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-rw-r--r--src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp50
1 files changed, 29 insertions, 21 deletions
diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
index c9e39866bf5..73e24486768 100644
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
@@ -47,36 +47,44 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
- VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();
-
for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
{
- const float wanderX = wander_distance*rand_norm() - wander_distance/2;
- const float wanderY = wander_distance*rand_norm() - wander_distance/2;
- i_waypoints[idx][0] = x + wanderX;
- i_waypoints[idx][1] = y + wanderY;
+ float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
+ float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
+ Trinity::NormalizeMapCoord(wanderX);
+ Trinity::NormalizeMapCoord(wanderY);
- const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
- if (!isInLoS)
+ float new_z = map->GetHeight(wanderX, wanderY, z, true);
+ if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
{
- i_waypoints[idx][0] = x;
- i_waypoints[idx][1] = y;
+ // Don't move in water if we're not already in
+ // Don't move on land if we're not already on it either
+ bool is_water_now = map->IsInWater(x, y, z);
+ bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
+ if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
+ {
+ i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
+ i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
+ i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
+ continue;
+ }
+
+ // Taken from FleeingMovementGenerator
+ if (!(new_z - z) || wander_distance / fabs(new_z - z) > 1.0f)
+ {
+ i_waypoints[idx][0] = wanderX;
+ i_waypoints[idx][1] = wanderY;
+ i_waypoints[idx][2] = new_z;
+ continue;
+ }
}
-
- // prevent invalid coordinates generation
- Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
- Trinity::NormalizeMapCoord(i_waypoints[idx][1]);
-
- bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
- // if generated wrong path just ignore
- if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
+ else // Back to previous location
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
+ i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
+ continue;
}
-
- unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
- i_waypoints[idx][2] = z;
}
unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);