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					@ -115,39 +115,8 @@ public class MovementUtilities { | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    public static Vector3fImmutable GetMoveLocation(Mob aiAgent, AbstractCharacter aggroTarget) { | 
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					        // Player isnt moving and neither is mob.  Just return
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					        // the mobile's current location.  Ain't goin nowhere!
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					        // *** Refactor: Check to ensure methods calling us
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					        // all don't sent move messages when not moving.
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					        if ((aggroTarget.isMoving() == false)) | 
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					            return aggroTarget.getLoc(); | 
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					        if (aggroTarget.getEndLoc().x != 0) { | 
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					            float aggroTargetDistanceSquared = aggroTarget.getLoc().distanceSquared2D(aggroTarget.getEndLoc()); | 
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					            float aiAgentDistanceSquared = aiAgent.getLoc().distanceSquared2D(aggroTarget.getEndLoc()); | 
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					            if (aiAgentDistanceSquared >= aggroTargetDistanceSquared) | 
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					                return aggroTarget.getEndLoc(); | 
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					            else { | 
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					                float distanceToMove = sqrt(aggroTargetDistanceSquared + aiAgentDistanceSquared) * .5f; | 
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					                return aggroTarget.getFaceDir().scaleAdd(distanceToMove, aggroTarget.getLoc()); | 
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					            } | 
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					        } | 
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					        // One of us is moving so let's calculate our destination loc for this
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					        // simulation frame.  We will simply project our position onto the
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					        // character's movement vector and return the closest point.
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					        return aiAgent.getLoc().ClosestPointOnLine(aggroTarget.getLoc(), aggroTarget.getEndLoc()); | 
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					    } | 
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					    public static void moveToLocation(Mob agent, Vector3fImmutable newLocation, float offset) { | 
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					    public static void moveToLocation(Mob agent, Vector3fImmutable newLocation, float offset) { | 
				
			
			
		
	
		
		
			
				
					
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					        agent.resetLastSetLocUpdate(); | 
				
			
			
		
	
		
		
			
				
					
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					        try { | 
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					        try { | 
				
			
			
		
	
		
		
			
				
					
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					            //don't move farther than 30 units from player.
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					            //don't move farther than 30 units from player.
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					@ -172,21 +141,6 @@ public class MovementUtilities { | 
				
			
			
		
	
		
		
			
				
					
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					        return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None)); | 
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					        return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None)); | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    public static Vector3fImmutable randomPatrolLocation(Mob agent, Vector3fImmutable center, float radius) { | 
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					        //Determing where I want to move.
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					        return new Vector3fImmutable((center.x - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius), | 
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					                center.y, | 
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					                (center.z - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius)); | 
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					    } | 
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					    public static Long estimateMovementTime(Mob agent) { | 
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					        if (agent.getEndLoc().x == 0 && agent.getEndLoc().y == 0) | 
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					            return 0L; | 
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					        return (long) ((agent.getLoc().distance2D(agent.getEndLoc()) * 1000) / agent.getSpeed()); | 
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					    } | 
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					    public static void aiMove(Mob agent, Vector3fImmutable vect, boolean isWalking) { | 
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					    public static void aiMove(Mob agent, Vector3fImmutable vect, boolean isWalking) { | 
				
			
			
		
	
		
		
			
				
					
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					        //update our walk/run state.
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					        //update our walk/run state.
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					@ -273,23 +227,4 @@ public class MovementUtilities { | 
				
			
			
		
	
		
		
			
				
					
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					        return character.getLoc(); | 
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					        return character.getLoc(); | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    public static boolean updateMovementToCharacter(Mob aiAgent, AbstractCharacter aggroTarget) { | 
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					        if (aiAgent.destination.equals(Vector3fImmutable.ZERO)) | 
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					            return true; | 
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					        if (!aiAgent.isMoving()) | 
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					            return true; | 
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					        if (aggroTarget.isMoving()) { | 
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					            return !aiAgent.destination.equals(aggroTarget.getEndLoc()) && !aiAgent.destination.equals(aggroTarget.getLoc()); | 
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					        } else { | 
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					            if (aiAgent.destination.equals(aggroTarget.getLoc())) | 
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					                return false; | 
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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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