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Merge pull request #411 from regneq/master
smoother NPC pathing. (credit to Haynar from EQMacEmu)
This commit is contained in:
commit
4b7871a665
@ -1129,6 +1129,7 @@ public:
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inline bool IsDraggingCorpse() { return (DraggedCorpses.size() > 0); }
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void DragCorpses();
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inline void ClearDraggedCorpses() { DraggedCorpses.clear(); }
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inline void ResetPositionTimer() { position_timer_counter = 0; }
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void SendAltCurrencies();
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void SetAlternateCurrencyValue(uint32 currency_id, uint32 new_amount);
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void AddAlternateCurrencyValue(uint32 currency_id, int32 amount, int8 method = 0);
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37
zone/map.cpp
37
zone/map.cpp
@ -64,7 +64,7 @@ Map::~Map() {
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float Map::FindBestZ(glm::vec3 &start, glm::vec3 *result) const {
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if (!imp)
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return false;
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return BEST_Z_INVALID;
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glm::vec3 tmp;
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if(!result)
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@ -93,6 +93,41 @@ float Map::FindBestZ(glm::vec3 &start, glm::vec3 *result) const {
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return BEST_Z_INVALID;
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}
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float Map::FindClosestZ(glm::vec3 &start, glm::vec3 *result) const {
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// Unlike FindBestZ, this method finds the closest Z value above or below the specified point.
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//
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if (!imp)
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return false;
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float ClosestZ = BEST_Z_INVALID;
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glm::vec3 tmp;
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if (!result)
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result = &tmp;
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glm::vec3 from(start.x, start.y, start.z);
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glm::vec3 to(start.x, start.y, BEST_Z_INVALID);
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float hit_distance;
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bool hit = false;
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// first check is below us
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hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
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if (hit) {
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ClosestZ = result->z;
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}
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// Find nearest Z above us
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to.z = -BEST_Z_INVALID;
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hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
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if (hit) {
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if (abs(from.z - result->z) < abs(ClosestZ - from.z))
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return result->z;
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}
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return ClosestZ;
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}
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bool Map::LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const {
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if(!imp)
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return false;
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@ -34,6 +34,7 @@ public:
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~Map();
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float FindBestZ(glm::vec3 &start, glm::vec3 *result) const;
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float FindClosestZ(glm::vec3 &start, glm::vec3 *result) const;
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bool LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const;
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bool LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, glm::vec3 *result) const;
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bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc) const;
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@ -1201,6 +1201,7 @@ void Mob::SendPosition()
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PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
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MakeSpawnUpdateNoDelta(spu);
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move_tic_count = 0;
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tar_ndx = 20;
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entity_list.QueueClients(this, app, true);
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safe_delete(app);
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}
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148
zone/mob_ai.cpp
148
zone/mob_ai.cpp
@ -1666,92 +1666,41 @@ void NPC::AI_DoMovement() {
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if (gridno > 0 || cur_wp==-2) {
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if (movetimercompleted==true) { // time to pause at wp is over
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int32 spawn_id = this->GetSpawnPointID();
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LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
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iterator.Reset();
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Spawn2 *found_spawn = nullptr;
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while(iterator.MoreElements())
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{
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Spawn2* cur = iterator.GetData();
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iterator.Advance();
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if(cur->GetID() == spawn_id)
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{
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found_spawn = cur;
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break;
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}
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}
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if (wandertype == 4 && cur_wp == CastToNPC()->GetMaxWp()) {
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CastToNPC()->Depop(true); //depop and resart spawn timer
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if(found_spawn)
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found_spawn->SetNPCPointerNull();
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}
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else if (wandertype == 6 && cur_wp == CastToNPC()->GetMaxWp()) {
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CastToNPC()->Depop(false);//depop without spawn timer
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if(found_spawn)
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found_spawn->SetNPCPointerNull();
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}
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else {
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movetimercompleted=false;
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Log.Out(Logs::Detail, Logs::Pathing, "We are departing waypoint %d.", cur_wp);
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//if we were under quest control (with no grid), we are done now..
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if(cur_wp == -2) {
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Log.Out(Logs::Detail, Logs::Pathing, "Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode.");
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roamer = false;
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cur_wp = 0;
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}
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if(GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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entity_list.OpenDoorsNear(CastToNPC());
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if(!DistractedFromGrid) {
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//kick off event_waypoint depart
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char temp[16];
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sprintf(temp, "%d", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, temp, 0);
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//setup our next waypoint, if we are still on our normal grid
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//remember that the quest event above could have done anything it wanted with our grid
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if(gridno > 0) {
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CastToNPC()->CalculateNewWaypoint();
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}
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}
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else {
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DistractedFromGrid = false;
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}
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}
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AI_SetupNextWaypoint();
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} // endif (movetimercompleted==true)
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else if (!(AIwalking_timer->Enabled()))
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{ // currently moving
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bool doMove = true;
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if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
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{ // are we there yet? then stop
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Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
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SetWaypointPause();
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if(GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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SetMoving(false);
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if (m_CurrentWayPoint.w >= 0.0) {
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SetHeading(m_CurrentWayPoint.w);
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if (cur_wp_pause != 0) {
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SetWaypointPause();
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if (GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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SetMoving(false);
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if (m_CurrentWayPoint.w >= 0.0) {
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SetHeading(m_CurrentWayPoint.w);
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}
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SendPosition();
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}
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SendPosition();
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//kick off event_waypoint arrive
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char temp[16];
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sprintf(temp, "%d", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0);
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// start moving directly to next waypoint if we're at a 0 pause waypoint and we didn't get quest halted.
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if (!AIwalking_timer->Enabled())
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AI_SetupNextWaypoint();
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else
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doMove = false;
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// wipe feign memory since we reached our first waypoint
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if(cur_wp == 1)
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ClearFeignMemory();
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}
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else
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{ // not at waypoint yet, so keep moving
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if (doMove)
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{ // not at waypoint yet or at 0 pause WP, so keep moving
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if(!RuleB(Pathing, AggroReturnToGrid) || !zone->pathing || (DistractedFromGrid == 0))
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CalculateNewPosition2(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, true);
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else
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@ -1829,6 +1778,67 @@ void NPC::AI_DoMovement() {
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}
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}
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}
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void NPC::AI_SetupNextWaypoint() {
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int32 spawn_id = this->GetSpawnPointID();
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LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
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iterator.Reset();
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Spawn2 *found_spawn = nullptr;
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while (iterator.MoreElements())
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{
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Spawn2* cur = iterator.GetData();
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iterator.Advance();
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if (cur->GetID() == spawn_id)
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{
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found_spawn = cur;
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break;
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}
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}
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if (wandertype == 4 && cur_wp == CastToNPC()->GetMaxWp()) {
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CastToNPC()->Depop(true); //depop and restart spawn timer
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if (found_spawn)
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found_spawn->SetNPCPointerNull();
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}
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else if (wandertype == 6 && cur_wp == CastToNPC()->GetMaxWp()) {
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CastToNPC()->Depop(false);//depop without spawn timer
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if (found_spawn)
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found_spawn->SetNPCPointerNull();
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}
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else {
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movetimercompleted = false;
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Log.Out(Logs::Detail, Logs::Pathing, "We are departing waypoint %d.", cur_wp);
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//if we were under quest control (with no grid), we are done now..
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if (cur_wp == -2) {
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Log.Out(Logs::Detail, Logs::Pathing, "Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode.");
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roamer = false;
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cur_wp = 0;
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}
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if (GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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entity_list.OpenDoorsNear(CastToNPC());
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if (!DistractedFromGrid) {
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//kick off event_waypoint depart
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char temp[16];
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sprintf(temp, "%d", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, temp, 0);
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//setup our next waypoint, if we are still on our normal grid
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//remember that the quest event above could have done anything it wanted with our grid
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if (GetGrid() > 0) {
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CastToNPC()->CalculateNewWaypoint();
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}
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}
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else {
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DistractedFromGrid = false;
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}
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}
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}
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// Note: Mob that caused this may not get added to the hate list until after this function call completes
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void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {
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@ -119,6 +119,7 @@ public:
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virtual void AI_Start(uint32 iMoveDelay = 0);
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virtual void AI_Stop();
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void AI_DoMovement();
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void AI_SetupNextWaypoint();
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bool AI_AddNPCSpells(uint32 iDBSpellsID);
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bool AI_AddNPCSpellsEffects(uint32 iDBSpellsEffectsID);
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virtual bool AI_EngagedCastCheck();
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@ -394,6 +394,7 @@ void NPC::SetWaypointPause()
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if (cur_wp_pause == 0) {
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AIwalking_timer->Start(100);
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AIwalking_timer->Trigger();
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}
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else
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{
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@ -514,7 +515,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
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return true;
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}
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bool send_update = false;
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int compare_steps = IsBoat() ? 1 : 20;
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if(tar_ndx < compare_steps && m_TargetLocation.x==x && m_TargetLocation.y==y) {
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float new_x = m_Position.x + m_TargetV.x*tar_vector;
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@ -637,13 +640,14 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
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m_Position.y = y;
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m_Position.z = z;
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tar_ndx = 20;
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Log.Out(Logs::Detail, Logs::AI, "Only a single step to get there... jumping.");
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}
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}
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else {
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tar_vector/=20;
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tar_vector/=20.0f;
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float new_x = m_Position.x + m_TargetV.x*tar_vector;
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float new_y = m_Position.y + m_TargetV.y*tar_vector;
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@ -699,12 +703,19 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
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m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
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if (IsClient())
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{
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SendPosUpdate(1);
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CastToClient()->ResetPositionTimer();
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}
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else
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{
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// force an update now
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move_tic_count = RuleI(Zone, NPCPositonUpdateTicCount);
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SendPosUpdate();
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SetAppearance(eaStanding, false);
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SetAppearance(eaStanding, false);
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}
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pLastChange = Timer::GetCurrentTime();
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return true;
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}
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