void ConfusedMovementGenerator<T>::Initialize(T &unit) {
	const float wander_distance = 11;
	float x, y, z;
	x = unit.GetPositionX();
	y = unit.GetPositionY();
	z = unit.GetPositionZ();

	Map const* map = unit.GetBaseMap();

	i_nextMove = 1;

	bool is_water_ok, is_land_ok;
	_InitSpecific(unit, is_water_ok, is_land_ok);

	for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx) {
		float wanderX = x + wander_distance * (float) rand_norm()
				- wander_distance / 2;
		float wanderY = y + wander_distance * (float) rand_norm()
				- wander_distance / 2;
		Trinity::NormalizeMapCoord(wanderX);
		Trinity::NormalizeMapCoord(wanderY);

		float new_z = map->GetHeight(wanderX, wanderY, z, true);
		if (new_z > INVALID_HEIGHT
				&& unit.IsWithinLOS(wanderX, wanderY, new_z)) {
			// Don't move in water if we're not already in
			// Don't move on land if we're not already on it either
			bool is_water_now = map->IsInWater(x, y, z);
			bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
			if ((is_water_now && !is_water_next && !is_land_ok)
					|| (!is_water_now && is_water_next && !is_water_ok)) {
				i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x; // Back to previous location
				i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y;
				i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z;
				continue;
			}

			// Taken from FleeingMovementGenerator
			if (!(new_z - z) || wander_distance / fabs(new_z - z) > 1.0f) {
				i_waypoints[idx][0] = wanderX;
				i_waypoints[idx][1] = wanderY;
				i_waypoints[idx][2] = new_z;
				continue;
			}
		} else // Back to previous location
		{
			i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x;
			i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y;
			i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z;
			continue;
		}
	}

	unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
	unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
	unit.CastStop();
	unit.StopMoving();
	unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
	unit.AddUnitState(UNIT_STAT_CONFUSED);
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance = 11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();

    for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
    {
        const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
        if (isInLoS)
        {
            const float wanderX = wander_distance*rand_norm() - wander_distance/2;
            const float wanderY = wander_distance*rand_norm() - wander_distance/2;
            i_waypoints[idx][0] = x + wanderX;
            i_waypoints[idx][1] = y + wanderY;
        }
        else
        {
            i_waypoints[idx][0] = x;
            i_waypoints[idx][1] = y;
        }

        // prevent invalid coordinates generation
        Quad::NormalizeMapCoord(i_waypoints[idx][0]);
        Quad::NormalizeMapCoord(i_waypoints[idx][1]);

        bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
        // if generated wrong path just ignore
        if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
        i_waypoints[idx][2] = z;
    }

    unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.CastStop();
    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
void ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    unit.StopMoving();
    float const wander_distance = 2;
    float x = unit.GetPositionX();
    float y = unit.GetPositionY();
    float z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
    {
        float wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
        float wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);

        // prevent invalid coordinates generation
        WoWSource::NormalizeMapCoord(wanderX);
        WoWSource::NormalizeMapCoord(wanderY);

        if (unit.IsWithinLOS(wanderX, wanderY, z))
        {
            bool is_water = map->IsInWater(wanderX, wanderY, z);

            if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
            {
                //! Cannot use coordinates outside our InhabitType. Use the current or previous position.
                wanderX = idx > 0 ? i_waypoints[idx-1][0] : x;
                wanderY = idx > 0 ? i_waypoints[idx-1][1] : y;
            }
        }
        else
        {
            //! Trying to access path outside line of sight. Skip this by using the current or previous position.
            wanderX = idx > 0 ? i_waypoints[idx-1][0] : x;
            wanderY = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        unit.UpdateAllowedPositionZ(wanderX, wanderY, z);

        //! Positions are fine - apply them to this waypoint
        i_waypoints[idx][0] = wanderX;
        i_waypoints[idx][1] = wanderY;
        i_waypoints[idx][2] = z;
    }

    unit.StopMoving();
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance=11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    TerrainInfo const* map = unit.GetTerrain();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
    {
        const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
        const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;

        i_waypoints[idx][0] = x + wanderX;
        i_waypoints[idx][1] = y + wanderY;

        // prevent invalid coordinates generation
        MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
        MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);

        // check LOS
        if(!unit.IsWithinLOS(i_waypoints[idx][0], i_waypoints[idx][1], z))
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
        // if generated wrong path just ignore
        if ((is_water && !is_water_ok) || (!is_water && !is_land_ok) ||
            !map->IsNextZcoordOK(i_waypoints[idx][0], i_waypoints[idx][1], z))  // check if not under map
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
        i_waypoints[idx][2] =  z;
    }

    unit.StopMoving();
    unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance=11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();
    uint32 mapid=unit.GetMapId();

    Map const* map = MapManager::Instance().GetBaseMap(mapid);

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
    {
        const float wanderX=wander_distance*rand_norm() - wander_distance/2;
        const float wanderY=wander_distance*rand_norm() - wander_distance/2;

        i_waypoints[idx][0] = x + wanderX;
        i_waypoints[idx][1] = y + wanderY;

        // prevent invalid coordinates generation
        MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
        MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);

        bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
        // if generated wrong path just ignore
        if( is_water && !is_water_ok || !is_water && !is_land_ok )
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }
        unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
        i_waypoints[idx][2] =  z;
    }

    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
void ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance=4;
    float x, y, z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
    {
        const float wanderX=wander_distance*(float)rand_norm() - wander_distance/2;
        const float wanderY=wander_distance*(float)rand_norm() - wander_distance/2;

        i_waypoints[idx][0] = x + wanderX;
        i_waypoints[idx][1] = y + wanderY;

        // prevent invalid coordinates generation
        Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
        Trinity::NormalizeMapCoord(i_waypoints[idx][1]);

        bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
        // if generated wrong path just ignore
        if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
        i_waypoints[idx][2] =  z;
    }

    unit.StopMoving();
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.AddUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance = 11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();

    for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
    {
        float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
        float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
        BlizzLike::NormalizeMapCoord(wanderX);
        BlizzLike::NormalizeMapCoord(wanderY);

        float new_z = map->GetHeight(wanderX, wanderY, z, true);
        if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
        {
            // Don't move in water if we're not already in
            // Don't move on land if we're not already on it either
            bool is_water_now = map->IsInWater(x, y, z);
            bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
            if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
                continue;
            }

            i_waypoints[idx][0] = wanderX;
            i_waypoints[idx][1] = wanderY;
            i_waypoints[idx][2] = new_z;

            // prevent falling down over an edge and check vmap if possible
            if (z > i_waypoints[idx][2] + 3.0f || 
                (vMaps && !vMaps->isInLineOfSight(map->GetId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], i_waypoints[idx][2])))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            }
        }
        else    // Back to previous location
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            continue;
        }
    }

    unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.CastStop();
    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
void ConfusedMovementGenerator<T>::DoInitialize(T* owner)
{
    if (!owner)
        return;

    if (!owner->isAlive())
        return;

    float min_wander_distance = 2.0f;
    float max_wander_distance = 4.0f;
    float x = owner->GetPositionX();
    float y = owner->GetPositionY();
    float z = owner->GetPositionZ();

    Map const* map = owner->GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(owner, is_water_ok, is_land_ok);

    for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
    {
        float wanderX = x + frand(min_wander_distance, max_wander_distance);
        float wanderY = y + frand(min_wander_distance, max_wander_distance);

        // prevent invalid coordinates generation
        SkyMistCore::NormalizeMapCoord(wanderX);
        SkyMistCore::NormalizeMapCoord(wanderY);

        if (owner->IsWithinLOS(wanderX, wanderY, z))
        {
            bool is_water = map->IsInWater(wanderX, wanderY, z);

            if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
            {
                //! Cannot use coordinates outside our InhabitType. Use the current or previous position.
                wanderX = idx > 0 ? i_waypoints[idx - 1][0] : x;
                wanderY = idx > 0 ? i_waypoints[idx - 1][1] : y;
            }
        }
        else
        {
            //! Trying to access path outside line of sight. Skip this by using the current or previous position.
            wanderX = idx > 0 ? i_waypoints[idx - 1][0] : x;
            wanderY = idx > 0 ? i_waypoints[idx - 1][1] : y;
        }

        owner->UpdateAllowedPositionZ(wanderX, wanderY, z);

        //! Positions are fine - apply them to this waypoint
        i_waypoints[idx][0] = wanderX;
        i_waypoints[idx][1] = wanderY;
        i_waypoints[idx][2] = z;
    }

    if (!owner->IsStopped())
        owner->StopMoving();
    owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    owner->AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance=11;
    float x,y,z;
    unit.GetPosition(x,y,z);
    //Get the nearest point
    i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
    i_nextMoveTime.Reset(1);

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    uint32 mapId = unit.GetMapId();
    if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
    {
        MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();

        float ox=x;
        float oy=y;
        float oz=z;

        dtPolyRef originPoly;
        mmap->GetNearestValidPosition(&unit,3,3,5,ox,oy,oz,&originPoly);

        i_waypoints[0][0] = ox;
        i_waypoints[0][1] = oy;
        i_waypoints[0][2] = oz;

        for (int i = 1; i < MAX_CONF_WAYPOINTS+1;i++)
        {
            const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
            const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;
            float toX = ox + wanderX;
            float toY = oy + wanderY;
            float toZ = oz;

            if (mmap->DrawRay(&unit,originPoly,ox,oy,oz,toX,toY,toZ))
            {
                i_waypoints[i][0] = toX;
                i_waypoints[i][1] = toY;
                i_waypoints[i][2] = toZ;
            } else
            {
                i_waypoints[i][0] = ox;
                i_waypoints[i][1] = oy;
                i_waypoints[i][2] = oz;
            }
        }
    } else
    {
        TerrainInfo const* map = unit.GetTerrain();
        for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
        {
            const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
            const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;

            i_waypoints[idx][0] = x + wanderX;
            i_waypoints[idx][1] = y + wanderY;

            // prevent invalid coordinates generation
            MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
            MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);

            bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
            // if generated wrong path just ignore
            if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            }

            unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
            i_waypoints[idx][2] =  z;
        }
    }

    unit.StopMoving();
    unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
void ConfusedMovementGenerator<T>::DoInitialize(T* unit)
{
    unit->StopMoving();
    float const wander_distance = 4;
    float x = unit->GetPositionX();
    float y = unit->GetPositionY();
    float z = unit->GetPositionZ();

    Map const* map = unit->GetBaseMap();

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
    {
        float wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
        float wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);

        // prevent invalid coordinates generation
        Trinity::NormalizeMapCoord(wanderX);
        Trinity::NormalizeMapCoord(wanderY);

        float new_z = map->GetHeight(unit->GetPhaseMask(), wanderX, wanderY, z, true);
        if (new_z <= INVALID_HEIGHT || fabs(z-new_z) > 3.0f) // pussywizard
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            continue;
        }
        else if (unit->IsWithinLOS(wanderX, wanderY, z))
        {
            bool is_water = map->IsInWater(wanderX, wanderY, z);

            if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
            {
                //! Cannot use coordinates outside our InhabitType. Use the current or previous position.
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
                continue;
            }
			
        }
        else
        {
            //! Trying to access path outside line of sight. Skip this by using the current or previous position.
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            continue;
        }

        //unit->UpdateAllowedPositionZ(wanderX, wanderY, z);

        //! Positions are fine - apply them to this waypoint
        i_waypoints[idx][0] = wanderX;
        i_waypoints[idx][1] = wanderY;
        i_waypoints[idx][2] = new_z;
    }

	// Xinef: Call movement immediately to broadcast movement packet
	// Xinef: Initial timer is set to 1 so update with 1
	i_nextMove = urand(1, MAX_CONF_WAYPOINTS);
	DoUpdate(unit, 1);

    unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit->AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}