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Work on making the paths work well when being z corrected esp for nav meshes
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@ -446,6 +446,7 @@ Mob::Mob(const char* in_name,
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npc_assist_cap = 0;
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PathRecalcTimer.reset(new Timer(2000));
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PathingLoopCount = 0;
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}
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Mob::~Mob()
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@ -1227,7 +1227,6 @@ 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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glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
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void PrintRoute();
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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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@ -1373,8 +1372,6 @@ protected:
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int32 GetItemFactionBonus(uint32 pFactionID);
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void ClearItemFactionBonuses();
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void CalculateFearPosition();
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bool flee_mode;
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Timer flee_timer;
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Timer fix_z_timer;
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@ -1401,7 +1398,6 @@ protected:
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int npc_assist_cap;
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Timer assist_cap_timer; // clear assist cap so more nearby mobs can be called for help
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int patrol;
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glm::vec3 m_FearWalkTarget;
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bool currently_fleeing;
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@ -1412,6 +1408,8 @@ protected:
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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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@ -9,6 +9,8 @@
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#include "client.h"
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#include "../common/compression.h"
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extern Zone *zone;
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struct PathfinderNavmesh::Implementation
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{
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dtNavMesh *nav_mesh;
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@ -47,12 +49,12 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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dtQueryFilter filter;
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filter.setIncludeFlags(65535U);
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filter.setAreaCost(0, 1.0f); //Normal
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filter.setAreaCost(1, 1.0f); //Water
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filter.setAreaCost(2, 1.0f); //Lava
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filter.setAreaCost(1, 2.0f); //Water
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filter.setAreaCost(2, 2.0f); //Lava
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filter.setAreaCost(4, 1.0f); //PvP
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filter.setAreaCost(5, 1.0f); //Slime
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filter.setAreaCost(6, 1.0f); //Ice
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filter.setAreaCost(7, 1.0f); //V Water (Frigid Water)
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filter.setAreaCost(5, 1.5f); //Slime
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filter.setAreaCost(6, 1.5f); //Ice
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filter.setAreaCost(7, 2.0f); //V Water (Frigid Water)
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filter.setAreaCost(8, 1.0f); //General Area
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filter.setAreaCost(9, 1.0f); //Portal
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@ -104,6 +106,13 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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node.z = straight_path[i * 3 + 1];
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node.y = straight_path[i * 3 + 2];
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if (zone->HasMap()) {
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auto best_z = zone->zonemap->FindBestZ(node, nullptr);
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if (best_z != BEST_Z_INVALID) {
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node.z = best_z;
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}
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}
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unsigned short flag = 0;
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if (dtStatusSucceed(m_impl->nav_mesh->getPolyFlags(straight_path_polys[i], &flag))) {
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if (flag & 512) {
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@ -35,7 +35,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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}
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else {
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if (PathRecalcTimer->Check()) {
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bool SameDestination = DistanceSquared(To, PathingDestination) < 4.0f;
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bool SameDestination = DistanceSquared(To, PathingDestination) < 100.0f;
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if (!SameDestination) {
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//We had a route but our target position moved too much
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Route = zone->pathing->FindRoute(From, To);
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@ -46,7 +46,45 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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}
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}
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bool AtNextNode = DistanceSquared(From, (*Route.begin()).pos) < 4.0f;
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if (!IsRooted()) {
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bool AtPrevNode = DistanceSquared(From, PathingLastPosition) < 1.0f;
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if (AtPrevNode) {
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PathingLoopCount++;
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if (PathingLoopCount > 5) {
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SendPosition();
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}
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auto front = (*Route.begin()).pos;
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Teleport(front);
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Route.pop_front();
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WaypointChanged = true;
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NodeReached = true;
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PathingLoopCount = 0;
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return front;
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}
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else {
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PathingLastPosition = From;
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PathingLoopCount = 0;
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}
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}
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else {
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PathingLastPosition = From;
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PathingLoopCount = 0;
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}
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bool AtNextNode = false;
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if (flymode == 1) {
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AtNextNode = DistanceSquared(From, (*Route.begin()).pos) < 4.0f;
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}
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else {
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float z_dist = From.z - (*Route.begin()).pos.z;
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z_dist *= z_dist;
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AtNextNode = DistanceSquaredNoZ(From, (*Route.begin()).pos) < 4.0f && z_dist < 25.0f;
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}
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if (AtNextNode) {
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WaypointChanged = false;
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NodeReached = true;
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