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@ -2912,10 +2912,8 @@ void Creature::ShortFindPath()
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if (std::abs(GetMoveDir().x) > FLT_EPSILON ||
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std::abs(GetMoveDir().z) > FLT_EPSILON
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) {
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#if 1
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auto try_move =
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[this] (glm::vec3 start, glm::vec3 end,
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glm::vec3& new_point, float& distance) -> bool
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[this] (glm::vec3 start, glm::vec3 end, glm::vec3& new_point) -> bool
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{
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room->map_instance->Scale(start);
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room->map_instance->Scale(end);
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@ -2926,8 +2924,6 @@ void Creature::ShortFindPath()
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if (ret) {
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new_point = hit_point;
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room->map_instance->Scale(new_point);
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//room->map_instance->Scale(pre_point);
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//distance = GlmHelper::Norm(pre_point - new_point);
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return true;
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} else {
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return false;
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@ -2939,67 +2935,10 @@ void Creature::ShortFindPath()
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glm::vec3 move_dir = GetMoveDir();
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GlmHelper::RotateY(move_dir, angle);
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glm::vec3 end_pos = start_pos + move_dir * 80.0f;
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glm::vec3 new_point = glm::vec3(0.0f, 0.0f, 0.0f);
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bool ret = try_move(start_pos, end_pos, new_point);
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}
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#else
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auto try_move =
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[this] (glm::vec3& new_move_dir, bool& block, glm::vec3& new_point, float& distance)
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{
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glm::vec3 start = GetPos().ToGlmVec3() - GetMoveDir() * -1.0f * 2.0f;
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glm::vec3 end = start + new_move_dir * 2.0f;
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glm::vec3 hit_point;
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bool hit_result = false;
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room->map_instance->Scale(start);
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room->map_instance->Scale(end);
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bool ret = room->map_instance->Raycast(start, end, hit_point, hit_result);
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if (ret) {
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start = GetPos().ToGlmVec3() - GetMoveDir();
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end = start + new_move_dir * 100.0f;
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room->map_instance->Scale(start);
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room->map_instance->Scale(end);
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glm::vec3 pre_point = hit_point;
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ret = room->map_instance->Raycast(start, end, hit_point, hit_result);
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if (ret) {
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new_point = hit_point;
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room->map_instance->Scale(new_point);
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room->map_instance->Scale(pre_point);
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distance = GlmHelper::Norm(pre_point - new_point);
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} else {
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block = true;
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}
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} else {
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block = true;
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}
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};
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glm::vec3 new_move_dir = GetMoveDir();
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GlmHelper::RotateY(new_move_dir, 90 / 180.0f);
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bool right_block = false;
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glm::vec3 right_new_point = glm::vec3(0.0f, 0.0f, 0.0f);
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float right_distance = 0.0f;
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try_move(new_move_dir, right_block, right_new_point, right_distance);
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new_move_dir = GetMoveDir();
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GlmHelper::RotateY(new_move_dir, -90 / 180.0f);
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bool left_block = false;
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glm::vec3 left_new_point = glm::vec3(0.0f, 0.0f, 0.0f);
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float left_distance = 0.0f;
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try_move(new_move_dir, left_block, left_new_point, left_distance);
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if (right_block && !left_block) {
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GetMutablePos().FromGlmVec3(right_new_point);
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} else if (!right_block && left_block) {
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GetMutablePos().FromGlmVec3(left_new_point);
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} else if (right_block && left_block){
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if (right_distance > left_distance) {
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GetMutablePos().FromGlmVec3(right_new_point);
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} else {
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GetMutablePos().FromGlmVec3(left_new_point);
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}
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}
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#endif
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}
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}
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