movement sync bug squashed
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@@ -115,39 +115,8 @@ public class MovementUtilities {
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}
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public static Vector3fImmutable GetMoveLocation(Mob aiAgent, AbstractCharacter aggroTarget) {
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// Player isnt moving and neither is mob. Just return
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// the mobile's current location. Ain't goin nowhere!
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// *** Refactor: Check to ensure methods calling us
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// all don't sent move messages when not moving.
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if ((aggroTarget.isMoving() == false))
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return aggroTarget.getLoc();
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if (aggroTarget.getEndLoc().x != 0) {
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float aggroTargetDistanceSquared = aggroTarget.getLoc().distanceSquared2D(aggroTarget.getEndLoc());
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float aiAgentDistanceSquared = aiAgent.getLoc().distanceSquared2D(aggroTarget.getEndLoc());
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if (aiAgentDistanceSquared >= aggroTargetDistanceSquared)
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return aggroTarget.getEndLoc();
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else {
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float distanceToMove = sqrt(aggroTargetDistanceSquared + aiAgentDistanceSquared) * .5f;
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return aggroTarget.getFaceDir().scaleAdd(distanceToMove, aggroTarget.getLoc());
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}
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}
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// One of us is moving so let's calculate our destination loc for this
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// simulation frame. We will simply project our position onto the
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// character's movement vector and return the closest point.
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return aiAgent.getLoc().ClosestPointOnLine(aggroTarget.getLoc(), aggroTarget.getEndLoc());
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}
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public static void moveToLocation(Mob agent, Vector3fImmutable newLocation, float offset) {
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agent.resetLastSetLocUpdate();
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try {
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//don't move farther than 30 units from player.
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@@ -172,21 +141,6 @@ public class MovementUtilities {
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return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None));
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}
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public static Vector3fImmutable randomPatrolLocation(Mob agent, Vector3fImmutable center, float radius) {
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//Determing where I want to move.
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return new Vector3fImmutable((center.x - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius),
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center.y,
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(center.z - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius));
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}
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public static Long estimateMovementTime(Mob agent) {
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if (agent.getEndLoc().x == 0 && agent.getEndLoc().y == 0)
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return 0L;
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return (long) ((agent.getLoc().distance2D(agent.getEndLoc()) * 1000) / agent.getSpeed());
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}
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public static void aiMove(Mob agent, Vector3fImmutable vect, boolean isWalking) {
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//update our walk/run state.
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@@ -273,23 +227,4 @@ public class MovementUtilities {
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return character.getLoc();
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}
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public static boolean updateMovementToCharacter(Mob aiAgent, AbstractCharacter aggroTarget) {
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if (aiAgent.destination.equals(Vector3fImmutable.ZERO))
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return true;
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if (!aiAgent.isMoving())
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return true;
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if (aggroTarget.isMoving()) {
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return !aiAgent.destination.equals(aggroTarget.getEndLoc()) && !aiAgent.destination.equals(aggroTarget.getLoc());
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} else {
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if (aiAgent.destination.equals(aggroTarget.getLoc()))
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return false;
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}
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return false;
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}
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}
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