#W# Initial Commit: Avatars Conquest
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204
Scripts/Engines/Pathing/PathFollower.cs
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204
Scripts/Engines/Pathing/PathFollower.cs
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using System;
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using Server;
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using Server.Movement;
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using CalcMoves = Server.Movement.Movement;
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namespace Server
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{
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public class PathFollower
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{
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// Should we use pathfinding? 'false' for not
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private static bool Enabled = true;
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private Mobile m_From;
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private IPoint3D m_Goal;
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private MovementPath m_Path;
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private int m_Index;
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private Point3D m_Next, m_LastGoalLoc;
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private DateTime m_LastPathTime;
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private MoveMethod m_Mover;
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public MoveMethod Mover
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{
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get{ return m_Mover; }
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set{ m_Mover = value; }
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}
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public IPoint3D Goal
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{
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get{ return m_Goal; }
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}
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public PathFollower( Mobile from, IPoint3D goal )
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{
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m_From = from;
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m_Goal = goal;
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}
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public MoveResult Move( Direction d )
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{
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if ( m_Mover == null )
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return ( m_From.Move( d ) ? MoveResult.Success : MoveResult.Blocked );
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return m_Mover( d );
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}
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public Point3D GetGoalLocation()
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{
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if ( m_Goal is Item )
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return ((Item)m_Goal).GetWorldLocation();
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return new Point3D( m_Goal );
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}
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private static TimeSpan RepathDelay = TimeSpan.FromSeconds( 2.0 );
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public void Advance( ref Point3D p, int index )
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{
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if ( m_Path != null && m_Path.Success )
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{
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Direction[] dirs = m_Path.Directions;
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if ( index >= 0 && index < dirs.Length )
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{
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int x = p.X, y = p.Y;
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CalcMoves.Offset( dirs[index], ref x, ref y );
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p.X = x;
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p.Y = y;
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}
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}
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}
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public void ForceRepath()
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{
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m_Path = null;
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}
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public bool CheckPath()
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{
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if ( !Enabled )
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return false;
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bool repath = false;
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Point3D goal = GetGoalLocation();
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if ( m_Path == null )
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repath = true;
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else if ( (!m_Path.Success || goal != m_LastGoalLoc) && (m_LastPathTime + RepathDelay) <= DateTime.Now )
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repath = true;
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else if ( m_Path.Success && Check( m_From.Location, m_LastGoalLoc, 0 ) )
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repath = true;
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if ( !repath )
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return false;
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m_LastPathTime = DateTime.Now;
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m_LastGoalLoc = goal;
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m_Path = new MovementPath( m_From, goal );
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m_Index = 0;
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m_Next = m_From.Location;
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Advance( ref m_Next, m_Index );
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return true;
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}
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public bool Check( Point3D loc, Point3D goal, int range )
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{
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if ( !Utility.InRange( loc, goal, range ) )
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return false;
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if ( range <= 1 && Math.Abs( loc.Z - goal.Z ) >= 16 )
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return false;
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return true;
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}
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public bool Follow( bool run, int range )
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{
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Point3D goal = GetGoalLocation();
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Direction d;
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if ( Check( m_From.Location, goal, range ) )
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return true;
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bool repathed = CheckPath();
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if ( !Enabled || !m_Path.Success )
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{
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d = m_From.GetDirectionTo( goal );
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if ( run )
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d |= Direction.Running;
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m_From.SetDirection( d );
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Move( d );
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return Check( m_From.Location, goal, range );
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}
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d = m_From.GetDirectionTo( m_Next );
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if ( run )
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d |= Direction.Running;
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m_From.SetDirection( d );
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MoveResult res = Move( d );
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if ( res == MoveResult.Blocked )
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{
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if ( repathed )
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return false;
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m_Path = null;
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CheckPath();
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if ( !m_Path.Success )
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{
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d = m_From.GetDirectionTo( goal );
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if ( run )
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d |= Direction.Running;
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m_From.SetDirection( d );
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Move( d );
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return Check( m_From.Location, goal, range );
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}
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d = m_From.GetDirectionTo( m_Next );
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if ( run )
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d |= Direction.Running;
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m_From.SetDirection( d );
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res = Move( d );
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if ( res == MoveResult.Blocked )
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return false;
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}
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if ( m_From.X == m_Next.X && m_From.Y == m_Next.Y )
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{
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if ( m_From.Z == m_Next.Z )
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{
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++m_Index;
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Advance( ref m_Next, m_Index );
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}
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else
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{
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m_Path = null;
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}
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}
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return Check( m_From.Location, goal, range );
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}
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}
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}
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