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https://github.com/EQEmu/Server.git
synced 2026-09-03 13:36:36 +00:00
Bunch of refactoring and walking, AI needs a ton of tweaking to use the new logic
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+4
-13
@@ -523,6 +523,7 @@ public:
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uint32 GetNPCTypeID() const { return npctype_id; }
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void SetNPCTypeID(uint32 npctypeid) { npctype_id = npctypeid; }
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inline const glm::vec4& GetPosition() const { return m_Position; }
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inline void SetPosition(const float x, const float y, const float z) { m_Position.x = x; m_Position.y = y; m_Position.z = z; }
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inline const float GetX() const { return m_Position.x; }
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inline const float GetY() const { return m_Position.y; }
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inline const float GetZ() const { return m_Position.z; }
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@@ -968,7 +969,9 @@ public:
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inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
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float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
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void NavigateTo(float x, float y, float z, float speed);
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void WalkTo(float x, float y, float z);
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void RunTo(float x, float y, float z);
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void NavigateTo(float x, float y, float z);
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void StopNavigation();
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float CalculateDistance(float x, float y, float z);
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float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
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@@ -1133,9 +1136,6 @@ public:
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int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
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//Pathing
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glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
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// Bots HealRotation methods
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#ifdef BOTS
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bool IsHealRotationTarget() { return (m_target_of_heal_rotation.use_count() && m_target_of_heal_rotation.get()); }
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@@ -1292,7 +1292,6 @@ protected:
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void CalculateNewFearpoint();
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float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
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float FindDestGroundZ(glm::vec3 dest, float z_offset=0.0);
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glm::vec3 HandleStuckPath(const glm::vec3 &To, const glm::vec3 &From);
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virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
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int16 GetSympatheticSpellProcRate(uint16 spell_id);
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@@ -1481,15 +1480,7 @@ protected:
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glm::vec3 m_FearWalkTarget;
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bool currently_fleeing;
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// Pathing
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//
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glm::vec3 PathingDestination;
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IPathfinder::IPath Route;
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std::unique_ptr<Timer> PathRecalcTimer;
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bool DistractedFromGrid;
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glm::vec3 PathingLastPosition;
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int PathingLoopCount;
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uint32 pDontHealMeBefore;
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uint32 pDontBuffMeBefore;
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uint32 pDontDotMeBefore;
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