/// <summary>
        /// <para>Finds another point near the destination.  Useful when toon is 'waiting' for something
        /// (e.g., boat, mob repops, etc). This allows multiple people running
        /// the same profile to not stand on top of each other while waiting for
        /// something.</para>
        /// <para>Notes:<list type="bullet">
        /// <item><description><para> * The returned Vector3 is carefully chosen.  The returned Vector3
        /// will not cause you to fall off a boat dock or Zeppelin landing.</para></description></item>
        /// </list></para>
        /// </summary>
        /// <param name="location"></param>
        /// <param name="maxRadius"></param>
        /// <returns></returns>
        /// <remarks>17Apr2011-12:16UTC chinajade</remarks>
        public static Vector3 FanOutRandom(this Vector3 location, double maxRadius)
        {
            Contract.Requires(maxRadius >= 0.0, context => "maxRadius >= 0.0");

            // Optimize situations where we want a very close-by point...
            if (maxRadius <= 1)
            {
                return(location);
            }

            const int    CYLINDER_LINE_COUNT  = 12;
            const int    MAX_TRIES            = 50;
            const double SAFE_DISTANCE_BUFFER = 1.75;

            Vector3 candidateDestination = location;
            int     tryCount;

            // ActiveMover is null in some cases where player is not in control of movement,
            // such as when on a taxi like the one for the
            // 'Mission: The Murketh and Shaadraz Gateways' quest (http://www.wowhead.com/quest=10146)
            var me = WoWMovement.ActiveMover ?? StyxWoW.Me;

            Contract.Requires(me != null, context => "me != null");
            var myLoc = me.Location;

            // Most of the time we'll find a viable spot in less than 2 tries...
            // However, if you're standing on a pier, or small platform a
            // viable alternative may take 10-15 tries--its all up to the
            // random number generator.
            for (tryCount = MAX_TRIES; tryCount > 0; --tryCount)
            {
                bool[]                hitResults;
                Vector3[]             hitPoints;
                Func <double, double> weightedRandomRadius =
                    (radiusMaximum) =>
                {
                    return
                        ((StyxWoW.Random.Next(101) < 80)
                         // We want a large number of the candidate magnitudes to be near the max range.
                         // This encourages toons to 'spread out'.
                                    ? ((radiusMaximum * 0.70) + (radiusMaximum * 0.30 * StyxWoW.Random.NextDouble()))
                                    : (radiusMaximum * StyxWoW.Random.NextDouble()));
                };
                var traceLines = new WorldLine[CYLINDER_LINE_COUNT + 1];

                candidateDestination = location.AddPolarXY((TAU * StyxWoW.Random.NextDouble()), weightedRandomRadius(maxRadius), 0.0);

                // If destination is in the air...
                if (!IsOverGround(candidateDestination, 3.0))
                {
                    // If we don't have clear LoS between the specified and candidate destinations, the candidate is unsuitable...
                    if (GameWorld.TraceLine(location, candidateDestination, TraceLineHitFlags.Collision))
                    {
                        continue;
                    }

                    // Otherwise, we have our candidate destination...
                    break;
                }


                // Ground-based destinations...
                // Build set of tracelines that can evaluate the candidate destination --
                // We build a cone of lines with the cone's base at the destination's 'feet',
                // and the cone's point at maxRadius over the destination's 'head'.  We also
                // include the cone 'normal' as the first entry.

                // 'Normal' vector
                var index = 0;
                traceLines[index].Start = candidateDestination.Add(0.0, 0.0, maxRadius);
                traceLines[index].End   = candidateDestination.Add(0.0, 0.0, -maxRadius);

                // Cylinder vectors
                for (double turnFraction = 0.0; turnFraction < TAU; turnFraction += (TAU / CYLINDER_LINE_COUNT))
                {
                    ++index;
                    var circlePoint = candidateDestination.AddPolarXY(turnFraction, SAFE_DISTANCE_BUFFER, 0.0);
                    traceLines[index].Start = circlePoint.Add(0.0, 0.0, maxRadius);
                    traceLines[index].End   = circlePoint.Add(0.0, 0.0, -maxRadius);
                }


                // Evaluate the cylinder...
                // The result for the 'normal' vector (first one) will be the location where the
                // destination meets the ground.  Before this MassTrace, only the candidateDestination's
                // X/Y values were valid.
                GameWorld.MassTraceLine(traceLines.ToArray(),
                                        TraceLineHitFlags.Collision,
                                        out hitResults,
                                        out hitPoints);

                candidateDestination = hitPoints[0];    // From 'normal', Destination with valid Z coordinate


                // Sanity check...
                // We don't want to be standing right on the edge of a drop-off (say we'e on
                // a plaform or pier).  If there is not solid ground all around us, we reject
                // the candidate.  Our test for validity is that the walking distance must
                // not be more than 20% greater than the straight-line distance to the point.
                // TODO: FanOutRandom PathTraversalCost on point (replace with HB's SampleMesh method instead)
                int viableVectorCount = hitPoints.Sum(point => ((location./*PathTraversalCost*/ Distance(point) < (location.Distance(point) * 1.20))
                                                                ? 1
                                                                : 0));

                if (viableVectorCount < (CYLINDER_LINE_COUNT * 0.8))
                {
                    continue;
                }

                // If new destination is 'too close' to our current position, try again...
                if (myLoc.Distance(candidateDestination) <= SAFE_DISTANCE_BUFFER)
                {
                    continue;
                }

                break;
            }

            // If we exhausted our tries, just go with simple destination --
            if (tryCount <= 0)
            {
                candidateDestination = location;
            }

            return(candidateDestination);
        }