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https://github.com/mod-playerbots/mod-playerbots
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_FLEEMANAGER_H
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#define _PLAYERBOT_FLEEMANAGER_H
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#include <vector>
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#include "Common.h"
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#include "TravelMgr.h"
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#include <vector>
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class Player;
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class PlayerbotAI;
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class FleePoint
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{
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public:
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FleePoint(PlayerbotAI* botAI, float x, float y, float z) : botAI(botAI), sumDistance(0.0f), minDistance(0.0f), x(x), y(y), z(z) { }
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public:
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FleePoint(PlayerbotAI* botAI, float x, float y, float z)
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: botAI(botAI), sumDistance(0.0f), minDistance(0.0f), x(x), y(y), z(z)
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{
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}
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float x;
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float y;
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float z;
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float x;
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float y;
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float z;
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float sumDistance;
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float minDistance;
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float sumDistance;
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float minDistance;
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private:
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PlayerbotAI* botAI;
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private:
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PlayerbotAI* botAI;
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};
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class FleeManager
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{
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public:
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FleeManager(Player* bot, float maxAllowedDistance, float followAngle, bool forceMaxDistance = false, WorldPosition startPosition = WorldPosition());
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public:
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FleeManager(Player* bot, float maxAllowedDistance, float followAngle, bool forceMaxDistance = false,
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WorldPosition startPosition = WorldPosition());
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bool CalculateDestination(float* rx, float* ry, float* rz);
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bool isUseful();
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bool CalculateDestination(float* rx, float* ry, float* rz);
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bool isUseful();
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private:
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void calculatePossibleDestinations(std::vector<FleePoint*> &points);
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void calculateDistanceToCreatures(FleePoint *point);
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void cleanup(std::vector<FleePoint*> &points);
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FleePoint* selectOptimalDestination(std::vector<FleePoint*> &points);
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bool isBetterThan(FleePoint* point, FleePoint* other);
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private:
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void calculatePossibleDestinations(std::vector<FleePoint*>& points);
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void calculateDistanceToCreatures(FleePoint* point);
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void cleanup(std::vector<FleePoint*>& points);
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FleePoint* selectOptimalDestination(std::vector<FleePoint*>& points);
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bool isBetterThan(FleePoint* point, FleePoint* other);
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Player* bot;
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float maxAllowedDistance;
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[[maybe_unused]] float followAngle; // unused - whipowill
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bool forceMaxDistance;
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WorldPosition startPosition;
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Player* bot;
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float maxAllowedDistance;
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[[maybe_unused]] float followAngle; // unused - whipowill
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bool forceMaxDistance;
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WorldPosition startPosition;
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};
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#endif
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