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60
Minecraft.World/RandomStrollGoal.cpp
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60
Minecraft.World/RandomStrollGoal.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.entity.ai.control.h"
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#include "net.minecraft.world.entity.ai.navigation.h"
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#include "net.minecraft.world.entity.ai.util.h"
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#include "net.minecraft.world.phys.h"
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#include "SharedConstants.h"
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#include "RandomStrollGoal.h"
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RandomStrollGoal::RandomStrollGoal(PathfinderMob *mob, float speed)
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{
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this->mob = mob;
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this->speed = speed;
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setRequiredControlFlags(Control::MoveControlFlag | Control::LookControlFlag);
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}
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bool RandomStrollGoal::canUse()
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{
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// 4J - altered a little so we can do some more random strolling when appropriate, to try and move any animals that aren't confined to a fenced-off region far enough to determine we can despawn them
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if (mob->getNoActionTime() < SharedConstants::TICKS_PER_SECOND * 5)
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{
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if (mob->getRandom()->nextInt(120) == 0)
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{
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Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7);
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if (pos == NULL) return false;
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wantedX = pos->x;
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wantedY = pos->y;
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wantedZ = pos->z;
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return true;
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}
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}
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else
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{
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// This entity wouldn't normally be randomly strolling. However, if our management system says that it should do, then do. Don't
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// bother waiting for random conditions to be met before picking a direction though as the point here is to see if it is possible to
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// stroll out of a given area and so waiting around is just wasting time
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if( mob->isExtraWanderingEnabled() )
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{
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Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7,mob->getWanderingQuadrant());
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if (pos == NULL) return false;
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wantedX = pos->x;
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wantedY = pos->y;
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wantedZ = pos->z;
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return true;
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}
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}
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return false;
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}
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bool RandomStrollGoal::canContinueToUse()
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{
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return !mob->getNavigation()->isDone();
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}
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void RandomStrollGoal::start()
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{
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mob->getNavigation()->moveTo(wantedX, wantedY, wantedZ, speed);
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}
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