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[11912] Use mmaps for MovementGenerators
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15 changed files with 130 additions and 744 deletions
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@ -25,84 +25,30 @@
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#include "movement/MoveSpline.h"
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template<>
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void
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RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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{
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float respX, respY, respZ, respO, currZ, destX, destY, destZ, wander_distance, travelDistZ;
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float respX, respY, respZ, respO, wander_distance;
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creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance);
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currZ = creature.GetPositionZ();
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TerrainInfo const* map = creature.GetTerrain();
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// For 2D/3D system selection
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//bool is_land_ok = creature.CanWalk(); // not used?
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//bool is_water_ok = creature.CanSwim(); // not used?
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bool is_air_ok = creature.CanFly();
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const float angle = rand_norm_f() * (M_PI_F*2.0f);
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const float range = rand_norm_f() * wander_distance;
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const float distanceX = range * cos(angle);
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const float distanceY = range * sin(angle);
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destX = respX + distanceX;
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destY = respY + distanceY;
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// prevent invalid coordinates generation
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MaNGOS::NormalizeMapCoord(destX);
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MaNGOS::NormalizeMapCoord(destY);
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travelDistZ = distanceX*distanceX + distanceY*distanceY;
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if (is_air_ok) // 3D system above ground and above water (flying mode)
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{
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// Limit height change
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const float distanceZ = rand_norm_f() * sqrtf(travelDistZ)/2.0f;
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destZ = respZ + distanceZ;
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float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f);
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// Problem here, we must fly above the ground and water, not under. Let's try on next tick
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if (levelZ >= destZ)
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return;
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}
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//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
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else // 2D only
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{
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// 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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travelDistZ = travelDistZ >= 100.0f ? 10.0f : sqrtf(travelDistZ);
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// The fastest way to get an accurate result 90% of the time.
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// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
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destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, false);
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if (fabs(destZ - respZ) > travelDistZ) // Map check
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{
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// Vmap Horizontal or above
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destZ = map->GetHeight(destX, destY, respZ - 2.0f, true);
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if (fabs(destZ - respZ) > travelDistZ)
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{
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// Vmap Higher
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destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, true);
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// let's forget this bad coords where a z cannot be find and retry at next tick
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if (fabs(destZ - respZ) > travelDistZ)
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return;
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}
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}
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}
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if (is_air_ok)
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i_nextMoveTime.Reset(0);
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else
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i_nextMoveTime.Reset(urand(500, 10000));
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float destX = respX + range * cos(angle);
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float destY = respY + range * sin(angle);
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float destZ = creature.GetPositionZ();
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creature.UpdateAllowedPositionZ(destX, destY, destZ);
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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Movement::MoveSplineInit init(creature);
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init.MoveTo(destX, destY, destZ);
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init.MoveTo(destX, destY, destZ, true);
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init.SetWalk(true);
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init.Launch();
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if (creature.CanFly())
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i_nextMoveTime.Reset(0);
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else
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i_nextMoveTime.Reset(urand(500, 10000));
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}
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template<>
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