Decoupled cMonster and path recalc logic, re-implemented recalc
This commit is contained in:
261
src/Mobs/PathFinder.cpp
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261
src/Mobs/PathFinder.cpp
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#include "Globals.h"
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#include "PathFinder.h"
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#include "../Chunk.h"
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cPathFinder::cPathFinder(double a_MobWidth, double a_MobHeight) :
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m_Path(),
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m_GiveUpCounter(0),
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m_NotFoundCooldown(0)
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{
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m_Width = a_MobWidth;
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m_Height = a_MobHeight;
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}
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ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare)
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{
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m_FinalDestination = *a_Destination;
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m_Source = a_Source;
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// If a recent PATH_NOT_FOUND was returned, we rest for a few ticks.
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if (m_NotFoundCooldown > 0)
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{
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m_NotFoundCooldown -= 1;
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return ePathFinderStatus::CALCULATING;
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}
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// Tweak the destination. If something is wrong with the destination or the chunk, rest for a while.
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if (!EnsureProperDestination(a_Chunk))
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{
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m_NotFoundCooldown = 20;
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return ePathFinderStatus::PATH_NOT_FOUND;
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}
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// Rest is over. Prepare m_Path by calling ResetPathFinding.
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if (m_NotFoundCooldown == 0)
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{
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m_NotFoundCooldown = -1;
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ResetPathFinding(a_Chunk);
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}
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// If m_Path has not been initialized yet, initialize it.
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if (!m_Path.IsValid())
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{
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ResetPathFinding(a_Chunk);
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}
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switch (m_Path.CalculationStep(a_Chunk))
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{
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case ePathFinderStatus::NEARBY_FOUND:
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{
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m_NoPathToTarget = true;
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m_PathDestination = m_Path.AcceptNearbyPath();
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if (a_DontCare)
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{
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m_FinalDestination = m_PathDestination;
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*a_Destination = m_FinalDestination; // Modify the mob's final destination because it doesn't care about reaching an exact spot
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}
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else
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{
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m_DeviationOrigin = m_FinalDestination; // This is the only case in which m_DeviationOrigin != m_PathDestination
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}
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return ePathFinderStatus::CALCULATING;
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// The next call will trigger the PATH_FOUND case
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}
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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m_NotFoundCooldown = 20;
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return ePathFinderStatus::PATH_NOT_FOUND;
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}
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case ePathFinderStatus::CALCULATING:
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{
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return ePathFinderStatus::CALCULATING;
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}
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case ePathFinderStatus::PATH_FOUND:
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{
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m_GiveUpCounter -= 1;
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if ((m_GiveUpCounter == 0) || PathIsTooOld())
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{
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ResetPathFinding(a_Chunk);
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return ePathFinderStatus::CALCULATING;
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}
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if (m_Path.NoMoreWayPoints())
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{
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// We're always heading towards m_PathDestination.
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// If m_PathDestination is exactly m_FinalDestination, then we're about to reach the destination.
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if (m_PathDestination == m_FinalDestination)
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{
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*a_OutputWaypoint = m_FinalDestination;
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return ePathFinderStatus::PATH_FOUND;
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}
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else
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{
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// Otherwise, we've finished our approximate path and time to recalc.
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ResetPathFinding(a_Chunk);
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return ePathFinderStatus::CALCULATING;
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}
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}
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if (m_Path.IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
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{
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// if the mob has just started or if the mob reached a waypoint, give them a new waypoint.
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m_WayPoint = m_Path.GetNextPoint();
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m_GiveUpCounter = 40;
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return ePathFinderStatus::PATH_FOUND;
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}
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else
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{
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// Otherwise, the mob is still walking towards its waypoint, we'll patiently wait. We won't update m_WayPoint.
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*a_OutputWaypoint = m_WayPoint;
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return ePathFinderStatus::PATH_FOUND;
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}
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}
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#ifndef __clang__
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default:
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{
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return ePathFinderStatus::PATH_FOUND;
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// Fixes GCC warning: "control reaches end of non-void function".
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}
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#endif
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}
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}
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void cPathFinder::ResetPathFinding(cChunk &a_Chunk)
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{
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m_GiveUpCounter = 40;
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m_NoPathToTarget = false;
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m_PathDestination = m_FinalDestination;
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m_DeviationOrigin = m_PathDestination;
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m_Path = cPath(a_Chunk, m_Source, m_PathDestination, 20, m_Width, m_Height);
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}
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bool cPathFinder::EnsureProperDestination(cChunk & a_Chunk)
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{
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cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
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// If destination in the air, first try to go 1 block north, or east, or west.
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// This fixes the player leaning issue.
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// If that failed, we instead go down to the lowest air block.
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (!cBlockInfo::IsSolid(BlockType))
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{
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bool InTheAir = true;
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int x, z;
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for (z = -1; z <= 1; ++z)
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{
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for (x = -1; x <= 1; ++x)
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{
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if ((x == 0) && (z == 0))
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{
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continue;
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}
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Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
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RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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m_FinalDestination.x += x;
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m_FinalDestination.z += z;
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InTheAir = false;
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goto breakBothLoops;
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}
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}
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}
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breakBothLoops:
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// Go down to the lowest air block.
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if (InTheAir)
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{
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while (m_FinalDestination.y > 0)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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break;
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}
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m_FinalDestination.y -= 1;
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}
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}
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}
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// If destination in water, go up to the highest water block.
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// If destination in solid, go up to first air block.
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bool InWater = false;
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while (m_FinalDestination.y < cChunkDef::Height)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
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if (BlockType == E_BLOCK_STATIONARY_WATER)
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{
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InWater = true;
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}
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else if (cBlockInfo::IsSolid(BlockType))
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{
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InWater = false;
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}
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else
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{
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break;
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}
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m_FinalDestination.y += 1;
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}
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if (InWater)
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{
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m_FinalDestination.y -= 1;
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}
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return true;
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}
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bool cPathFinder::PathIsTooOld() const
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{
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size_t acceptableDeviation = m_Path.WayPointsLeft() / 2;
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if (acceptableDeviation == 0)
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{
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acceptableDeviation = 1;
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}
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if ((m_FinalDestination - m_DeviationOrigin).SqrLength() > acceptableDeviation * acceptableDeviation)
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{
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return true;
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}
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return false;
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}
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