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Add MoveTo functionality to allow NPC to clip through walls and prevent getting stuck in the event that there are 2 or less nodes. Teleport logic fixes
Add MoveTo functionality to allow NPC to clip through walls and prevent getting stuck in the event that there are 2 or less nodes. Changed Teleport logic; NPCs should no longer warp and instead clip thru walls / z axis on geometry when stuck or teleporting. Added a sanity check for teleport nodes at 0,0,0 which have been observed on a few nav meshes. This is in case someone accidentally adds one.
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@ -623,11 +623,28 @@ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMove
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bool stuck = false;
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auto route = zone->pathing->FindRoute(glm::vec3(who->GetX(), who->GetY(), who->GetZ()), glm::vec3(x, y, z), partial, stuck);
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//if route empty then return
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if (route.empty()) {
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return;
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//if route empty or only has two points, and we have los, then just force npc to move to location
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if (route.size() < 3) {
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auto iter = _impl->Entries.find(who);
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auto &ent = (*iter);
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if (zone->zonemap->CheckLoS(who->GetPosition(), glm::vec3(x, y, z)) && route.size() > 0)
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{
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auto &first = route.front();
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auto &last = route.back();
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PushMoveTo(ent.second, x, y, z, mode);
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return;
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}
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else if(route.size() < 2)
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{
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PushMoveTo(ent.second, x, y, z, mode);
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return;
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}
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}
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auto &first = route.front();
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auto &last = route.back();
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@ -695,19 +712,21 @@ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMove
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}
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//move to / teleport to node + 1
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if (next_node.teleport) {
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if (next_node.teleport && next_node.pos.x != 0.0f && next_node.pos.y != 0.0f) {
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PushTeleportTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z,
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CalculateHeadingAngleBetweenPositions(current_node.pos.x, current_node.pos.y, next_node.pos.x, next_node.pos.y));
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}
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else {
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PushMoveTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode);
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if (next_node.pos.x != 0.0f && next_node.pos.y != 0.0f)
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{
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PushMoveTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode);
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}
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}
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}
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//if stuck then handle stuck
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if (stuck) {
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PushTeleportTo(ent.second, x, y, z,
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CalculateHeadingAngleBetweenPositions(previous_pos.x, previous_pos.y, x, y));
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PushMoveTo(ent.second, x, y, z, mode);
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}
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else {
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PushStopMoving(ent.second);
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