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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
initial navmesh stuff
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@@ -40,6 +40,13 @@ namespace FFXIVClassic_Map_Server.Actors
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public string className;
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public List<LuaParam> classParams;
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public List<utils.Vector3> positionUpdates = new List<utils.Vector3>();
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public DateTime lastAiUpdate;
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public DateTime lastMoveUpdate;
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public Actor target;
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public bool hasMoved = false;
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public bool isAtSpawn = true;
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public EventList eventConditions;
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public Actor(uint actorId)
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@@ -126,7 +133,30 @@ namespace FFXIVClassic_Map_Server.Actors
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public SubPacket CreatePositionUpdatePacket(uint playerActorId)
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{
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return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
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int updateMs = 300;
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var diffTime = (DateTime.Now - lastMoveUpdate);
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if (this.target != null)
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{
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updateMs = 150;
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}
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if (diffTime.Milliseconds >= updateMs && hasMoved)
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{
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hasMoved = (this.positionUpdates != null && this.positionUpdates.Count > 0);
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if (hasMoved)
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{
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var pos = positionUpdates[0];
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positionUpdates.Remove(pos);
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positionX = pos.X;
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positionY = pos.Y;
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positionZ = pos.Z;
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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}
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lastMoveUpdate = DateTime.Now;
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return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
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}
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return null;
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}
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public SubPacket CreateStatePacket(uint playerActorID)
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@@ -323,7 +353,78 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void Update(double deltaTime)
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{
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{
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// todo: this is retarded
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if (this is Zone || this is Area || this is Player)
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return;
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var diffTime = (DateTime.Now - lastAiUpdate);
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// todo: this too
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if (diffTime.Milliseconds >= deltaTime)
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{
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bool foundActor = false;
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foreach (var actor in ((Area)zone).GetActorsAroundActor(this, 50))
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{
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if (actor is Player && actor != this)
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{
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var player = actor as Player;
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var distance = Utils.Distance(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
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int maxDistance = player == target ? 25 : 15;
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if (distance <= maxDistance)
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{
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foundActor = true;
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if (!hasMoved)
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{
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if (distance >= 3)
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{
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FollowTarget(player, 2.0f);
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}
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// too close, spread out
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else if (distance <= 0.64f)
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{
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var minRadius = 0.65f;
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var maxRadius = 0.85f;
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var angle = Program.Random.NextDouble() * Math.PI * 2;
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var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
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float x = (float)(radius * Math.Cos(angle));
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float z = (float)(radius * Math.Sin(angle));
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positionUpdates.Add(new utils.Vector3(positionX + x, positionY, positionZ + z));
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hasMoved = true;
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}
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else if (target != null)
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{
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// todo: actually make IsFacing work
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if(!IsFacing(target.positionX, target.positionY))
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LookAt(target);
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}
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}
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}
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break;
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}
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}
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// 5 seconds before back to spawn
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if ((DateTime.Now - lastMoveUpdate).Seconds >= 5 && !foundActor)
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{
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// 10 yalms spawn radius just because
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this.isAtSpawn = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 18.0f;
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if (this.isAtSpawn != true && this.target == null && oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
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PathTo(oldPositionX, oldPositionY, oldPositionZ, 3.0f);
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lastMoveUpdate = DateTime.Now;
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this.target = null;
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}
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lastAiUpdate = DateTime.Now;
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}
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}
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public void GenerateActorName(int actorNumber)
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@@ -492,6 +593,110 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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return zoneId;
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}
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public bool IsFacing(float x, float y, byte checkAngle = 45)
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{
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var rot1 = this.rotation;
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var dX = this.positionX - x;
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var dY = this.positionY - y;
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var rot2 = Math.Atan2(dY, dX);
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var dRot = Math.PI - rot2 + Math.PI / 2;
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Program.Log.Error("IsFacing Rotation {0} Rotation2 {1}", rot1, rot2);
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return rot1 == rot2;
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}
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public void LookAt(Actor actor)
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{
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if (actor != null)
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{
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LookAt(actor.positionX, actor.positionY);
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}
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else
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{
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Program.Log.Error("Actor.LookAt() unable to find actor!");
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}
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}
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public void LookAt(float x, float y)
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{
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var rot1 = this.rotation;
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var dX = this.positionX - x;
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var dY = this.positionY - y;
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var rot2 = Math.Atan2(dY, dX);
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var dRot = Math.PI - rot2 + Math.PI / 2;
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Program.Log.Error("LookAt Rotation {0} Rotation2 {1}", rot1, rot2);
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this.hasMoved = rot2 != rot1;
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this.rotation = (float)dRot;
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}
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40)
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{
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var pos = new utils.Vector3(positionX, positionY, positionZ);
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var dest = new utils.Vector3(x, y, z);
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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var path = utils.NavmeshUtils.GetPath(((Zone)GetZone()), pos, dest, stepSize, maxPath);
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if (path != null)
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{
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if (oldPositionX == 0.0f && oldPositionY == 0.0f && oldPositionZ == 0.0f)
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{
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oldPositionX = positionX;
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oldPositionY = positionY;
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oldPositionZ = positionZ;
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}
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// todo: something went wrong
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if (path.Count == 0)
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{
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positionX = oldPositionX;
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positionY = oldPositionY;
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positionZ = oldPositionZ;
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}
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positionUpdates = path;
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this.hasMoved = true;
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this.isAtSpawn = false;
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sw.Stop();
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((Zone)zone).pathCalls++;
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((Zone)zone).pathCallTime += sw.ElapsedMilliseconds;
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Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
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}
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}
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public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25)
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{
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if (target != null)
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{
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var player = target as Player;
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if (this.target != target)
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this.target = target;
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this.moveState = player.moveState;
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this.moveSpeeds = player.moveSpeeds;
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PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath);
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}
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}
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public void OnPath()
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{
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// todo: lua function onPath in mob script
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}
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}
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}
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