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-rw-r--r--src/game/Object.cpp16
1 files changed, 13 insertions, 3 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index 08fbb5a868b..304320f8acf 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -1488,7 +1488,17 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{
GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
- z = GetPositionZ();
-
- UpdateGroundPositionZ(x,y,z);
+ z = GetPositionZ();
+
+ UpdateGroundPositionZ(x,y,z);
+}
+
+void WorldObject::GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
+{
+ float object_size = obj->GetObjectSize();//here we use object_size to determine the angle offset, the bigger object the smaller angle offset, then this makes mob move naturally in visual.
+ //let assume 12.0f is the max size for object to have 0 angle offset.
+ float angle_offset_ratio = 1 - object_size/12.0f;
+ if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05;
+ // angle to face `obj` to `this`plus a random angle offset(from -90 degree to 90 degree)*angle_offset_ratio using distance from distance2dMin to distance2dMax includes size of `obj`
+ GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio);
}