#W# Initial Commit: Avatars Conquest
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Scripts/Misc/Geometry.cs
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224
Scripts/Misc/Geometry.cs
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using System;
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using Server;
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namespace Server.Misc
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{
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public delegate void DoEffect_Callback( Point3D p, Map map );
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public static class Geometry
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{
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public static void Swap<T>( ref T a, ref T b )
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{
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T temp = a;
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a = b;
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b = temp;
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}
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public static double RadiansToDegrees( double angle )
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{
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return angle * (180.0 / Math.PI);
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}
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public static double DegreesToRadians( double angle )
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{
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return angle * ( Math.PI / 180.0 );
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}
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public class CirclePoint
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{
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private Point2D point;
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private int angle;
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private int quadrant;
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public Point2D Point{ get{ return point; } }
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public int Angle{ get{ return angle; } }
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public int Quadrant{ get{ return quadrant; } }
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public CirclePoint( Point2D point, int angle, int quadrant )
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{
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this.point = point;
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this.angle = angle;
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this.quadrant = quadrant;
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}
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}
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public static Point2D ArcPoint( Point3D loc, int radius, int angle )
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{
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int sideA, sideB;
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if ( angle < 0 )
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angle = 0;
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if ( angle > 90 )
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angle = 90;
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sideA = (int) Math.Round( radius * Math.Sin( DegreesToRadians( angle ) ) );
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sideB = (int) Math.Round( radius * Math.Cos( DegreesToRadians( angle ) ) );
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return new Point2D( loc.X - sideB, loc.Y - sideA );
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}
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public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect )
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{
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Circle2D( loc, map, radius, effect, 0, 360 );
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}
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public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd )
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{
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if ( angleStart < 0 || angleStart > 360 )
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angleStart = 0;
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if ( angleEnd > 360 || angleEnd < 0 )
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angleEnd = 360;
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if ( angleStart == angleEnd )
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return;
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bool opposite = angleStart > angleEnd;
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int startQuadrant = angleStart / 90;
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int endQuadrant = angleEnd / 90;
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Point2D start = ArcPoint( loc, radius, angleStart % 90 );
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Point2D end = ArcPoint( loc, radius, angleEnd % 90 );
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if ( opposite )
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{
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Swap( ref start, ref end );
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Swap( ref startQuadrant, ref endQuadrant );
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}
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CirclePoint startPoint = new CirclePoint( start, angleStart, startQuadrant );
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CirclePoint endPoint = new CirclePoint( end, angleEnd, endQuadrant );
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int error = -radius;
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int x = radius;
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int y = 0;
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while (x > y)
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{
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plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
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plot4points( loc, map, y, x, startPoint, endPoint, effect, opposite );
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error += ( y * 2 ) + 1;
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++y;
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if (error >= 0)
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{
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--x;
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error -= x * 2;
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}
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}
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plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
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}
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public static void plot4points( Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end, DoEffect_Callback effect, bool opposite )
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{
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Point2D pointA = new Point2D( loc.X - x, loc.Y - y );
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Point2D pointB = new Point2D( loc.X - y, loc.Y - x );
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int quadrant = 2;
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if ( x == 0 && start.Quadrant == 3 )
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quadrant = 3;
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if ( WithinCircleBounds( quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite ) )
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effect( new Point3D( loc.X + x, loc.Y + y, loc.Z ), map );
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quadrant = 3;
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if ( y == 0 && start.Quadrant == 0 )
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quadrant = 0;
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if ( x != 0 && WithinCircleBounds( quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite ) )
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effect( new Point3D( loc.X - x, loc.Y + y, loc.Z ), map );
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if ( y != 0 && WithinCircleBounds( pointB, 1, loc, start, end, opposite ) )
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effect( new Point3D( loc.X + x, loc.Y - y, loc.Z ), map );
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if ( x != 0 && y != 0 && WithinCircleBounds( pointA, 0, loc, start, end, opposite ) )
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effect( new Point3D( loc.X - x, loc.Y - y, loc.Z ), map );
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}
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public static bool WithinCircleBounds( Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start, CirclePoint end, bool opposite )
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{
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if ( start.Angle == 0 && end.Angle == 360 )
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return true;
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int startX = start.Point.X;
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int startY = start.Point.Y;
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int endX = end.Point.X;
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int endY = end.Point.Y;
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int x = pointLoc.X;
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int y = pointLoc.Y;
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if ( pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant )
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return opposite;
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if ( pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant )
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return !opposite;
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bool withinBounds = true;
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if ( start.Quadrant == end.Quadrant )
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{
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if ( startX == endX && ( x > startX || y > startY || y < endY ) )
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withinBounds = false;
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else if ( startY == endY && ( y < startY || x < startX || x > endX ) )
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withinBounds = false;
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else if ( x < startX || x > endX || y > startY || y < endY )
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withinBounds = false;
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}
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else if ( pointQuadrant == start.Quadrant && ( x < startX || y > startY ) )
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withinBounds = false;
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else if ( pointQuadrant == end.Quadrant && ( x > endX || y < endY ) )
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withinBounds = false;
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return opposite ? !withinBounds : withinBounds;
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}
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public static void Line2D( Point3D start, Point3D end, Map map, DoEffect_Callback effect )
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{
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bool steep = Math.Abs( end.Y - start.Y ) > Math.Abs( end.X - start.X );
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int x0 = start.X;
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int x1 = end.X;
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int y0 = start.Y;
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int y1 = end.Y;
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if ( steep )
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{
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Swap( ref x0, ref y0 );
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Swap( ref x1, ref y1 );
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}
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if ( x0 > x1 )
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{
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Swap( ref x0, ref x1 );
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Swap( ref y0, ref y1 );
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}
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int deltax = x1 - x0;
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int deltay = Math.Abs( y1 - y0 );
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int error = deltax / 2;
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int ystep = y0 < y1 ? 1 : -1;
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int y = y0;
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for ( int x = x0; x <= x1; x++ )
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{
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if ( steep )
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effect( new Point3D( y, x, start.Z ), map );
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else
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effect( new Point3D( x, y, start.Z ), map );
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error -= deltay;
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if ( error < 0 )
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{
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y += ystep;
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error += deltax;
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}
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}
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}
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}
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}
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