* Removes FastMovementImpl since it isn't used and I am not convinced it is better. * Moves some of the new movement logic from FastMovementImpl to MovementImpl * Makes MovementImpl more readable
724 lines
22 KiB
C#
724 lines
22 KiB
C#
using System.Collections.Generic;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Movement
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{
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public class MovementImpl : IMovementImpl
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{
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
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private static Point3D _goal;
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public static void Configure()
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{
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Movement.Impl = new MovementImpl();
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}
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private readonly List<Mobile>[] _mobPools = { new(), new(), new() };
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private readonly List<Item>[] _pools = { new(), new(), new(), new() };
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private readonly HashSet<Sector> _sectors = new();
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private MovementImpl()
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{
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}
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public static bool AlwaysIgnoreDoors { get; set; }
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public static bool IgnoreMovableImpassables { get; set; }
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public static Point3D Goal
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{
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get => _goal;
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set => _goal = value;
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}
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public bool CheckMovement(Mobile m, Map map, Point3D loc, Direction d, out int newZ)
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{
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if (map == null || map == Map.Internal)
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{
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newZ = 0;
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return false;
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}
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var xStart = loc.X;
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var yStart = loc.Y;
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int xForward = xStart, yForward = yStart;
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int xRight = xStart, yRight = yStart;
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int xLeft = xStart, yLeft = yStart;
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var checkDiagonals = ((int)d & 0x1) == 0x1;
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Offset(d, ref xForward, ref yForward);
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Offset((Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft);
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Offset((Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight);
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if (xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height)
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{
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newZ = 0;
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return false;
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}
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var itemsStart = _pools[0];
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var itemsForward = _pools[1];
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var itemsLeft = _pools[2];
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var itemsRight = _pools[3];
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var ignoreMovableImpassables = IgnoreMovableImpassables;
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var reqFlags = ImpassableSurface;
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if (m.CanSwim)
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{
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reqFlags |= TileFlag.Wet;
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}
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var mobsForward = _mobPools[0];
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var mobsLeft = _mobPools[1];
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var mobsRight = _mobPools[2];
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var checkMobs = (m as BaseCreature)?.Controlled == false && (xForward != _goal.X || yForward != _goal.Y);
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if (checkDiagonals)
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{
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var sectorStart = map.GetSector(xStart, yStart);
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var sectorForward = map.GetSector(xForward, yForward);
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var sectorLeft = map.GetSector(xLeft, yLeft);
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var sectorRight = map.GetSector(xRight, yRight);
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_sectors.Add(sectorStart);
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_sectors.Add(sectorForward);
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_sectors.Add(sectorLeft);
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_sectors.Add(sectorRight);
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foreach (var sector in _sectors)
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{
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for (var j = 0; j < sector.Items.Count; ++j)
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{
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var item = sector.Items[j];
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if (ignoreMovableImpassables && item.Movable && item.ItemData.ImpassableSurface)
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{
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continue;
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}
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if (!item.ItemData[reqFlags])
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{
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continue;
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}
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if (item is BaseMulti || item.ItemID > TileData.MaxItemValue)
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{
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continue;
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}
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if (sector == sectorStart && item.AtWorldPoint(xStart, yStart))
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{
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itemsStart.Add(item);
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}
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else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward))
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{
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itemsForward.Add(item);
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}
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else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft))
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{
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itemsLeft.Add(item);
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}
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else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight))
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{
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itemsRight.Add(item);
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}
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}
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if (checkMobs)
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{
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for (var j = 0; j < sector.Mobiles.Count; ++j)
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{
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var mob = sector.Mobiles[j];
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if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
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{
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mobsForward.Add(mob);
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}
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else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
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{
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mobsLeft.Add(mob);
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}
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else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight)
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{
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mobsRight.Add(mob);
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}
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}
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}
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}
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_sectors.Clear();
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}
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else
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{
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var sectorStart = map.GetSector(xStart, yStart);
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var sectorForward = map.GetSector(xForward, yForward);
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var sectorStartIsForward = sectorStart == sectorForward;
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if (!sectorStartIsForward)
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{
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for (var i = 0; i < sectorForward.Items.Count; ++i)
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{
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var item = sectorForward.Items[i];
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if (ignoreMovableImpassables && item.Movable && item.ItemData.ImpassableSurface)
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{
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continue;
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}
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if (!item.ItemData[reqFlags])
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{
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continue;
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}
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if (item is BaseMulti || item.ItemID > TileData.MaxItemValue)
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{
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continue;
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}
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if (item.AtWorldPoint(xForward, yForward))
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{
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itemsForward.Add(item);
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}
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}
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}
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for (var i = 0; i < sectorStart.Items.Count; ++i)
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{
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var item = sectorStart.Items[i];
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if (ignoreMovableImpassables && item.Movable && item.ItemData.ImpassableSurface)
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{
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continue;
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}
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if (!item.ItemData[reqFlags])
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{
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continue;
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}
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if (item is BaseMulti || item.ItemID > TileData.MaxItemValue)
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{
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continue;
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}
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if (item.AtWorldPoint(xStart, yStart) || sectorStartIsForward && item.AtWorldPoint(xForward, yForward))
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{
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itemsStart.Add(item);
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}
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}
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if (checkMobs)
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{
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for (var i = 0; i < sectorForward.Mobiles.Count; ++i)
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{
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var mob = sectorForward.Mobiles[i];
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if (mob.X == xForward && mob.Y == yForward)
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{
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mobsForward.Add(mob);
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}
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}
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}
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}
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GetStartZ(m, map, loc, itemsStart, out var startZ, out var startTop);
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var moveIsOk = Check(map, m, itemsForward, mobsForward, xForward, yForward, startTop, startZ, out newZ);
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if (moveIsOk && checkDiagonals)
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{
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if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
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{
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if (!Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, out _) ||
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!Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, out _))
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{
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moveIsOk = false;
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}
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}
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else
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{
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if (!Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, out _) &&
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!Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, out _))
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{
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moveIsOk = false;
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}
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}
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}
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for (int i = 0, c = checkDiagonals ? 4 : 2; i < c; ++i)
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{
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_pools[i].Clear();
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}
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for (int i = 0, c = checkDiagonals ? 3 : 1; i < c; ++i)
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{
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_mobPools[i].Clear();
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}
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if (!moveIsOk)
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{
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newZ = startZ;
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}
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return moveIsOk;
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}
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public bool CheckMovement(Mobile m, Direction d, out int newZ) => CheckMovement(m, m.Map, m.Location, d, out newZ);
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private bool IsOk(
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bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles, List<Item> items
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)
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{
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for (var i = 0; i < tiles.Length; ++i)
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{
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var check = tiles[i];
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var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
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if (itemData.ImpassableSurface)
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{
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var checkZ = check.Z;
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var checkTop = checkZ + itemData.CalcHeight;
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if (checkTop > ourZ && ourTop > checkZ)
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{
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return false;
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}
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}
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}
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for (var i = 0; i < items.Count; ++i)
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{
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var item = items[i];
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var itemID = item.ItemID & TileData.MaxItemValue;
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var itemData = TileData.ItemTable[itemID];
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if (itemData.ImpassableSurface)
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{
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if (ignoreDoors && (itemData.Door || itemID is 0x692 or 0x846 or 0x873 || itemID >= 0x6F5 && itemID <= 0x6F6))
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{
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continue;
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}
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if (ignoreSpellFields && itemID is 0x82 or 0x3946 or 0x3956)
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{
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continue;
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}
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var checkZ = item.Z;
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var checkTop = checkZ + itemData.CalcHeight;
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if (checkTop > ourZ && ourTop > checkZ)
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{
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return false;
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}
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}
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}
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return true;
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}
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private bool Check(
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Map map,
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Mobile m,
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List<Item> items,
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List<Mobile> mobiles,
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int x,
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int y,
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int startTop,
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int startZ,
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out int newZ
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)
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{
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newZ = 0;
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var cantWalk = m.CantWalk;
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var canSwim = m.CanSwim;
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var tiles = map.Tiles.GetStaticTiles(x, y, true);
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
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var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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var considerLand = !landTile.Ignored;
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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var stepTop = startTop + StepHeight;
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var checkTop = startZ + PersonHeight;
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var ignoreDoors = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
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var ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
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int testTop;
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for (var i = 0; i < tiles.Length; ++i)
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{
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var tile = tiles[i];
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (m.Flying && itemData.Name.InsensitiveEquals("hover over"))
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{
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newZ = tile.Z;
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return true;
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}
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// Stygian Dragon
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if (m.Body == 826 && map == Map.TerMur)
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{
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if (x is >= 307 and <= 354 && y is >= 126 and <= 192)
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{
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if (tile.Z > newZ)
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{
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newZ = tile.Z;
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}
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moveIsOk = true;
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}
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else if (x is >= 42 and <= 89 && y is >= 333 and <= 399 or >= 531 and <= 597 or >= 739 and <= 805)
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{
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if (tile.Z > newZ)
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{
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newZ = tile.Z;
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}
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moveIsOk = true;
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}
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}
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var notWater = !itemData.Wet;
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if (!itemData.Surface && itemData.Impassable && (!canSwim || notWater) || cantWalk && notWater)
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{
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continue;
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}
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var itemZ = tile.Z;
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var itemTop = itemZ;
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var ourZ = itemZ + itemData.CalcHeight;
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testTop = checkTop;
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if (moveIsOk)
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{
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var cmp = (ourZ - m.Z).Abs() - (newZ - m.Z).Abs();
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if (cmp > 0 || cmp == 0 && ourZ > newZ)
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{
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continue;
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}
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}
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if (ourZ + PersonHeight > testTop)
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{
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testTop = ourZ + PersonHeight;
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}
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if (!itemData.Bridge)
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{
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itemTop += itemData.Height;
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}
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if (stepTop < itemTop)
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{
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continue;
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}
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var landCheck = itemZ;
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if (itemData.Height >= StepHeight)
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{
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landCheck += StepHeight;
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}
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else
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{
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landCheck += itemData.Height;
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}
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if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
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{
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continue;
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}
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if (IsOk(ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
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{
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newZ = ourZ;
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moveIsOk = true;
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}
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}
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for (var i = 0; i < items.Count; ++i)
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{
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var item = items[i];
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var itemData = item.ItemData;
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if (m.Flying && itemData.Name.InsensitiveEquals("hover over"))
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{
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newZ = item.Z;
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return true;
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}
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if (!item.Movable)
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{
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continue;
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}
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var notWater = !itemData.Wet;
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if (!itemData.Surface && itemData.Impassable && (!canSwim || notWater) || cantWalk && notWater)
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{
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continue;
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}
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var itemZ = item.Z;
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var itemTop = itemZ;
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var ourZ = itemZ + itemData.CalcHeight;
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testTop = checkTop;
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if (moveIsOk)
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{
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var cmp = (ourZ - m.Z).Abs() - (newZ - m.Z).Abs();
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if (cmp > 0 || cmp == 0 && ourZ > newZ)
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{
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continue;
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}
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}
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if (ourZ + PersonHeight > testTop)
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{
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testTop = ourZ + PersonHeight;
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}
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if (!itemData.Bridge)
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{
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itemTop += itemData.Height;
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}
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if (stepTop < itemTop)
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{
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continue;
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}
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var landCheck = itemZ;
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if (itemData.Height >= StepHeight)
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{
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landCheck += StepHeight;
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}
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else
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{
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landCheck += itemData.Height;
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}
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if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
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{
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continue;
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}
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if (IsOk(ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
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{
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newZ = ourZ;
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moveIsOk = true;
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}
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}
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if (!considerLand || landBlocks || stepTop < landZ)
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{
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return moveIsOk;
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}
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testTop = checkTop;
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if (landCenter + PersonHeight > testTop)
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{
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testTop = landCenter + PersonHeight;
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}
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var shouldCheck = true;
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if (moveIsOk)
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{
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var cmp = (landCenter - m.Z).Abs() - (newZ - m.Z).Abs();
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if (cmp > 0 || cmp == 0 && landCenter > newZ)
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{
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shouldCheck = false;
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}
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}
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if (shouldCheck && IsOk(ignoreDoors, ignoreSpellFields, landCenter, testTop, tiles, items))
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{
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newZ = landCenter;
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moveIsOk = true;
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}
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if (moveIsOk)
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{
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for (var i = 0; moveIsOk && i < mobiles.Count; ++i)
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{
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var mob = mobiles[i];
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if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob))
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{
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moveIsOk = false;
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}
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}
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}
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return moveIsOk;
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}
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|
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private bool CanMoveOver(Mobile m, Mobile t) =>
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!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet || t.Hidden && t.AccessLevel > AccessLevel.Player;
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|
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private void GetStartZ(Mobile m, Map map, Point3D loc, List<Item> itemList, out int zLow, out int zTop)
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{
|
|
int xCheck = loc.X, yCheck = loc.Y;
|
|
|
|
var landTile = map.Tiles.GetLandTile(xCheck, yCheck);
|
|
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
|
|
var impassable = (flags & TileFlag.Impassable) != 0;
|
|
|
|
// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
|
|
var landBlocks = (m.CantWalk || impassable) && !(impassable && m.CanSwim && (flags & TileFlag.Wet) != 0);
|
|
|
|
map.GetAverageZ(xCheck, yCheck, out var landZ, out var landCenter, out var landTop);
|
|
|
|
var considerLand = !landTile.Ignored;
|
|
|
|
var zCenter = zLow = zTop = 0;
|
|
var isSet = false;
|
|
|
|
if (considerLand && !landBlocks && loc.Z >= landCenter)
|
|
{
|
|
zLow = landZ;
|
|
zCenter = landCenter;
|
|
|
|
zTop = landTop;
|
|
|
|
isSet = true;
|
|
}
|
|
|
|
var staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
|
|
|
|
for (var i = 0; i < staticTiles.Length; ++i)
|
|
{
|
|
var tile = staticTiles[i];
|
|
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
|
|
|
var calcTop = tile.Z + id.CalcHeight;
|
|
|
|
if (isSet && calcTop < zCenter || !id.Surface && !(m.CanSwim && id.Wet) || loc.Z < calcTop)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (m.CantWalk && !id.Wet)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
zLow = tile.Z;
|
|
zCenter = calcTop;
|
|
|
|
var top = tile.Z + id.Height;
|
|
|
|
if (!isSet || top > zTop)
|
|
{
|
|
zTop = top;
|
|
}
|
|
|
|
isSet = true;
|
|
}
|
|
|
|
for (var i = 0; i < itemList.Count; ++i)
|
|
{
|
|
var item = itemList[i];
|
|
|
|
var id = item.ItemData;
|
|
|
|
var calcTop = item.Z + id.CalcHeight;
|
|
|
|
if (isSet && calcTop < zCenter || !id.Surface && !(m.CanSwim && id.Wet) || loc.Z < calcTop)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (m.CantWalk && !id.Wet)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
zLow = item.Z;
|
|
zCenter = calcTop;
|
|
|
|
var top = item.Z + id.Height;
|
|
|
|
if (!isSet || top > zTop)
|
|
{
|
|
zTop = top;
|
|
}
|
|
|
|
isSet = true;
|
|
}
|
|
|
|
if (!isSet)
|
|
{
|
|
zLow = zTop = loc.Z;
|
|
}
|
|
else if (loc.Z > zTop)
|
|
{
|
|
zTop = loc.Z;
|
|
}
|
|
}
|
|
|
|
public void Offset(Direction d, ref int x, ref int y)
|
|
{
|
|
switch (d & Direction.Mask)
|
|
{
|
|
case Direction.North:
|
|
--y;
|
|
break;
|
|
case Direction.South:
|
|
++y;
|
|
break;
|
|
case Direction.West:
|
|
--x;
|
|
break;
|
|
case Direction.East:
|
|
++x;
|
|
break;
|
|
case Direction.Right:
|
|
++x;
|
|
--y;
|
|
break;
|
|
case Direction.Left:
|
|
--x;
|
|
++y;
|
|
break;
|
|
case Direction.Down:
|
|
++x;
|
|
++y;
|
|
break;
|
|
case Direction.Up:
|
|
--x;
|
|
--y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|