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[11709] Cleanup, simplify random and targeted movement generator code
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6a597ae755
commit
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4 changed files with 39 additions and 81 deletions
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@ -74,13 +74,14 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
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return;
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*/
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Traveller<T> traveller(owner);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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D::_addUnitStateMove(owner);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING);
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i_targetReached = false;
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i_recalculateTravel = false;
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D::_addUnitStateMove(owner);
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Traveller<T> traveller(owner);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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}
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template<>
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@ -140,52 +141,35 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
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}
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Traveller<T> traveller(owner);
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if (!i_destinationHolder.HasDestination())
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_setTargetLocation(owner);
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if (owner.IsStopped() && !i_destinationHolder.HasArrived())
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{
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D::_addUnitStateMove(owner);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING);
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i_destinationHolder.StartTravel(traveller);
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return true;
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}
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if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
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{
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if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list)
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return true; // not expire now, but already lost
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// put targeted movement generators on a higher priority
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if (owner.GetObjectBoundingRadius())
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i_destinationHolder.ResetUpdate(50);
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float dist = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE);
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return true;
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i_destinationHolder.ResetUpdate(50);
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//More distance let have better performance, less distance let have more sensitive reaction at target move.
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float dist = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius()
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+ sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE);
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if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) > dist * dist)
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_setTargetLocation(owner);
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}
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// try to counter precision differences
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if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist)
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{
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owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
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_setTargetLocation(owner); //Calculate New Dest and Send data To Player
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}
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// Update the Angle of the target only for Map::, no need to send packet for player
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else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget()))
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if (i_destinationHolder.HasArrived())
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{
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if (i_angle == 0.f && !owner.HasInArc(0.01f, i_target.getTarget()))
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owner.SetInFront(i_target.getTarget());
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if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
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if (!i_targetReached)
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{
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i_recalculateTravel = false;
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//Angle update will take place into owner.StopMoving()
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owner.SetInFront(i_target.getTarget());
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owner.StopMoving();
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i_targetReached = true;
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static_cast<D*>(this)->_reachTarget(owner);
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}
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}
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else
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{
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if (i_recalculateTravel)
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_setTargetLocation(owner);
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}
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return true;
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}
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