refactor(Core/Creature): Remove Inhabit Type (#9272)
This is in reference to issue: https://github.com/azerothcore/azerothcore-wotlk/issues/4361 This is comprised of a cherry pick and partial tc cherry pick:592516ae69dbadb6369c34cfa69efd12de860b4aa22bc236eb
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26 changed files with 4948 additions and 230 deletions
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@ -195,18 +195,30 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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_currDestPosition.Relocate(finalPoint.x, finalPoint.y, finalPoint.z);
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creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);
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++_moveCount;
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if (roll_chance_i((int32)_moveCount * 25 + 10))
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bool walk = true;
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switch (creature->GetMovementTemplate().GetRandom())
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{
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_moveCount = 0;
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_nextMoveTime.Reset(urand(4000, 8000));
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case CreatureRandomMovementType::CanRun:
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walk = creature->IsWalking();
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break;
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case CreatureRandomMovementType::AlwaysRun:
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walk = false;
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break;
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default:
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break;
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}
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Movement::MoveSplineInit init(creature);
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init.MovebyPath(finalPath);
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init.SetWalk(true);
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init.SetWalk(walk);
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init.Launch();
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++_moveCount;
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if (roll_chance_i((int32) _moveCount * 25 + 10))
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{
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_moveCount = 0;
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_nextMoveTime.Reset(urand(4000, 8000));
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}
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if (sWorld->getBoolConfig(CONFIG_DONT_CACHE_RANDOM_MOVEMENT_PATHS))
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_preComputedPaths.erase(pathIdx);
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