2d976d7421
Port From (https://github.com/TrinityCore/TrinityCore/commit/68c2fc8ff58d9ad272e8e17391a6bb6c3743923b)
437 lines
13 KiB
C#
437 lines
13 KiB
C#
/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.GameMath;
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using Game.Maps;
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using System;
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namespace Game.Entities
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{
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public class Position
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{
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public float posX;
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public float posY;
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public float posZ;
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public float Orientation;
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public Position(float x = 0f, float y = 0f, float z = 0f, float o = 0f)
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{
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posX = x;
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posY = y;
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posZ = z;
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Orientation = o;
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}
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public Position(Vector3 vector)
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{
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posX = vector.X;
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posY = vector.Y;
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posZ = vector.Z;
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}
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public Position(Position position)
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{
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posX = position.posX;
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posY = position.posY;
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posZ = position.posZ;
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Orientation = position.Orientation;
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}
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public float GetPositionX()
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{
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return posX;
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}
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public float GetPositionY()
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{
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return posY;
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}
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public float GetPositionZ()
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{
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return posZ;
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}
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public float GetOrientation()
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{
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return Orientation;
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}
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public void Relocate(float x, float y)
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{
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posX = x;
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posY = y;
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}
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public void Relocate(float x, float y, float z)
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{
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posX = x;
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posY = y;
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posZ = z;
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}
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public void Relocate(float x, float y, float z, float o)
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{
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posX = x;
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posY = y;
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posZ = z;
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SetOrientation(o);
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}
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public void Relocate(Position loc)
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{
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Relocate(loc.posX, loc.posY, loc.posZ, loc.Orientation);
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}
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public void Relocate(Vector3 pos)
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{
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Relocate(pos.X, pos.Y, pos.Z);
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}
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public void RelocateOffset(Position offset)
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{
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posX = (float)(posX + (offset.posX * Math.Cos(Orientation) + offset.posY * Math.Sin(Orientation + MathFunctions.PI)));
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posY = (float)(posY + (offset.posY * Math.Cos(Orientation) + offset.posX * Math.Sin(Orientation)));
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posZ += offset.posZ;
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SetOrientation(Orientation + offset.Orientation);
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}
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public bool IsPositionValid()
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{
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return GridDefines.IsValidMapCoord(posX, posY, posZ, Orientation);
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}
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float ToRelativeAngle(float absAngle)
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{
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return NormalizeOrientation(absAngle - Orientation);
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}
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public float GetRelativeAngle(Position pos)
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{
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return ToRelativeAngle(GetAbsoluteAngle(pos));
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}
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public float GetRelativeAngle(float x, float y)
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{
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return ToRelativeAngle(GetAbsoluteAngle(x, y));
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}
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public void GetPosition(out float x, out float y)
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{
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x = posX; y = posY;
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}
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public void GetPosition(out float x, out float y, out float z)
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{
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x = posX; y = posY; z = posZ;
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}
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public void GetPosition(out float x, out float y, out float z, out float o)
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{
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x = posX;
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y = posY;
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z = posZ;
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o = Orientation;
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}
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public Position GetPosition()
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{
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return this;
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}
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public void GetPositionOffsetTo(Position endPos, out Position retOffset)
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{
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retOffset = new Position();
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float dx = endPos.GetPositionX() - GetPositionX();
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float dy = endPos.GetPositionY() - GetPositionY();
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retOffset.posX = (float)(dx * Math.Cos(GetOrientation()) + dy * Math.Sin(GetOrientation()));
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retOffset.posY = (float)(dy * Math.Cos(GetOrientation()) - dx * Math.Sin(GetOrientation()));
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retOffset.posZ = endPos.GetPositionZ() - GetPositionZ();
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retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation());
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}
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public Position GetPositionWithOffset(Position offset)
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{
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Position ret = this;
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ret.RelocateOffset(offset);
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return ret;
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}
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public static float NormalizeOrientation(float o)
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{
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// fmod only supports positive numbers. Thus we have
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// to emulate negative numbers
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if (o < 0)
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{
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float mod = o * -1;
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mod %= (2.0f * MathFunctions.PI);
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mod = -mod + 2.0f * MathFunctions.PI;
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return mod;
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}
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return o % (2.0f * MathFunctions.PI);
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}
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public float GetExactDist(float x, float y, float z)
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{
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return (float)Math.Sqrt(GetExactDistSq(x, y, z));
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}
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public float GetExactDist(Position pos)
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{
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return (float)Math.Sqrt(GetExactDistSq(pos));
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}
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public float GetExactDistSq(float x, float y, float z)
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{
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float dz = z - posZ;
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return GetExactDist2dSq(x, y) + dz * dz;
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}
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public float GetExactDistSq(Position pos)
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{
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float dx = posX - pos.posX;
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float dy = posY - pos.posY;
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float dz = posZ - pos.posZ;
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return dx * dx + dy * dy + dz * dz;
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}
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public float GetExactDist2d(float x, float y)
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{
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return (float)Math.Sqrt(GetExactDist2dSq(x, y));
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}
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public float GetExactDist2d(Position pos)
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{
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return (float)Math.Sqrt(GetExactDist2dSq(pos));
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}
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public float GetExactDist2dSq(float x, float y)
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{
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float dx = x - posX;
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float dy = y - posY;
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return dx * dx + dy * dy;
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}
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public float GetExactDist2dSq(Position pos)
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{
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float dx = posX - pos.posX;
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float dy = posY - pos.posY;
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return dx * dx + dy * dy;
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}
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public float GetAbsoluteAngle(float x, float y)
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{
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float dx = x - GetPositionX();
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float dy = y - GetPositionY();
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return NormalizeOrientation(MathF.Atan2(dy, dx));
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}
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public float GetAbsoluteAngle(Position pos)
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{
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if (pos == null)
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return 0;
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return GetAbsoluteAngle(pos.GetPositionX(), pos.GetPositionY());
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}
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public float ToAbsoluteAngle(float relAngle)
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{
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return NormalizeOrientation(relAngle + Orientation);
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}
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public bool IsInDist(float x, float y, float z, float dist)
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{
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return GetExactDistSq(x, y, z) < dist * dist;
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}
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public bool IsInDist(Position pos, float dist)
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{
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return GetExactDistSq(pos) < dist * dist;
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}
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public bool IsInDist2d(float x, float y, float dist)
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{
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return GetExactDist2dSq(x, y) < dist * dist;
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}
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public bool IsInDist2d(Position pos, float dist)
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{
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return GetExactDist2dSq(pos) < dist * dist;
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}
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public void SetOrientation(float orientation)
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{
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Orientation = NormalizeOrientation(orientation);
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}
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public bool IsWithinBox(Position center, float xradius, float yradius, float zradius)
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{
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// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
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double rotation = 2 * Math.PI - center.GetOrientation();
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double sinVal = Math.Sin(rotation);
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double cosVal = Math.Cos(rotation);
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float BoxDistX = GetPositionX() - center.GetPositionX();
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float BoxDistY = GetPositionY() - center.GetPositionY();
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float rotX = (float)(center.GetPositionX() + BoxDistX * cosVal - BoxDistY * sinVal);
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float rotY = (float)(center.GetPositionY() + BoxDistY * cosVal + BoxDistX * sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = GetPositionZ() - center.GetPositionZ();
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float dx = rotX - center.GetPositionX();
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float dy = rotY - center.GetPositionY();
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if ((Math.Abs(dx) > xradius) || (Math.Abs(dy) > yradius) || (Math.Abs(dz) > zradius))
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return false;
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return true;
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}
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public bool IsWithinDoubleVerticalCylinder(Position center, float radius, float height)
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{
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float verticalDelta = GetPositionZ() - center.GetPositionZ();
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return IsInDist2d(center, radius) && Math.Abs(verticalDelta) <= height;
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}
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public bool HasInArc(float arc, Position obj, float border = 2.0f)
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{
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// always have self in arc
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if (obj == this)
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return true;
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// move arc to range 0.. 2*pi
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arc = NormalizeOrientation(arc);
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// move angle to range -pi ... +pi
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float angle = GetRelativeAngle(obj);
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if (angle > MathFunctions.PI)
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angle -= 2.0f * MathFunctions.PI;
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float lborder = -1 * (arc / border); // in range -pi..0
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float rborder = (arc / border); // in range 0..pi
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return ((angle >= lborder) && (angle <= rborder));
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}
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public bool HasInLine(Position pos, float objSize, float width)
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{
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if (!HasInArc(MathFunctions.PI, pos, 2.0f))
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return false;
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width += objSize;
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float angle = GetRelativeAngle(pos);
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return Math.Abs(Math.Sin(angle)) * GetExactDist2d(pos.GetPositionX(), pos.GetPositionY()) < width;
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}
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public void GetSinCos(float x, float y, out float vsin, out float vcos)
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{
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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if (Math.Abs(dx) < 0.001f && Math.Abs(dy) < 0.001f)
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{
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float angle = (float)RandomHelper.NextDouble() * MathFunctions.TwoPi;
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vcos = (float)Math.Cos(angle);
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vsin = (float)Math.Sin(angle);
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}
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else
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{
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float dist = (float)Math.Sqrt((dx * dx) + (dy * dy));
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vcos = dx / dist;
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vsin = dy / dist;
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}
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}
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public override string ToString()
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{
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return $"X: {posX} Y: {posY} Z: {posZ} O: {Orientation}";
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}
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public static implicit operator Vector2(Position position)
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{
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return new(position.posX, position.posY);
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}
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public static implicit operator Vector3(Position position)
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{
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return new(position.posX, position.posY, position.posZ);
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}
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}
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public class WorldLocation : Position
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{
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uint _mapId;
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Cell currentCell;
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public ObjectCellMoveState _moveState;
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public Position _newPosition = new();
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public WorldLocation(uint mapId = 0xFFFFFFFF, float x = 0, float y = 0, float z = 0, float o = 0)
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{
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_mapId = mapId;
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Relocate(x, y, z, o);
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}
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public WorldLocation(uint mapId, Position pos)
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{
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_mapId = mapId;
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Relocate(pos);
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}
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public WorldLocation(WorldLocation loc)
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{
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_mapId = loc._mapId;
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Relocate(loc);
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}
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public WorldLocation(Position pos)
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{
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_mapId = 0xFFFFFFFF;
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Relocate(pos);
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}
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public void WorldRelocate(uint mapId, Position pos)
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{
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_mapId = mapId;
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Relocate(pos);
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}
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public void WorldRelocate(WorldLocation loc)
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{
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_mapId = loc._mapId;
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Relocate(loc);
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}
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public void WorldRelocate(uint mapId = 0xFFFFFFFF, float x = 0.0f, float y = 0.0f, float z = 0.0f, float o = 0.0f)
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{
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_mapId = mapId;
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Relocate(x, y, z, o);
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}
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public uint GetMapId() { return _mapId; }
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public void SetMapId(uint mapId) { _mapId = mapId; }
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public Cell GetCurrentCell()
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{
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if (currentCell == null)
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Log.outError(LogFilter.Server, "Calling currentCell but its null");
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return currentCell;
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}
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public void SetCurrentCell(Cell cell) { currentCell = cell; }
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public void SetNewCellPosition(float x, float y, float z, float o)
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{
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_moveState = ObjectCellMoveState.Active;
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_newPosition.Relocate(x, y, z, o);
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}
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public WorldLocation GetWorldLocation()
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{
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return this;
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}
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public override string ToString()
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{
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return $"X: {posX} Y: {posY} Z: {posZ} O: {Orientation} MapId: {_mapId}";
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}
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}
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}
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