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[9110] Some cosmetic cleanup in random movement code.
Signed-off-by: NoFantasy <nofantasy@nf.no>
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9ad15e8da2
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644cdf70d3
2 changed files with 36 additions and 26 deletions
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@ -53,47 +53,57 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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dist = distanceX*distanceX + distanceY*distanceY;
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dist = 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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if (is_air_ok) // 3D system above ground and above water (flying mode)
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{
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{
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const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
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const float distanceZ = rand_norm() * sqrtf(dist)/2;// Limit height change
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nz = Z + distanceZ;
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nz = Z + distanceZ;
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float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
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float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
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float wz = map->GetWaterLevel(nx, ny);
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float wz = map->GetWaterLevel(nx, ny);
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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 (tz >= nz || wz >= nz)
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if (tz >= nz || wz >= nz)
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return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
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return;
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}
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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 if (is_water_ok) // 3D system under water and above ground (swimming mode)
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else // 2D only
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else // 2D only
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{
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{
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dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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// The fastest way to get an accurate result 90% of the time.
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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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// 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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nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
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nz = map->GetHeight(nx, ny, Z+dist-2.0f, false);
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if (fabs(nz-Z)>dist)
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if (fabs(nz-Z) > dist) // Map check
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{
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{
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nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
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nz = map->GetHeight(nx, ny, Z-2.0f, true); // Vmap Horizontal or above
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if (fabs(nz-Z)>dist)
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if (fabs(nz-Z) > dist)
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{
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{
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nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
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// Vmap Higher
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if (fabs(nz-Z)>dist)
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nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);
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return; // let's forget this bad coords where a z cannot be find and retry at next tick
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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(nz-Z) > dist)
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return;
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}
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}
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}
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}
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}
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}
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Traveller<Creature> traveller(creature);
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Traveller<Creature> traveller(creature);
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creature.SetOrientation(creature.GetAngle(nx,ny));
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creature.SetOrientation(creature.GetAngle(nx, ny));
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i_destinationHolder.SetDestination(traveller, nx, ny, nz);
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i_destinationHolder.SetDestination(traveller, nx, ny, nz);
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creature.addUnitState(UNIT_STAT_ROAMING);
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (is_air_ok)
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if (is_air_ok)
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{
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{
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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}
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}
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//else if (is_water_ok) // Swimming mode to be done with more than this check
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//else if (is_water_ok) // Swimming mode to be done with more than this check
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else
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else
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{
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{
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i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),10000+i_destinationHolder.GetTotalTravelTime()));
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i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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}
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}
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}
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}
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@ -102,7 +112,7 @@ template<>
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void
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void
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RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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{
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{
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if(!creature.isAlive())
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if (!creature.isAlive())
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return;
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return;
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if (creature.canFly())
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if (creature.canFly())
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@ -124,26 +134,26 @@ template<>
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bool
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bool
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RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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{
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{
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if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
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if (creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
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{
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{
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i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
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i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
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creature.clearUnitState(UNIT_STAT_ROAMING);
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creature.clearUnitState(UNIT_STAT_ROAMING);
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return true;
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return true;
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}
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}
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i_nextMoveTime.Update(diff);
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i_nextMoveTime.Update(diff);
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if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
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if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
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creature.clearUnitState(UNIT_STAT_ROAMING);
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creature.clearUnitState(UNIT_STAT_ROAMING);
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if(!i_destinationHolder.HasArrived() && creature.IsStopped())
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if (!i_destinationHolder.HasArrived() && creature.IsStopped())
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creature.addUnitState(UNIT_STAT_ROAMING);
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creature.addUnitState(UNIT_STAT_ROAMING);
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CreatureTraveller traveller(creature);
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CreatureTraveller traveller(creature);
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
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if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
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{
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{
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if(i_nextMoveTime.Passed())
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if (i_nextMoveTime.Passed())
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{
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{
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if (creature.canFly())
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if (creature.canFly())
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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@ -152,7 +162,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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_setRandomLocation(creature);
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_setRandomLocation(creature);
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}
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}
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else if(creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(),PET_FOLLOW_DIST+2.5f))
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else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
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{
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{
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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_setRandomLocation(creature);
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_setRandomLocation(creature);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9109"
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#define REVISION_NR "9110"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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