@ void FleeingMovementGenerator<Creature>::DoFinalize(Creature* owner)
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{
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owner->RemoveUnitFlag(UNIT_FLAG_FLEEING);
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owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
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if (owner->GetVictim())
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owner->SetTarget(owner->GetVictim()->GetGUID());
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if (Unit* victim = owner->GetVictim())
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{
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owner->SetTarget(victim->GetGUID());
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}
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}
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template<class T>
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@@ -343,36 +73,140 @@ void FleeingMovementGenerator<T>::DoReset(T* owner)
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}
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template<class T>
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bool FleeingMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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bool FleeingMovementGenerator<T>::DoUpdate(T* owner, uint32 diff)
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{
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if (!owner || !owner->IsAlive())
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{
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return false;
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}
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if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
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{
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_path = nullptr;
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_interrupt = true;
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owner->StopMoving();
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return true;
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}
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else
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_interrupt = false;
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i_nextCheckTime.Update(time_diff);
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if (i_nextCheckTime.Passed() && owner->movespline->Finalized())
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_setTargetLocation(owner);
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_timer.Update(diff);
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if (!_interrupt && _timer.Passed() && owner->movespline->Finalized())
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{
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SetTargetLocation(owner);
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}
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return true;
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}
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template<class T>
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void FleeingMovementGenerator<T>::SetTargetLocation(T* owner)
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{
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if (!owner)
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{
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return;
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}
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if (owner->HasUnitState(UNIT_STATE_NOT_MOVE) || owner->IsMovementPreventedByCasting())
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{
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_path = nullptr;
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_interrupt = true;
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owner->StopMoving();
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return;
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}
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owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
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Position destination = owner->GetPosition();
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GetPoint(owner, destination);
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// Add LOS check for target point
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if (!owner->IsWithinLOS(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ()))
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{
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_timer.Reset(200);
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return;
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}
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if (!_path)
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{
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_path = std::make_unique<PathGenerator>(owner);
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}
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else
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{
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_path->Clear();
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}
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_path->SetPathLengthLimit(30.0f);
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bool result = _path->CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
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if (!result || (_path->GetPathType() & PathType(PATHFIND_NOPATH | PATHFIND_SHORTCUT | PATHFIND_FARFROMPOLY)))
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{
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_timer.Reset(100);
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return;
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}
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Movement::MoveSplineInit init(owner);
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init.MovebyPath(_path->GetPath());
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init.SetWalk(false);
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int32 traveltime = init.Launch();
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_timer.Reset(traveltime + urand(800, 1500));
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}
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template<class T>
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void FleeingMovementGenerator<T>::GetPoint(T* owner, Position& position)
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{
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float casterDistance, casterAngle;
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if (Unit* fleeTarget = ObjectAccessor::GetUnit(*owner, _fleeTargetGUID))
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{
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casterDistance = fleeTarget->GetDistance(owner);
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if (casterDistance > 0.2f)
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{
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casterAngle = fleeTarget->GetAngle(owner);
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}
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else
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{
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casterAngle = frand(0.0f, 2.0f * float(M_PI));
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}
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}
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else
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{
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casterDistance = 0.0f;
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casterAngle = frand(0.0f, 2.0f * float(M_PI));
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}
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float distance, angle;
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if (casterDistance < MIN_QUIET_DISTANCE)
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{
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distance = frand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - casterDistance);
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angle = casterAngle + frand(-float(M_PI) / 8.0f, float(M_PI) / 8.0f);
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}
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else if (casterDistance > MAX_QUIET_DISTANCE)
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{
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distance = frand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -casterAngle + frand(-float(M_PI) / 4.0f, float(M_PI) / 4.0f);
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}
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else // we are inside quiet range
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{
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distance = frand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = frand(0.0f, 2.0f * float(M_PI));
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}
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// In MovePositionToFirstCollision we have added owner's orientation
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// so now let's subtract it
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angle -= owner->GetOrientation();
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owner->MovePositionToFirstCollision(position, distance, angle);
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}
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template void FleeingMovementGenerator<Player>::DoInitialize(Player*);
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template void FleeingMovementGenerator<Creature>::DoInitialize(Creature*);
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template bool FleeingMovementGenerator<Player>::_setMoveData(Player*);
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template bool FleeingMovementGenerator<Creature>::_setMoveData(Creature*);
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template bool FleeingMovementGenerator<Player>::_getPoint(Player*, float&, float&, float&);
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||||
template bool FleeingMovementGenerator<Creature>::_getPoint(Creature*, float&, float&, float&);
|
||||
template void FleeingMovementGenerator<Player>::_setTargetLocation(Player*);
|
||||
template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature*);
|
||||
template void FleeingMovementGenerator<Player>::DoReset(Player*);
|
||||
template void FleeingMovementGenerator<Creature>::DoReset(Creature*);
|
||||
template bool FleeingMovementGenerator<Player>::DoUpdate(Player*, uint32);
|
||||
template bool FleeingMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
|
||||
template void FleeingMovementGenerator<Player>::SetTargetLocation(Player*);
|
||||
template void FleeingMovementGenerator<Creature>::SetTargetLocation(Creature*);
|
||||
template void FleeingMovementGenerator<Player>::GetPoint(Player*, Position&);
|
||||
template void FleeingMovementGenerator<Creature>::GetPoint(Creature*, Position&);
|
||||
|
||||
void TimedFleeingMovementGenerator::Finalize(Unit* owner)
|
||||
{
|
||||
|
||||
@@ -23,34 +23,24 @@
|
||||
template<class T>
|
||||
class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
|
||||
{
|
||||
public:
|
||||
FleeingMovementGenerator(ObjectGuid fright) : i_frightGUID(fright), i_nextCheckTime(0) {}
|
||||
public:
|
||||
explicit FleeingMovementGenerator(ObjectGuid fleeTargetGUID) : _path(nullptr), _fleeTargetGUID(fleeTargetGUID), _timer(0), _interrupt(false) {}
|
||||
|
||||
void DoInitialize(T*);
|
||||
void DoFinalize(T*);
|
||||
void DoReset(T*);
|
||||
bool DoUpdate(T*, uint32);
|
||||
MovementGeneratorType GetMovementGeneratorType() override { return FLEEING_MOTION_TYPE; }
|
||||
|
||||
MovementGeneratorType GetMovementGeneratorType() { return FLEEING_MOTION_TYPE; }
|
||||
void DoInitialize(T*);
|
||||
void DoFinalize(T*);
|
||||
void DoReset(T*);
|
||||
bool DoUpdate(T*, uint32);
|
||||
|
||||
private:
|
||||
void _setTargetLocation(T*);
|
||||
bool _getPoint(T*, float& x, float& y, float& z);
|
||||
bool _setMoveData(T* owner);
|
||||
void _Init(T* );
|
||||
private:
|
||||
void SetTargetLocation(T*);
|
||||
void GetPoint(T*, Position& position);
|
||||
|
||||
bool is_water_ok : 1;
|
||||
bool is_land_ok : 1;
|
||||
bool i_only_forward: 1;
|
||||
|
||||
float i_caster_x;
|
||||
float i_caster_y;
|
||||
float i_caster_z;
|
||||
float i_last_distance_from_caster;
|
||||
float i_to_distance_from_caster;
|
||||
float i_cur_angle;
|
||||
ObjectGuid i_frightGUID;
|
||||
TimeTracker i_nextCheckTime;
|
||||
std::unique_ptr<PathGenerator> _path;
|
||||
ObjectGuid _fleeTargetGUID;
|
||||
TimeTracker _timer;
|
||||
bool _interrupt;
|
||||
};
|
||||
|
||||
class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>
|
||||
|
||||
Reference in New Issue
Block a user