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@ -144,11 +144,10 @@ bool Collision::Check2dRotationRectangle(float rx, float ry, float r, float dx,
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return (tmp_dx1 - new_rx) * (tmp_dx1 - new_rx) + (tmp_dy1 - new_ry) * (tmp_dy1 - new_ry) <= r * r;
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}
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bool Collision::IsNearInRange(const glm::vec3& center, const glm::vec3& pos, float range)
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bool Collision::InSquare(const glm::vec3& center, const glm::vec3& pos, float side_len)
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{
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}
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bool Collision::IsNearOutRange(const glm::vec3& center, const glm::vec3& pos, float range) {
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float x_distance = std::fabs(pos.x - center.x);
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float z_distance = std::fabs(pos.z - center.z);
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return (x_distance < side_len &&
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z_distance < side_len);
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}
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@ -24,7 +24,6 @@ class Collision
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*/
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static bool Check2dRotationRectangle(float rx, float ry, float r, float dx, float dy, float dw, float dh, float dro);
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static bool IsNearInRange(const glm::vec3& center, const glm::vec3& pos, float range);
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static bool IsNearOutRange(const glm::vec3& center, const glm::vec3& pos, float range);
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static bool InSquare(const glm::vec3& center, const glm::vec3& pos, float side_len);
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};
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@ -248,7 +248,7 @@ bool HeroAgent::HasBuffEffect(int effect_id)
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bool HeroAgent::IsNearGas(float range)
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{
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return Collision::IsNearInRange
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return Collision::InSquare
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(owner_->GetPos().ToGlmVec3(),
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owner_->GetPos().ToGlmVec3(),
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range);
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@ -260,7 +260,7 @@ bool HeroAgent::MasterInRange(float range)
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!owner_->AsHero()->master.Get()) {
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return false;
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}
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return Collision::IsNearInRange
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return Collision::InSquare
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(owner_->AsHero()->master.Get()->GetPos().ToGlmVec3(),
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owner_->GetPos().ToGlmVec3(),
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range);
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