#W# Initial Commit: Avatars Conquest

This commit is contained in:
WarrentyExpired 2026-07-04 10:35:30 -04:00
commit 5df497787a
7510 changed files with 416048 additions and 0 deletions

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using System;
using System.Collections;
using Server;
using Server.Mobiles;
using Server.PathAlgorithms;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.FastAStar
{
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
public class FastAStarAlgorithm : PathAlgorithm
{
public static PathAlgorithm Instance = new FastAStarAlgorithm();
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
private static Direction[] m_Path = new Direction[AreaSize * AreaSize];
private static PathNode[] m_Nodes = new PathNode[NodeCount];
private static BitArray m_Touched = new BitArray( NodeCount );
private static BitArray m_OnOpen = new BitArray( NodeCount );
private static int[] m_Successors = new int[8];
private static int m_xOffset, m_yOffset;
private static int m_OpenList;
private Point3D m_Goal;
public int Heuristic( int x, int y, int z )
{
x -= m_Goal.X - m_xOffset;
y -= m_Goal.Y - m_yOffset;
z -= m_Goal.Z;
x *= 11;
y *= 11;
return (x*x)+(y*y)+(z*z);
}
public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
{
return Utility.InRange( start, goal, AreaSize );
}
private void RemoveFromChain( int node )
{
if ( node < 0 || node >= NodeCount )
return;
if ( !m_Touched[node] || !m_OnOpen[node] )
return;
int prev = m_Nodes[node].prev;
int next = m_Nodes[node].next;
if ( m_OpenList == node )
m_OpenList = next;
if ( prev != -1 )
m_Nodes[prev].next = next;
if ( next != -1 )
m_Nodes[next].prev = prev;
m_Nodes[node].prev = -1;
m_Nodes[node].next = -1;
}
private void AddToChain( int node )
{
if ( node < 0 || node >= NodeCount )
return;
RemoveFromChain( node );
if ( m_OpenList != -1 )
m_Nodes[m_OpenList].prev = node;
m_Nodes[node].next = m_OpenList;
m_Nodes[node].prev = -1;
m_OpenList = node;
m_Touched[node] = true;
m_OnOpen[node] = true;
}
public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
{
if ( !Utility.InRange( start, goal, AreaSize ) )
return null;
m_Touched.SetAll( false );
m_Goal = goal;
m_xOffset = (start.X + goal.X - AreaSize) / 2;
m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
int fromNode = GetIndex( start.X, start.Y, start.Z );
int destNode = GetIndex( goal.X, goal.Y, goal.Z );
m_OpenList = fromNode;
m_Nodes[m_OpenList].cost = 0;
m_Nodes[m_OpenList].total = Heuristic( start.X - m_xOffset, start.Y - m_yOffset, start.Z );
m_Nodes[m_OpenList].parent = -1;
m_Nodes[m_OpenList].next = -1;
m_Nodes[m_OpenList].prev = -1;
m_Nodes[m_OpenList].z = start.Z;
m_OnOpen[m_OpenList] = true;
m_Touched[m_OpenList] = true;
BaseCreature bc = m as BaseCreature;
int pathCount, parent;
int backtrack = 0, depth = 0;
Direction[] path = m_Path;
while ( m_OpenList != -1 )
{
int bestNode = FindBest( m_OpenList );
if ( ++depth > MaxDepth )
break;
if ( bc != null )
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
int[] vals = m_Successors;
int count = GetSuccessors( bestNode, m, map );
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
if ( count == 0 )
break;
for ( int i = 0; i < count; ++i )
{
int newNode = vals[i];
bool wasTouched = m_Touched[newNode];
if ( !wasTouched )
{
int newCost = m_Nodes[bestNode].cost + 1;
int newTotal = newCost + Heuristic( newNode % AreaSize, (newNode / AreaSize) % AreaSize, m_Nodes[newNode].z );
if ( !wasTouched || m_Nodes[newNode].total > newTotal )
{
m_Nodes[newNode].parent = bestNode;
m_Nodes[newNode].cost = newCost;
m_Nodes[newNode].total = newTotal;
if ( !wasTouched || !m_OnOpen[newNode] )
{
AddToChain( newNode );
if ( newNode == destNode )
{
pathCount = 0;
parent = m_Nodes[newNode].parent;
while ( parent != -1 )
{
path[pathCount++] = GetDirection( parent % AreaSize, (parent / AreaSize) % AreaSize, newNode % AreaSize, (newNode / AreaSize) % AreaSize );
newNode = parent;
parent = m_Nodes[newNode].parent;
if ( newNode == fromNode )
break;
}
Direction[] dirs = new Direction[pathCount];
while ( pathCount > 0 )
dirs[backtrack++] = path[--pathCount];
return dirs;
}
}
}
}
}
}
return null;
}
private int GetIndex( int x, int y, int z )
{
x -= m_xOffset;
y -= m_yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + (y * AreaSize) + (z * AreaSize * AreaSize);
}
private int FindBest( int node )
{
int least = m_Nodes[node].total;
int leastNode = node;
while ( node != -1 )
{
if ( m_Nodes[node].total < least )
{
least = m_Nodes[node].total;
leastNode = node;
}
node = m_Nodes[node].next;
}
RemoveFromChain( leastNode );
m_Touched[leastNode] = true;
m_OnOpen[leastNode] = false;
return leastNode;
}
public int GetSuccessors( int p, Mobile m, Map map )
{
int px = p % AreaSize;
int py = (p / AreaSize) % AreaSize;
int pz = m_Nodes[p].z;
int x, y, z;
Point3D p3D = new Point3D( px + m_xOffset, py + m_yOffset, pz );
int[] vals = m_Successors;
int count = 0;
for ( int i = 0; i < 8; ++i )
{
switch ( i )
{
default:
case 0: x = 0; y = -1; break;
case 1: x = 1; y = -1; break;
case 2: x = 1; y = 0; break;
case 3: x = 1; y = 1; break;
case 4: x = 0; y = 1; break;
case 5: x = -1; y = 1; break;
case 6: x = -1; y = 0; break;
case 7: x = -1; y = -1; break;
}
x += px;
y += py;
if ( x < 0 || x >= AreaSize || y < 0 || y >= AreaSize )
continue;
if ( CalcMoves.CheckMovement( m, map, p3D, (Direction)i, out z ) )
{
int idx = GetIndex( x + m_xOffset, y + m_yOffset, z );
if ( idx >= 0 && idx < NodeCount )
{
m_Nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
}
}

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using System;
namespace Server
{
public delegate MoveResult MoveMethod( Direction d );
public enum MoveResult
{
BadState,
Blocked,
Success,
SuccessAutoTurn
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Mobiles;
namespace Server.Movement
{
public class MovementImpl : IMovementImpl
{
private const int PersonHeight = 16;
private const int StepHeight = 2;
private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
private static bool m_AlwaysIgnoreDoors;
private static bool m_IgnoreMovableImpassables;
private static bool m_IgnoreSpellFields;
public static bool AlwaysIgnoreDoors{ get{ return m_AlwaysIgnoreDoors; } set{ m_AlwaysIgnoreDoors = value; } }
public static bool IgnoreMovableImpassables{ get{ return m_IgnoreMovableImpassables; } set{ m_IgnoreMovableImpassables = value; } }
public static bool IgnoreSpellFields{ get{ return m_IgnoreSpellFields; } set{ m_IgnoreSpellFields = value; } }
public static void Configure()
{
Movement.Impl = new MovementImpl();
}
private MovementImpl()
{
}
private bool IsOk( bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles, List<Item> items )
{
for ( int i = 0; i < tiles.Length; ++i )
{
StaticTile check = tiles[i];
ItemData itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
if ( (itemData.Flags & ImpassableSurface) != 0 ) // Impassable || Surface
{
int checkZ = check.Z;
int checkTop = checkZ + itemData.CalcHeight;
if ( checkTop > ourZ && ourTop > checkZ )
return false;
}
}
for ( int i = 0; i < items.Count; ++i )
{
Item item = items[i];
int itemID = item.ItemID & TileData.MaxItemValue;
ItemData itemData = TileData.ItemTable[itemID];
TileFlag flags = itemData.Flags;
if ( (flags & ImpassableSurface) != 0 ) // Impassable || Surface
{
if ( ignoreDoors && ((flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 || (itemID >= 0x6F5 && itemID <= 0x6F6)) )
continue;
if ( ignoreSpellFields && ( itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956 ) )
continue;
int checkZ = item.Z;
int checkTop = checkZ + itemData.CalcHeight;
if ( checkTop > ourZ && ourTop > checkZ )
return false;
}
}
return true;
}
private List<Item>[] m_Pools = new List<Item>[4]
{
new List<Item>(), new List<Item>(),
new List<Item>(), new List<Item>(),
};
private List<Sector> m_Sectors = new List<Sector>();
private bool Check( Map map, Mobile m, List<Item> items, int x, int y, int startTop, int startZ, bool canSwim, bool cantWalk, out int newZ )
{
newZ = 0;
StaticTile[] tiles = map.Tiles.GetStaticTiles( x, y, true );
LandTile landTile = map.Tiles.GetLandTile( x, y );
bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
bool considerLand = !landTile.Ignored;
if ( landBlocks && canSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0 ) //Impassable, Can Swim, and Is water. Don't block it.
landBlocks = false;
else if ( cantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0 ) //Can't walk and it's not water
landBlocks = true;
int landZ = 0, landCenter = 0, landTop = 0;
map.GetAverageZ( x, y, ref landZ, ref landCenter, ref landTop );
bool moveIsOk = false;
int stepTop = startTop + StepHeight;
int checkTop = startZ + PersonHeight;
bool ignoreDoors = ( m_AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet );
bool ignoreSpellFields = false;
#region Tiles
for ( int i = 0; i < tiles.Length; ++i )
{
StaticTile tile = tiles[i];
ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
TileFlag flags = itemData.Flags;
if ( (flags & ImpassableSurface) == TileFlag.Surface || (canSwim && (flags & TileFlag.Wet) != 0) ) // Surface && !Impassable
{
if ( cantWalk && (flags & TileFlag.Wet) == 0 )
continue;
int itemZ = tile.Z;
int itemTop = itemZ;
int ourZ = itemZ + itemData.CalcHeight;
int ourTop = ourZ + PersonHeight;
int testTop = checkTop;
if ( moveIsOk )
{
int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
continue;
}
if ( ourZ + PersonHeight > testTop )
testTop = ourZ + PersonHeight;
if ( !itemData.Bridge )
itemTop += itemData.Height;
if ( stepTop >= itemTop )
{
int landCheck = itemZ;
if ( itemData.Height >= StepHeight )
landCheck += StepHeight;
else
landCheck += itemData.Height;
if ( considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ )
continue;
if ( IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
{
newZ = ourZ;
moveIsOk = true;
}
}
}
}
#endregion
#region Items
for ( int i = 0; i < items.Count; ++i )
{
Item item = items[i];
ItemData itemData = item.ItemData;
TileFlag flags = itemData.Flags;
if ( !item.Movable && ((flags & ImpassableSurface) == TileFlag.Surface || (m.CanSwim && (flags & TileFlag.Wet) != 0)) ) // Surface && !Impassable && !Movable
{
if ( cantWalk && (flags & TileFlag.Wet) == 0 )
continue;
int itemZ = item.Z;
int itemTop = itemZ;
int ourZ = itemZ + itemData.CalcHeight;
int ourTop = ourZ + PersonHeight;
int testTop = checkTop;
if ( moveIsOk )
{
int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
continue;
}
if ( ourZ + PersonHeight > testTop )
testTop = ourZ + PersonHeight;
if ( !itemData.Bridge )
itemTop += itemData.Height;
if ( stepTop >= itemTop )
{
int landCheck = itemZ;
if ( itemData.Height >= StepHeight )
landCheck += StepHeight;
else
landCheck += itemData.Height;
if ( considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ )
continue;
if ( IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
{
newZ = ourZ;
moveIsOk = true;
}
}
}
}
#endregion
if ( considerLand && !landBlocks && stepTop >= landZ )
{
int ourZ = landCenter;
int ourTop = ourZ + PersonHeight;
int testTop = checkTop;
if ( ourZ + PersonHeight > testTop )
testTop = ourZ + PersonHeight;
bool shouldCheck = true;
if ( moveIsOk )
{
int cmp = Math.Abs( ourZ - m.Z ) - Math.Abs( newZ - m.Z );
if ( cmp > 0 || (cmp == 0 && ourZ > newZ) )
shouldCheck = false;
}
if ( shouldCheck && IsOk( ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items ) )
{
newZ = ourZ;
moveIsOk = true;
}
}
return moveIsOk;
}
public bool CheckMovement( Mobile m, Map map, Point3D loc, Direction d, out int newZ )
{
if ( map == null || map == Map.Internal )
{
newZ = 0;
return false;
}
int xStart = loc.X;
int yStart = loc.Y;
int xForward = xStart, yForward = yStart;
int xRight = xStart, yRight = yStart;
int xLeft = xStart, yLeft = yStart;
bool checkDiagonals = ((int)d & 0x1) == 0x1;
Offset( d, ref xForward, ref yForward );
Offset( (Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft );
Offset( (Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight );
if ( xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height )
{
newZ = 0;
return false;
}
int startZ, startTop;
List<Item> itemsStart = m_Pools[0];
List<Item> itemsForward = m_Pools[1];
List<Item> itemsLeft = m_Pools[2];
List<Item> itemsRight = m_Pools[3];
bool ignoreMovableImpassables = m_IgnoreMovableImpassables;
TileFlag reqFlags = ImpassableSurface;
if ( m.CanSwim )
reqFlags |= TileFlag.Wet;
if ( checkDiagonals )
{
Sector sectorStart = map.GetSector( xStart, yStart );
Sector sectorForward = map.GetSector( xForward, yForward );
Sector sectorLeft = map.GetSector( xLeft, yLeft );
Sector sectorRight = map.GetSector( xRight, yRight );
List<Sector> sectors = m_Sectors;
sectors.Add( sectorStart );
if ( !sectors.Contains( sectorForward ) )
sectors.Add( sectorForward );
if ( !sectors.Contains( sectorLeft ) )
sectors.Add( sectorLeft );
if ( !sectors.Contains( sectorRight ) )
sectors.Add( sectorRight );
for ( int i = 0; i < sectors.Count; ++i )
{
Sector sector = sectors[i];
for ( int j = 0; j < sector.Items.Count; ++j )
{
Item item = sector.Items[j];
if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
continue;
if ( (item.ItemData.Flags & reqFlags) == 0 )
continue;
if ( sector == sectorStart && item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsStart.Add( item );
else if ( sector == sectorForward && item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsForward.Add( item );
else if ( sector == sectorLeft && item.AtWorldPoint( xLeft, yLeft ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsLeft.Add( item );
else if ( sector == sectorRight && item.AtWorldPoint( xRight, yRight ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsRight.Add( item );
}
}
if ( m_Sectors.Count > 0 )
m_Sectors.Clear();
}
else
{
Sector sectorStart = map.GetSector( xStart, yStart );
Sector sectorForward = map.GetSector( xForward, yForward );
if ( sectorStart == sectorForward )
{
for ( int i = 0; i < sectorStart.Items.Count; ++i )
{
Item item = sectorStart.Items[i];
if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
continue;
if ( (item.ItemData.Flags & reqFlags) == 0 )
continue;
if ( item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsStart.Add( item );
else if ( item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsForward.Add( item );
}
}
else
{
for ( int i = 0; i < sectorForward.Items.Count; ++i )
{
Item item = sectorForward.Items[i];
if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
continue;
if ( (item.ItemData.Flags & reqFlags) == 0 )
continue;
if ( item.AtWorldPoint( xForward, yForward ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsForward.Add( item );
}
for ( int i = 0; i < sectorStart.Items.Count; ++i )
{
Item item = sectorStart.Items[i];
if ( ignoreMovableImpassables && item.Movable && item.ItemData.Impassable )
continue;
if ( (item.ItemData.Flags & reqFlags) == 0 )
continue;
if ( item.AtWorldPoint( xStart, yStart ) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue )
itemsStart.Add( item );
}
}
}
GetStartZ( m, map, loc, itemsStart, out startZ, out startTop );
bool moveIsOk = Check( map, m, itemsForward, xForward, yForward, startTop, startZ, m.CanSwim, m.CantWalk, out newZ );
if ( moveIsOk && checkDiagonals )
{
int hold;
if ( m.Player && m.AccessLevel < AccessLevel.GameMaster ) {
if ( !Check( map, m, itemsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) || !Check( map, m, itemsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) )
moveIsOk = false;
} else {
if ( !Check( map, m, itemsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) && !Check( map, m, itemsRight, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold ) )
moveIsOk = false;
}
}
for ( int i = 0; i < (checkDiagonals ? 4 : 2); ++i )
{
if ( m_Pools[i].Count > 0 )
m_Pools[i].Clear();
}
if ( !moveIsOk )
newZ = startZ;
return moveIsOk;
}
public bool CheckMovement( Mobile m, Direction d, out int newZ )
{
return CheckMovement( m, m.Map, m.Location, d, out newZ );
}
private void GetStartZ( Mobile m, Map map, Point3D loc, List<Item> itemList, out int zLow, out int zTop )
{
int xCheck = loc.X, yCheck = loc.Y;
LandTile landTile = map.Tiles.GetLandTile( xCheck, yCheck );
int landZ = 0, landCenter = 0, landTop = 0;
bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
if ( landBlocks && m.CanSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0 )
landBlocks = false;
else if ( m.CantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0 )
landBlocks = true;
map.GetAverageZ( xCheck, yCheck, ref landZ, ref landCenter, ref landTop );
bool considerLand = !landTile.Ignored;
int zCenter = zLow = zTop = 0;
bool isSet = false;
if ( considerLand && !landBlocks && loc.Z >= landCenter )
{
zLow = landZ;
zCenter = landCenter;
if ( !isSet || landTop > zTop )
zTop = landTop;
isSet = true;
}
StaticTile[] staticTiles = map.Tiles.GetStaticTiles( xCheck, yCheck, true );
for ( int i = 0; i < staticTiles.Length; ++i )
{
StaticTile tile = staticTiles[i];
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
int calcTop = (tile.Z + id.CalcHeight);
if ( (!isSet || calcTop >= zCenter) && ( (id.Flags & TileFlag.Surface) != 0 || ( m.CanSwim && (id.Flags&TileFlag.Wet) != 0 ) ) && loc.Z >= calcTop )
{
if ( m.CantWalk && (id.Flags & TileFlag.Wet) == 0 )
continue;
zLow = tile.Z;
zCenter = calcTop;
int top = tile.Z + id.Height;
if ( !isSet || top > zTop )
zTop = top;
isSet = true;
}
}
for ( int i = 0; i < itemList.Count; ++i )
{
Item item = itemList[i];
ItemData id = item.ItemData;
int calcTop = item.Z + id.CalcHeight;
if ( (!isSet || calcTop >= zCenter) && ( (id.Flags & TileFlag.Surface) != 0 || ( m.CanSwim && (id.Flags&TileFlag.Wet) != 0 ) ) && loc.Z >= calcTop )
{
if ( m.CantWalk && (id.Flags & TileFlag.Wet) == 0 )
continue;
zLow = item.Z;
zCenter = calcTop;
int top = item.Z + id.Height;
if ( !isSet || top > zTop )
zTop = top;
isSet = true;
}
}
if ( !isSet )
zLow = zTop = loc.Z;
else if ( loc.Z > zTop )
zTop = loc.Z;
}
public void Offset( Direction d, ref int x, ref int y )
{
switch ( d & Direction.Mask )
{
case Direction.North: --y; break;
case Direction.South: ++y; break;
case Direction.West: --x; break;
case Direction.East: ++x; break;
case Direction.Right: ++x; --y; break;
case Direction.Left: --x; ++y; break;
case Direction.Down: ++x; ++y; break;
case Direction.Up: --x; --y; break;
}
}
}
}

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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 );
}
}
}
}

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using System;
namespace Server.PathAlgorithms
{
public abstract class PathAlgorithm
{
public abstract bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal );
public abstract Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal );
private static Direction[] m_CalcDirections = new Direction[9]
{
Direction.Up,
Direction.North,
Direction.Right,
Direction.West,
Direction.North,
Direction.East,
Direction.Left,
Direction.South,
Direction.Down
};
public Direction GetDirection( int xSource, int ySource, int xDest, int yDest )
{
int x = xDest + 1 - xSource;
int y = yDest + 1 - ySource;
int v = (y * 3) + x;
if ( v < 0 || v >= 9 )
return Direction.North;
return m_CalcDirections[v];
}
}
}

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using System;
using Server;
using Server.Movement;
using CalcMoves = Server.Movement.Movement;
namespace Server
{
public class PathFollower
{
// Should we use pathfinding? 'false' for not
private static bool Enabled = true;
private Mobile m_From;
private IPoint3D m_Goal;
private MovementPath m_Path;
private int m_Index;
private Point3D m_Next, m_LastGoalLoc;
private DateTime m_LastPathTime;
private MoveMethod m_Mover;
public MoveMethod Mover
{
get{ return m_Mover; }
set{ m_Mover = value; }
}
public IPoint3D Goal
{
get{ return m_Goal; }
}
public PathFollower( Mobile from, IPoint3D goal )
{
m_From = from;
m_Goal = goal;
}
public MoveResult Move( Direction d )
{
if ( m_Mover == null )
return ( m_From.Move( d ) ? MoveResult.Success : MoveResult.Blocked );
return m_Mover( d );
}
public Point3D GetGoalLocation()
{
if ( m_Goal is Item )
return ((Item)m_Goal).GetWorldLocation();
return new Point3D( m_Goal );
}
private static TimeSpan RepathDelay = TimeSpan.FromSeconds( 2.0 );
public void Advance( ref Point3D p, int index )
{
if ( m_Path != null && m_Path.Success )
{
Direction[] dirs = m_Path.Directions;
if ( index >= 0 && index < dirs.Length )
{
int x = p.X, y = p.Y;
CalcMoves.Offset( dirs[index], ref x, ref y );
p.X = x;
p.Y = y;
}
}
}
public void ForceRepath()
{
m_Path = null;
}
public bool CheckPath()
{
if ( !Enabled )
return false;
bool repath = false;
Point3D goal = GetGoalLocation();
if ( m_Path == null )
repath = true;
else if ( (!m_Path.Success || goal != m_LastGoalLoc) && (m_LastPathTime + RepathDelay) <= DateTime.Now )
repath = true;
else if ( m_Path.Success && Check( m_From.Location, m_LastGoalLoc, 0 ) )
repath = true;
if ( !repath )
return false;
m_LastPathTime = DateTime.Now;
m_LastGoalLoc = goal;
m_Path = new MovementPath( m_From, goal );
m_Index = 0;
m_Next = m_From.Location;
Advance( ref m_Next, m_Index );
return true;
}
public bool Check( Point3D loc, Point3D goal, int range )
{
if ( !Utility.InRange( loc, goal, range ) )
return false;
if ( range <= 1 && Math.Abs( loc.Z - goal.Z ) >= 16 )
return false;
return true;
}
public bool Follow( bool run, int range )
{
Point3D goal = GetGoalLocation();
Direction d;
if ( Check( m_From.Location, goal, range ) )
return true;
bool repathed = CheckPath();
if ( !Enabled || !m_Path.Success )
{
d = m_From.GetDirectionTo( goal );
if ( run )
d |= Direction.Running;
m_From.SetDirection( d );
Move( d );
return Check( m_From.Location, goal, range );
}
d = m_From.GetDirectionTo( m_Next );
if ( run )
d |= Direction.Running;
m_From.SetDirection( d );
MoveResult res = Move( d );
if ( res == MoveResult.Blocked )
{
if ( repathed )
return false;
m_Path = null;
CheckPath();
if ( !m_Path.Success )
{
d = m_From.GetDirectionTo( goal );
if ( run )
d |= Direction.Running;
m_From.SetDirection( d );
Move( d );
return Check( m_From.Location, goal, range );
}
d = m_From.GetDirectionTo( m_Next );
if ( run )
d |= Direction.Running;
m_From.SetDirection( d );
res = Move( d );
if ( res == MoveResult.Blocked )
return false;
}
if ( m_From.X == m_Next.X && m_From.Y == m_Next.Y )
{
if ( m_From.Z == m_Next.Z )
{
++m_Index;
Advance( ref m_Next, m_Index );
}
else
{
m_Path = null;
}
}
return Check( m_From.Location, goal, range );
}
}
}

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using System;
using Server;
using Server.Mobiles;
using Server.PathAlgorithms;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.SlowAStar
{
public struct PathNode
{
public int x, y, z;
public int g, h;
public int px, py, pz;
public int dir;
}
public class SlowAStarAlgorithm : PathAlgorithm
{
public static PathAlgorithm Instance = new SlowAStarAlgorithm();
private const int MaxDepth = 300;
private const int MaxNodes = MaxDepth * 16;
private static PathNode[] m_Closed = new PathNode[MaxNodes];
private static PathNode[] m_Open = new PathNode[MaxNodes];
private static PathNode[] m_Successors = new PathNode[8];
private static Direction[] m_Path = new Direction[MaxNodes];
private Point3D m_Goal;
public int Heuristic( int x, int y, int z )
{
x -= m_Goal.X;
y -= m_Goal.Y;
z -= m_Goal.Z;
x *= 11;
y *= 11;
return (x*x)+(y*y)+(z*z);
}
public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
{
return false;
}
public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
{
m_Goal = goal;
BaseCreature bc = m as BaseCreature;
PathNode curNode;
PathNode goalNode = new PathNode();
goalNode.x = goal.X;
goalNode.y = goal.Y;
goalNode.z = goal.Z;
PathNode startNode = new PathNode();
startNode.x = start.X;
startNode.y = start.Y;
startNode.z = start.Z;
startNode.h = Heuristic( startNode.x, startNode.y, startNode.z );
PathNode[] closed = m_Closed, open = m_Open, successors = m_Successors;
Direction[] path = m_Path;
int closedCount = 0, openCount = 0, sucCount = 0, pathCount = 0;
int popIndex, curF;
int x, y, z;
int depth = 0;
int xBacktrack, yBacktrack, zBacktrack, iBacktrack = 0;
open[openCount++] = startNode;
while ( openCount > 0 )
{
curNode = open[0];
curF = curNode.g + curNode.h;
popIndex = 0;
for ( int i = 1; i < openCount; ++i )
{
if ( (open[i].g + open[i].h) < curF )
{
curNode = open[i];
curF = curNode.g + curNode.h;
popIndex = i;
}
}
if ( curNode.x == goalNode.x && curNode.y == goalNode.y && Math.Abs( curNode.z-goalNode.z ) < 16 )
{
if ( closedCount == MaxNodes )
break;
closed[closedCount++] = curNode;
xBacktrack = curNode.px;
yBacktrack = curNode.py;
zBacktrack = curNode.pz;
if ( pathCount == MaxNodes )
break;
path[pathCount++] = (Direction)curNode.dir;
while ( xBacktrack != startNode.x || yBacktrack != startNode.y || zBacktrack != startNode.z )
{
bool found = false;
for ( int j = 0; !found && j < closedCount; ++j )
{
if ( closed[j].x == xBacktrack && closed[j].y == yBacktrack && closed[j].z == zBacktrack )
{
if ( pathCount == MaxNodes )
break;
curNode = closed[j];
path[pathCount++] = (Direction)curNode.dir;
xBacktrack = curNode.px;
yBacktrack = curNode.py;
zBacktrack = curNode.pz;
found = true;
}
}
if ( !found )
{
Console.WriteLine( "bugaboo.." );
return null;
}
if ( pathCount == MaxNodes )
break;
}
if ( pathCount == MaxNodes )
break;
Direction[] dirs = new Direction[pathCount];
while ( pathCount > 0 )
dirs[iBacktrack++] = path[--pathCount];
return dirs;
}
--openCount;
for ( int i = popIndex; i < openCount; ++i )
open[i] = open[i + 1];
sucCount = 0;
if ( bc != null )
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
for ( int i = 0; i < 8; ++i )
{
switch ( i )
{
default:
case 0: x = 0; y = -1; break;
case 1: x = 1; y = -1; break;
case 2: x = 1; y = 0; break;
case 3: x = 1; y = 1; break;
case 4: x = 0; y = 1; break;
case 5: x = -1; y = 1; break;
case 6: x = -1; y = 0; break;
case 7: x = -1; y = -1; break;
}
if ( CalcMoves.CheckMovement( m, map, new Point3D( curNode.x, curNode.y, curNode.z ), (Direction)i, out z ) )
{
successors[sucCount].x = x + curNode.x;
successors[sucCount].y = y + curNode.y;
successors[sucCount++].z = z;
}
}
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
if ( sucCount == 0 || ++depth > MaxDepth )
break;
for ( int i = 0; i < sucCount; ++i )
{
x = successors[i].x;
y = successors[i].y;
z = successors[i].z;
successors[i].g = curNode.g + 1;
int openIndex = -1, closedIndex = -1;
for ( int j = 0; openIndex == -1 && j < openCount; ++j )
{
if ( open[j].x == x && open[j].y == y && open[j].z == z )
openIndex = j;
}
if ( openIndex >= 0 && open[openIndex].g < successors[i].g )
continue;
for ( int j = 0; closedIndex == -1 && j < closedCount; ++j )
{
if ( closed[j].x == x && closed[j].y == y && closed[j].z == z )
closedIndex = j;
}
if ( closedIndex >= 0 && closed[closedIndex].g < successors[i].g )
continue;
if ( openIndex >= 0 )
{
--openCount;
for ( int j = openIndex; j < openCount; ++j )
open[j] = open[j + 1];
}
if ( closedIndex >= 0 )
{
--closedCount;
for ( int j = closedIndex; j < closedCount; ++j )
closed[j] = closed[j + 1];
}
successors[i].px = curNode.x;
successors[i].py = curNode.y;
successors[i].pz = curNode.z;
successors[i].dir = (int)GetDirection( curNode.x, curNode.y, x, y );
successors[i].h = Heuristic( x, y, z );
if ( openCount == MaxNodes )
break;
open[openCount++] = successors[i];
}
if ( openCount == MaxNodes || closedCount == MaxNodes )
break;
closed[closedCount++] = curNode;
}
return null;
}
}
}