BritainKnights/Scripts/Engines/Pathing/PathFollower.cs

204 lines
No EOL
3.8 KiB
C#

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 );
}
}
}