More cleanups of custom classes in favor of .NET runtime types.
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@@ -16,13 +16,13 @@
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Game.Movement
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{
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@@ -17,7 +17,6 @@
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using Framework.Constants;
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using Game.Entities;
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using System;
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namespace Game.Movement
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{
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@@ -16,10 +16,10 @@
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Numerics;
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namespace Game.Movement
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{
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@@ -481,7 +481,7 @@ namespace Game.Movement
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Vector3 endVec = new(endPoint[0], endPoint[1], endPoint[2]);
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Vector3 diffVec = (endVec - startVec);
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Vector3 prevVec = startVec;
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float len = diffVec.GetLength();
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float len = diffVec.Length();
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diffVec *= 4.0f / len;
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while (len > 4.0f)
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{
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@@ -861,7 +861,7 @@ namespace Game.Movement
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float Dist3DSqr(Vector3 p1, Vector3 p2)
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{
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return (p1 - p2).GetLengthSquared();
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return (p1 - p2).LengthSquared();
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}
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public void ShortenPathUntilDist(Position pos, float dist) { ShortenPathUntilDist(new Vector3(pos.posX, pos.posY, pos.posZ), dist); }
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@@ -878,11 +878,11 @@ namespace Game.Movement
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// the first point of the path must be outside the specified range
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// (this should have really been checked by the caller...)
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if ((_pathPoints[0] - target).GetLengthSquared() < distSq)
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if ((_pathPoints[0] - target).LengthSquared() < distSq)
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return;
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// check if we even need to do anything
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if ((_pathPoints[0] - target).GetLengthSquared() >= distSq)
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if ((_pathPoints[0] - target).LengthSquared() >= distSq)
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return;
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int i = _pathPoints.Length - 1;
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@@ -893,7 +893,7 @@ namespace Game.Movement
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while (true)
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{
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// we know that pathPoints[i] is too close already (from the previous iteration)
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if ((_pathPoints[i - 1] - target).GetLengthSquared() >= distSq)
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if ((_pathPoints[i - 1] - target).LengthSquared() >= distSq)
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break; // bingo!
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if (--i == 0)
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@@ -908,7 +908,7 @@ namespace Game.Movement
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// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
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// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
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// (@todo review this)
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_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).GetLength());
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_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).Length());
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Array.Resize(ref _pathPoints, i + 1);
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}
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@@ -17,7 +17,6 @@
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using Framework.Constants;
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using Game.Entities;
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using Game.Maps;
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using System;
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namespace Game.Movement
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@@ -16,11 +16,11 @@
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.AI;
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using Game.Entities;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Game.Movement
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{
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