using System; using Server; using Server.Mobiles; using Server.Targeting; using Server.PathAlgorithms; using Server.PathAlgorithms.SlowAStar; using Server.PathAlgorithms.FastAStar; using Server.Commands; namespace Server { public sealed class MovementPath { private Map m_Map; private Point3D m_Start; private Point3D m_Goal; private Direction[] m_Directions; public Map Map{ get{ return m_Map; } } public Point3D Start{ get{ return m_Start; } } public Point3D Goal{ get{ return m_Goal; } } public Direction[] Directions{ get{ return m_Directions; } } public bool Success{ get{ return ( m_Directions != null && m_Directions.Length > 0 ); } } public static void Initialize() { CommandSystem.Register( "Path", AccessLevel.GameMaster, new CommandEventHandler( Path_OnCommand ) ); } public static void Path_OnCommand( CommandEventArgs e ) { e.Mobile.BeginTarget( -1, true, TargetFlags.None, new TargetCallback( Path_OnTarget ) ); e.Mobile.SendMessage( "Target a location and a path will be drawn there." ); } private static void Path( Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset ) { m_OverrideAlgorithm = alg; long start = DateTime.Now.Ticks; MovementPath path = new MovementPath( from, new Point3D( p ) ); long end = DateTime.Now.Ticks; double len = Math.Round( (end-start) / 10000.0, 2 ); if ( !path.Success ) { from.SendMessage( "{0} path failed: {1}ms", name, len ); } else { from.SendMessage( "{0} path success: {1}ms", name, len ); int x = from.X; int y = from.Y; int z = from.Z; for ( int i = 0; i < path.Directions.Length; ++i ) { Movement.Movement.Offset( path.Directions[i], ref x, ref y ); new Items.MagicRune().MoveToWorld( new Point3D( x, y, z+zOffset ), from.Map ); } } } public static void Path_OnTarget( Mobile from, object obj ) { IPoint3D p = obj as IPoint3D; if ( p == null ) return; Spells.SpellHelper.GetSurfaceTop( ref p ); Path( from, p, FastAStarAlgorithm.Instance, "Fast", 0 ); Path( from, p, SlowAStarAlgorithm.Instance, "Slow", 2 ); m_OverrideAlgorithm = null; /*MovementPath path = new MovementPath( from, new Point3D( p ) ); if ( !path.Success ) { from.SendMessage( "No path to there could be found." ); } else { //for ( int i = 0; i < path.Directions.Length; ++i ) // Timer.DelayCall( TimeSpan.FromSeconds( 0.1 + (i * 0.3) ), new TimerStateCallback( Pathfind ), new object[]{ from, path.Directions[i] } ); int x = from.X; int y = from.Y; int z = from.Z; for ( int i = 0; i < path.Directions.Length; ++i ) { Movement.Movement.Offset( path.Directions[i], ref x, ref y ); new Items.MagicRune().MoveToWorld( new Point3D( x, y, z ), from.Map ); } }*/ } public static void Pathfind( object state ) { object[] states = (object[])state; Mobile from = (Mobile) states[0]; Direction d = (Direction) states[1]; try { from.Direction = d; from.NetState.BlockAllPackets=true; from.Move( d ); from.NetState.BlockAllPackets=false; from.ProcessDelta(); } catch { } } private static PathAlgorithm m_OverrideAlgorithm; public static PathAlgorithm OverrideAlgorithm { get{ return m_OverrideAlgorithm; } set{ m_OverrideAlgorithm = value; } } public MovementPath( Mobile m, Point3D goal ) { Point3D start = m.Location; Map map = m.Map; m_Map = map; m_Start = start; m_Goal = goal; if ( map == null || map == Map.Internal ) return; if ( Utility.InRange( start, goal, 1 ) ) return; try { PathAlgorithm alg = m_OverrideAlgorithm; if ( alg == null ) { alg = FastAStarAlgorithm.Instance; //if ( !alg.CheckCondition( m, map, start, goal ) ) // SlowAstar is still broken // alg = SlowAStarAlgorithm.Instance; // TODO: Fix SlowAstar } if ( alg != null && alg.CheckCondition( m, map, start, goal ) ) m_Directions = alg.Find( m, map, start, goal ); } catch ( Exception e ) { Console.WriteLine( "Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal ); } } } }