Reorganizes Project (#41)
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3499 changed files with 79 additions and 55 deletions
317
Projects/Scripts/Engines/Pathing/FastAStarAlgorithm.cs
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317
Projects/Scripts/Engines/Pathing/FastAStarAlgorithm.cs
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using System.Collections;
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using Server.Mobiles;
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using CalcMoves = Server.Movement.Movement;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.PathAlgorithms.FastAStar
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{
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public struct PathNode
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{
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public int cost, total;
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public int parent, next, prev;
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public int z;
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}
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public class FastAStarAlgorithm : PathAlgorithm
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{
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private const int MaxDepth = 300;
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private const int AreaSize = 38;
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private const int NodeCount = AreaSize * AreaSize * PlaneCount;
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private const int PlaneOffset = 128;
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private const int PlaneCount = 13;
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private const int PlaneHeight = 20;
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public static PathAlgorithm Instance = new FastAStarAlgorithm();
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private static Direction[] m_Path = new Direction[AreaSize * AreaSize];
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private static PathNode[] m_Nodes = new PathNode[NodeCount];
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private static BitArray m_Touched = new BitArray(NodeCount);
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private static BitArray m_OnOpen = new BitArray(NodeCount);
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private static int[] m_Successors = new int[8];
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private static int m_xOffset, m_yOffset;
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private static int m_OpenList;
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private Point3D m_Goal;
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public int Heuristic(int x, int y, int z)
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{
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x -= m_Goal.X - m_xOffset;
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y -= m_Goal.Y - m_yOffset;
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z -= m_Goal.Z;
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x *= 11;
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y *= 11;
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return x * x + y * y + z * z;
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}
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public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal)
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{
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return Utility.InRange(start, goal, AreaSize);
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}
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private void RemoveFromChain(int node)
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{
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if (node < 0 || node >= NodeCount)
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return;
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if (!m_Touched[node] || !m_OnOpen[node])
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return;
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int prev = m_Nodes[node].prev;
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int next = m_Nodes[node].next;
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if (m_OpenList == node)
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m_OpenList = next;
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if (prev != -1)
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m_Nodes[prev].next = next;
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if (next != -1)
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m_Nodes[next].prev = prev;
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m_Nodes[node].prev = -1;
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m_Nodes[node].next = -1;
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}
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private void AddToChain(int node)
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{
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if (node < 0 || node >= NodeCount)
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return;
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RemoveFromChain(node);
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if (m_OpenList != -1)
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m_Nodes[m_OpenList].prev = node;
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m_Nodes[node].next = m_OpenList;
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m_Nodes[node].prev = -1;
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m_OpenList = node;
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m_Touched[node] = true;
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m_OnOpen[node] = true;
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}
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public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
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{
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if (!Utility.InRange(start, goal, AreaSize))
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return null;
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m_Touched.SetAll(false);
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m_Goal = goal;
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m_xOffset = (start.X + goal.X - AreaSize) / 2;
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m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
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int fromNode = GetIndex(start.X, start.Y, start.Z);
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int destNode = GetIndex(goal.X, goal.Y, goal.Z);
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m_OpenList = fromNode;
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m_Nodes[m_OpenList].cost = 0;
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m_Nodes[m_OpenList].total = Heuristic(start.X - m_xOffset, start.Y - m_yOffset, start.Z);
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m_Nodes[m_OpenList].parent = -1;
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m_Nodes[m_OpenList].next = -1;
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m_Nodes[m_OpenList].prev = -1;
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m_Nodes[m_OpenList].z = start.Z;
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m_OnOpen[m_OpenList] = true;
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m_Touched[m_OpenList] = true;
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BaseCreature bc = m as BaseCreature;
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int backtrack = 0, depth = 0;
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Direction[] path = m_Path;
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while (m_OpenList != -1)
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{
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int bestNode = FindBest(m_OpenList);
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if (++depth > MaxDepth)
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break;
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if (bc != null)
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{
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MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
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MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
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}
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MoveImpl.Goal = goal;
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int[] vals = m_Successors;
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int count = GetSuccessors(bestNode, m, map);
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MoveImpl.AlwaysIgnoreDoors = false;
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MoveImpl.IgnoreMovableImpassables = false;
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MoveImpl.Goal = Point3D.Zero;
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if (count == 0)
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break;
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for (int i = 0; i < count; ++i)
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{
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int newNode = vals[i];
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bool wasTouched = m_Touched[newNode];
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if (wasTouched)
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continue;
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int newCost = m_Nodes[bestNode].cost + 1;
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int newTotal = newCost + Heuristic(newNode % AreaSize, newNode / AreaSize % AreaSize,
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m_Nodes[newNode].z);
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if (m_Nodes[newNode].total <= newTotal)
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continue;
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m_Nodes[newNode].parent = bestNode;
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m_Nodes[newNode].cost = newCost;
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m_Nodes[newNode].total = newTotal;
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if (m_OnOpen[newNode])
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continue;
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AddToChain(newNode);
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if (newNode != destNode)
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continue;
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int pathCount = 0;
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int parent = m_Nodes[newNode].parent;
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while (parent != -1)
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{
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path[pathCount++] = GetDirection(parent % AreaSize, parent / AreaSize % AreaSize,
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newNode % AreaSize, newNode / AreaSize % AreaSize);
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newNode = parent;
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parent = m_Nodes[newNode].parent;
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if (newNode == fromNode)
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break;
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}
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Direction[] dirs = new Direction[pathCount];
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while (pathCount > 0)
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dirs[backtrack++] = path[--pathCount];
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return dirs;
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}
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}
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return null;
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}
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private int GetIndex(int x, int y, int z)
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{
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x -= m_xOffset;
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y -= m_yOffset;
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z += PlaneOffset;
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z /= PlaneHeight;
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return x + y * AreaSize + z * AreaSize * AreaSize;
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}
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private int FindBest(int node)
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{
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int least = m_Nodes[node].total;
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int leastNode = node;
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while (node != -1)
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{
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if (m_Nodes[node].total < least)
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{
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least = m_Nodes[node].total;
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leastNode = node;
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}
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node = m_Nodes[node].next;
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}
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RemoveFromChain(leastNode);
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m_Touched[leastNode] = true;
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m_OnOpen[leastNode] = false;
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return leastNode;
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}
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public int GetSuccessors(int p, Mobile m, Map map)
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{
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int px = p % AreaSize;
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int py = p / AreaSize % AreaSize;
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int pz = m_Nodes[p].z;
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Point3D p3D = new Point3D(px + m_xOffset, py + m_yOffset, pz);
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int[] vals = m_Successors;
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int count = 0;
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for (int i = 0; i < 8; ++i)
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{
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int x;
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int y;
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switch (i)
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{
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default:
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case 0:
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x = 0;
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y = -1;
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break;
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case 1:
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x = 1;
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y = -1;
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break;
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case 2:
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x = 1;
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y = 0;
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break;
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case 3:
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x = 1;
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y = 1;
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break;
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case 4:
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x = 0;
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y = 1;
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break;
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case 5:
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x = -1;
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y = 1;
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break;
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case 6:
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x = -1;
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y = 0;
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break;
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case 7:
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x = -1;
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y = -1;
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break;
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}
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x += px;
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y += py;
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if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
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continue;
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if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out int z))
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{
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int idx = GetIndex(x + m_xOffset, y + m_yOffset, z);
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if (idx >= 0 && idx < NodeCount)
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{
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m_Nodes[idx].z = z;
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vals[count++] = idx;
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}
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}
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}
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return count;
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}
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}
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}
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554
Projects/Scripts/Engines/Pathing/FastMovement.cs
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554
Projects/Scripts/Engines/Pathing/FastMovement.cs
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@ -0,0 +1,554 @@
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#region References
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Items;
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using Server.Mobiles;
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#endregion
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namespace Server.Movement
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{
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public class FastMovementImpl : IMovementImpl
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{
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
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public static bool Enabled = false;
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private static IMovementImpl _Successor;
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private FastMovementImpl()
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{
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}
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public bool CheckMovement(Mobile m, Map map, Point3D loc, Direction d, out int newZ)
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{
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if (!Enabled && _Successor != null) return _Successor.CheckMovement(m, map, loc, d, out newZ);
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if (map == null || map == Map.Internal)
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{
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newZ = 0;
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return false;
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}
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int xStart = loc.X;
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int yStart = loc.Y;
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int xForward = xStart, yForward = yStart;
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int xRight = xStart, yRight = yStart;
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int xLeft = xStart, yLeft = yStart;
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bool checkDiagonals = ((int)d & 0x1) == 0x1;
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Offset(d, ref xForward, ref yForward);
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Offset((Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft);
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Offset((Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight);
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if (xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height)
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{
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newZ = 0;
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return false;
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}
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IEnumerable<Item> itemsStart, itemsForward, itemsLeft, itemsRight;
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bool ignoreMovableImpassables = MovementImpl.IgnoreMovableImpassables;
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TileFlag reqFlags = ImpassableSurface;
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if (m.CanSwim) reqFlags |= TileFlag.Wet;
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if (checkDiagonals)
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{
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Sector sStart = map.GetSector(xStart, yStart);
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Sector sForward = map.GetSector(xForward, yForward);
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Sector sLeft = map.GetSector(xLeft, yLeft);
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Sector sRight = map.GetSector(xRight, yRight);
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itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart));
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itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward));
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itemsLeft = sLeft.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xLeft, yLeft));
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itemsRight = sRight.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xRight, yRight));
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}
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else
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{
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Sector sStart = map.GetSector(xStart, yStart);
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Sector sForward = map.GetSector(xForward, yForward);
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itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart));
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itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward));
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itemsLeft = Enumerable.Empty<Item>();
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itemsRight = Enumerable.Empty<Item>();
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}
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GetStartZ(m, map, loc, itemsStart, out int startZ, out int startTop);
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List<Item> list = null;
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MovementPool.AcquireMoveCache(ref list, itemsForward);
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bool moveIsOk = Check(map, m, list, xForward, yForward, startTop, startZ, m.CanSwim, m.CantWalk, out newZ);
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if (moveIsOk && checkDiagonals)
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{
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if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
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{
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MovementPool.AcquireMoveCache(ref list, itemsLeft);
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if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _))
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{
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moveIsOk = false;
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}
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else
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{
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MovementPool.AcquireMoveCache(ref list, itemsRight);
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if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _))
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moveIsOk = false;
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}
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}
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else
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{
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MovementPool.AcquireMoveCache(ref list, itemsLeft);
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if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out _))
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{
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MovementPool.AcquireMoveCache(ref list, itemsRight);
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if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out _))
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moveIsOk = false;
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}
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}
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}
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MovementPool.ClearMoveCache(ref list, true);
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if (!moveIsOk) newZ = startZ;
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return moveIsOk;
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}
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public bool CheckMovement(Mobile m, Direction d, out int newZ)
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{
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return !Enabled && _Successor != null
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? _Successor.CheckMovement(m, d, out newZ)
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: CheckMovement(m, m.Map, m.Location, d, out newZ);
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}
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public static void Initialize()
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{
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_Successor = Movement.Impl;
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Movement.Impl = new FastMovementImpl();
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}
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private static bool IsOk(StaticTile tile, int ourZ, int ourTop)
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{
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ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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return tile.Z + itemData.CalcHeight <= ourZ || ourTop <= tile.Z || (itemData.Flags & ImpassableSurface) == 0;
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}
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private static bool IsOk(Item item, int ourZ, int ourTop, bool ignoreDoors, bool ignoreSpellFields)
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{
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int itemID = item.ItemID & TileData.MaxItemValue;
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ItemData itemData = TileData.ItemTable[itemID];
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if ((itemData.Flags & ImpassableSurface) == 0) return true;
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if (((itemData.Flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 ||
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itemID >= 0x6F5 && itemID <= 0x6F6) && ignoreDoors)
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return true;
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if ((itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956) && ignoreSpellFields) return true;
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return item.Z + itemData.CalcHeight <= ourZ || ourTop <= item.Z;
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}
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private static bool IsOk(
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bool ignoreDoors,
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bool ignoreSpellFields,
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int ourZ,
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int ourTop,
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IEnumerable<StaticTile> tiles,
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IEnumerable<Item> items)
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{
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return tiles.All(t => IsOk(t, ourZ, ourTop)) &&
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items.All(i => IsOk(i, ourZ, ourTop, ignoreDoors, ignoreSpellFields));
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}
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private static bool Check(
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Map map,
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Mobile m,
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List<Item> items,
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int x,
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int y,
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int startTop,
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int startZ,
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bool canSwim,
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bool cantWalk,
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out int newZ)
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{
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newZ = 0;
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StaticTile[] tiles = map.Tiles.GetStaticTiles(x, y, true);
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LandTile landTile = map.Tiles.GetLandTile(x, y);
|
||||
LandData landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
|
||||
bool landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
|
||||
bool considerLand = !landTile.Ignored;
|
||||
|
||||
if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0)
|
||||
landBlocks = false;
|
||||
else if (cantWalk && (landData.Flags & TileFlag.Wet) == 0) 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 = MovementImpl.AlwaysIgnoreDoors || !m.Alive || m.IsDeadBondedPet || m.Body.IsGhost ||
|
||||
m.Body.BodyID == 987;
|
||||
bool ignoreSpellFields = m is PlayerMobile && map.MapID != 0;
|
||||
|
||||
int itemZ, itemTop, ourZ, ourTop, testTop;
|
||||
ItemData itemData;
|
||||
TileFlag flags;
|
||||
|
||||
#region Tiles
|
||||
|
||||
foreach (StaticTile tile in tiles)
|
||||
{
|
||||
itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
|
||||
#region SA
|
||||
|
||||
if (m.Flying && Insensitive.Equals(itemData.Name, "hover over"))
|
||||
{
|
||||
newZ = tile.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Stygian Dragon
|
||||
if (m.Body == 826 && map?.MapID == 5)
|
||||
{
|
||||
if (x >= 307 && x <= 354 && y >= 126 && y <= 192)
|
||||
{
|
||||
if (tile.Z > newZ) newZ = tile.Z;
|
||||
|
||||
moveIsOk = true;
|
||||
}
|
||||
else if (x >= 42 && x <= 89)
|
||||
{
|
||||
if (y >= 333 && y <= 399 || y >= 531 && y <= 597 || y >= 739 && y <= 805)
|
||||
{
|
||||
if (tile.Z > newZ) newZ = tile.Z;
|
||||
|
||||
moveIsOk = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
flags = itemData.Flags;
|
||||
|
||||
if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0)) continue;
|
||||
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0) continue;
|
||||
|
||||
itemZ = tile.Z;
|
||||
itemTop = itemZ;
|
||||
ourZ = itemZ + itemData.CalcHeight;
|
||||
ourTop = ourZ + PersonHeight;
|
||||
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 (ourTop > testTop) testTop = ourTop;
|
||||
|
||||
if (!itemData.Bridge) itemTop += itemData.Height;
|
||||
|
||||
if (stepTop < itemTop) continue;
|
||||
|
||||
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)) continue;
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Items
|
||||
|
||||
foreach (Item item in items)
|
||||
{
|
||||
itemData = item.ItemData;
|
||||
flags = itemData.Flags;
|
||||
|
||||
#region SA
|
||||
|
||||
if (m.Flying && Insensitive.Equals(itemData.Name, "hover over"))
|
||||
{
|
||||
newZ = item.Z;
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
if (item.Movable) continue;
|
||||
|
||||
if ((flags & ImpassableSurface) != TileFlag.Surface && (!m.CanSwim || (flags & TileFlag.Wet) == 0)) continue;
|
||||
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0) continue;
|
||||
|
||||
itemZ = item.Z;
|
||||
itemTop = itemZ;
|
||||
ourZ = itemZ + itemData.CalcHeight;
|
||||
ourTop = ourZ + PersonHeight;
|
||||
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 (ourTop > testTop) testTop = ourTop;
|
||||
|
||||
if (!itemData.Bridge) itemTop += itemData.Height;
|
||||
|
||||
if (stepTop < itemTop) continue;
|
||||
|
||||
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)) continue;
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
if (!considerLand || landBlocks || stepTop < landZ) return moveIsOk;
|
||||
|
||||
ourZ = landCenter;
|
||||
ourTop = ourZ + PersonHeight;
|
||||
testTop = checkTop;
|
||||
|
||||
if (ourTop > testTop) testTop = ourTop;
|
||||
|
||||
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)) return moveIsOk;
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, int x, int y)
|
||||
{
|
||||
return item.AtWorldPoint(x, y);
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables)
|
||||
{
|
||||
return item != null && (!ignoreMovableImpassables || !item.Movable || !item.ItemData.Impassable) &&
|
||||
(item.ItemData.Flags & reqFlags) != 0 && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue;
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables, int x, int y)
|
||||
{
|
||||
return Verify(item, reqFlags, ignoreMovableImpassables) && Verify(item, x, y);
|
||||
}
|
||||
|
||||
private static void GetStartZ(Mobile m, Map map, Point3D loc, IEnumerable<Item> itemList, out int zLow, out int zTop)
|
||||
{
|
||||
int xCheck = loc.X, yCheck = loc.Y;
|
||||
|
||||
LandTile landTile = map.Tiles.GetLandTile(xCheck, yCheck);
|
||||
LandData landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
|
||||
bool landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
|
||||
|
||||
if (landBlocks && m.CanSwim && (landData.Flags & TileFlag.Wet) != 0)
|
||||
landBlocks = false;
|
||||
else if (m.CantWalk && (landData.Flags & TileFlag.Wet) == 0) landBlocks = true;
|
||||
|
||||
int landZ = 0, landCenter = 0, landTop = 0;
|
||||
|
||||
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;
|
||||
zTop = landTop;
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
StaticTile[] staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
|
||||
|
||||
foreach (StaticTile tile in staticTiles)
|
||||
{
|
||||
ItemData tileData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
int calcTop = tile.Z + tileData.CalcHeight;
|
||||
|
||||
if (isSet && calcTop < zCenter) continue;
|
||||
|
||||
if ((tileData.Flags & TileFlag.Surface) == 0 &&
|
||||
(!m.CanSwim || (tileData.Flags & TileFlag.Wet) == 0)) continue;
|
||||
|
||||
if (loc.Z < calcTop) continue;
|
||||
|
||||
if (m.CantWalk && (tileData.Flags & TileFlag.Wet) == 0) continue;
|
||||
|
||||
zLow = tile.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = tile.Z + tileData.Height;
|
||||
|
||||
if (!isSet || top > zTop) zTop = top;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
foreach (Item item in itemList)
|
||||
{
|
||||
ItemData itemData = item.ItemData;
|
||||
|
||||
int calcTop = item.Z + itemData.CalcHeight;
|
||||
|
||||
if (isSet && calcTop < zCenter) continue;
|
||||
|
||||
if ((itemData.Flags & TileFlag.Surface) == 0 &&
|
||||
(!m.CanSwim || (itemData.Flags & TileFlag.Wet) == 0)) continue;
|
||||
|
||||
if (loc.Z < calcTop) continue;
|
||||
|
||||
if (m.CantWalk && (itemData.Flags & TileFlag.Wet) == 0) continue;
|
||||
|
||||
zLow = item.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = item.Z + itemData.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;
|
||||
}
|
||||
}
|
||||
|
||||
private static class MovementPool
|
||||
{
|
||||
private static readonly object _MovePoolLock = new object();
|
||||
private static readonly Queue<List<Item>> _MoveCachePool = new Queue<List<Item>>(0x400);
|
||||
|
||||
public static void AcquireMoveCache(ref List<Item> cache, IEnumerable<Item> items)
|
||||
{
|
||||
if (cache == null)
|
||||
lock (_MovePoolLock)
|
||||
{
|
||||
cache = _MoveCachePool.Count > 0 ? _MoveCachePool.Dequeue() : new List<Item>(0x10);
|
||||
}
|
||||
else
|
||||
cache.Clear();
|
||||
|
||||
cache.AddRange(items);
|
||||
}
|
||||
|
||||
public static void ClearMoveCache(ref List<Item> cache, bool free)
|
||||
{
|
||||
cache?.Clear();
|
||||
|
||||
if (!free) return;
|
||||
|
||||
lock (_MovePoolLock)
|
||||
{
|
||||
if (_MoveCachePool.Count < 0x400) _MoveCachePool.Enqueue(cache);
|
||||
}
|
||||
|
||||
cache = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Projects/Scripts/Engines/Pathing/MoveResult.cs
Normal file
12
Projects/Scripts/Engines/Pathing/MoveResult.cs
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
namespace Server
|
||||
{
|
||||
public delegate MoveResult MoveMethod(Direction d);
|
||||
|
||||
public enum MoveResult
|
||||
{
|
||||
BadState,
|
||||
Blocked,
|
||||
Success,
|
||||
SuccessAutoTurn
|
||||
}
|
||||
}
|
||||
630
Projects/Scripts/Engines/Pathing/Movement.cs
Normal file
630
Projects/Scripts/Engines/Pathing/Movement.cs
Normal file
|
|
@ -0,0 +1,630 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
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 List<Mobile>[] m_MobPools = {
|
||||
new List<Mobile>(), new List<Mobile>(),
|
||||
new List<Mobile>()
|
||||
};
|
||||
|
||||
private List<Item>[] m_Pools = {
|
||||
new List<Item>(), new List<Item>(),
|
||||
new List<Item>(), new List<Item>()
|
||||
};
|
||||
|
||||
private List<Sector> m_Sectors = new List<Sector>();
|
||||
|
||||
private MovementImpl()
|
||||
{
|
||||
}
|
||||
|
||||
public static bool AlwaysIgnoreDoors{ get; set; }
|
||||
|
||||
public static bool IgnoreMovableImpassables{ get; set; }
|
||||
|
||||
public static bool IgnoreSpellFields{ get; set; }
|
||||
|
||||
public static Point3D Goal{ get; set; }
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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 = IgnoreMovableImpassables;
|
||||
TileFlag reqFlags = ImpassableSurface;
|
||||
|
||||
if (m.CanSwim)
|
||||
reqFlags |= TileFlag.Wet;
|
||||
|
||||
List<Mobile> mobsForward = m_MobPools[0];
|
||||
List<Mobile> mobsLeft = m_MobPools[1];
|
||||
List<Mobile> mobsRight = m_MobPools[2];
|
||||
|
||||
BaseCreature bc = m as BaseCreature;
|
||||
|
||||
bool checkMobs = bc?.Controlled == false &&
|
||||
(xForward != Goal.X || yForward != Goal.Y);
|
||||
|
||||
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.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (!(item is BaseMulti))
|
||||
{
|
||||
if (sector == sectorStart && item.AtWorldPoint(xStart, yStart) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsForward.Add(item);
|
||||
else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsLeft.Add(item);
|
||||
else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsRight.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
if (checkMobs)
|
||||
for (int j = 0; j < sector.Mobiles.Count; ++j)
|
||||
{
|
||||
Mobile mob = sector.Mobiles[j];
|
||||
|
||||
if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
|
||||
mobsForward.Add(mob);
|
||||
else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
|
||||
mobsLeft.Add(mob);
|
||||
else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight)
|
||||
mobsRight.Add(mob);
|
||||
}
|
||||
}
|
||||
|
||||
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.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (!(item is BaseMulti))
|
||||
{
|
||||
if (item.AtWorldPoint(xStart, yStart) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
else if (item.AtWorldPoint(xForward, yForward) &&
|
||||
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.Flags & ImpassableSurface) != 0)
|
||||
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.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) &&
|
||||
item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
if (checkMobs)
|
||||
for (int i = 0; i < sectorForward.Mobiles.Count; ++i)
|
||||
{
|
||||
Mobile mob = sectorForward.Mobiles[i];
|
||||
|
||||
if (mob.X == xForward && mob.Y == yForward)
|
||||
mobsForward.Add(mob);
|
||||
}
|
||||
}
|
||||
|
||||
GetStartZ(m, map, loc, itemsStart, out int startZ, out int startTop);
|
||||
|
||||
bc?.DebugSay("My Z/Top is {0} {1}", startZ, startTop);
|
||||
|
||||
bool moveIsOk = Check(map, m, itemsForward, mobsForward, xForward, yForward, startTop, startZ, m.CanSwim,
|
||||
m.CantWalk, out newZ);
|
||||
|
||||
bc?.DebugSay("Can I move? {0} {1}", moveIsOk, newZ);
|
||||
|
||||
if (moveIsOk && checkDiagonals)
|
||||
{
|
||||
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
|
||||
{
|
||||
if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
|
||||
out _) && Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
|
||||
m.CantWalk, out _)))
|
||||
moveIsOk = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!(Check(map, m, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk,
|
||||
out _) || Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m.CanSwim,
|
||||
m.CantWalk, out _)))
|
||||
moveIsOk = false;
|
||||
}
|
||||
|
||||
bc?.DebugSay("Can I still move? {0} {1}", moveIsOk, newZ);
|
||||
}
|
||||
|
||||
for (int i = 0; i < (checkDiagonals ? 4 : 2); ++i)
|
||||
if (m_Pools[i].Count != 0)
|
||||
m_Pools[i].Clear();
|
||||
|
||||
for (int i = 0; i < (checkDiagonals ? 3 : 1); ++i)
|
||||
if (m_MobPools[i].Count != 0)
|
||||
m_MobPools[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);
|
||||
}
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
Movement.Impl = new 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 bool Check(Map map, Mobile m, List<Item> items, List<Mobile> mobiles, 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 = AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet;
|
||||
bool ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
|
||||
|
||||
#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;
|
||||
|
||||
// Surface && !Impassable
|
||||
if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0))
|
||||
continue;
|
||||
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0)
|
||||
continue;
|
||||
|
||||
int itemZ = tile.Z;
|
||||
int itemTop = itemZ;
|
||||
int ourZ = itemZ + itemData.CalcHeight;
|
||||
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)
|
||||
continue;
|
||||
|
||||
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 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 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;
|
||||
}
|
||||
}
|
||||
|
||||
#region Mobiles
|
||||
|
||||
for (int i = 0; moveIsOk && i < mobiles.Count; ++i)
|
||||
{
|
||||
Mobile mob = mobiles[i];
|
||||
|
||||
if (mob != m && mob.Z + 15 > newZ && newZ + 15 > mob.Z && !CanMoveOver(m, mob))
|
||||
moveIsOk = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
private bool CanMoveOver(Mobile m, Mobile t)
|
||||
{
|
||||
return !t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet ||
|
||||
t.Hidden && t.AccessLevel > AccessLevel.Player;
|
||||
}
|
||||
|
||||
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 (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;
|
||||
zTop = tile.Z + id.Height;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
107
Projects/Scripts/Engines/Pathing/MovementPath.cs
Normal file
107
Projects/Scripts/Engines/Pathing/MovementPath.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
using System;
|
||||
using Server.Commands;
|
||||
using Server.Items;
|
||||
using Server.PathAlgorithms;
|
||||
using Server.PathAlgorithms.FastAStar;
|
||||
using Server.PathAlgorithms.SlowAStar;
|
||||
using Server.Spells;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public sealed class MovementPath
|
||||
{
|
||||
public MovementPath(Mobile m, Point3D goal)
|
||||
{
|
||||
Point3D start = m.Location;
|
||||
Map map = m.Map;
|
||||
|
||||
Map = map;
|
||||
Start = start;
|
||||
Goal = goal;
|
||||
|
||||
if (map == null || map == Map.Internal)
|
||||
return;
|
||||
|
||||
if (Utility.InRange(start, goal, 1))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
PathAlgorithm alg = OverrideAlgorithm ?? FastAStarAlgorithm.Instance;
|
||||
|
||||
if (alg?.CheckCondition(m, map, start, goal) == true)
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
public Map Map{ get; }
|
||||
|
||||
public Point3D Start{ get; }
|
||||
|
||||
public Point3D Goal{ get; }
|
||||
|
||||
public Direction[] Directions{ get; }
|
||||
|
||||
public bool Success => Directions?.Length > 0;
|
||||
|
||||
public static PathAlgorithm OverrideAlgorithm{ get; set; }
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
|
||||
}
|
||||
|
||||
public static void Path_OnCommand(CommandEventArgs e)
|
||||
{
|
||||
e.Mobile.BeginTarget(-1, true, TargetFlags.None, 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)
|
||||
{
|
||||
OverrideAlgorithm = alg;
|
||||
|
||||
long start = DateTime.UtcNow.Ticks;
|
||||
MovementPath path = new MovementPath(from, new Point3D(p));
|
||||
long end = DateTime.UtcNow.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 RecallRune().MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Path_OnTarget(Mobile from, object targeted)
|
||||
{
|
||||
if (!(targeted is IPoint3D p))
|
||||
return;
|
||||
|
||||
SpellHelper.GetSurfaceTop(ref p);
|
||||
|
||||
Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
|
||||
Path(from, p, SlowAStarAlgorithm.Instance, "Slow", 2);
|
||||
OverrideAlgorithm = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
32
Projects/Scripts/Engines/Pathing/PathAlgorithm.cs
Normal file
32
Projects/Scripts/Engines/Pathing/PathAlgorithm.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
namespace Server.PathAlgorithms
|
||||
{
|
||||
public abstract class PathAlgorithm
|
||||
{
|
||||
private static Direction[] m_CalcDirections = {
|
||||
Direction.Up,
|
||||
Direction.North,
|
||||
Direction.Right,
|
||||
Direction.West,
|
||||
Direction.North,
|
||||
Direction.East,
|
||||
Direction.Left,
|
||||
Direction.South,
|
||||
Direction.Down
|
||||
};
|
||||
|
||||
public abstract bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal);
|
||||
public abstract Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal);
|
||||
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
||||
180
Projects/Scripts/Engines/Pathing/PathFollower.cs
Normal file
180
Projects/Scripts/Engines/Pathing/PathFollower.cs
Normal file
|
|
@ -0,0 +1,180 @@
|
|||
using System;
|
||||
using CalcMoves = Server.Movement.Movement;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public class PathFollower
|
||||
{
|
||||
// Should we use pathfinding? 'false' for not
|
||||
private static bool Enabled = true;
|
||||
|
||||
private static TimeSpan RepathDelay = TimeSpan.FromSeconds(2.0);
|
||||
|
||||
private Mobile m_From;
|
||||
private int m_Index;
|
||||
private DateTime m_LastPathTime;
|
||||
private Point3D m_Next, m_LastGoalLoc;
|
||||
private MovementPath m_Path;
|
||||
|
||||
public PathFollower(Mobile from, IPoint3D goal)
|
||||
{
|
||||
m_From = from;
|
||||
Goal = goal;
|
||||
}
|
||||
|
||||
public MoveMethod Mover{ get; set; }
|
||||
|
||||
public IPoint3D Goal{ get; }
|
||||
|
||||
public MoveResult Move(Direction d)
|
||||
{
|
||||
if (Mover == null)
|
||||
return m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked;
|
||||
|
||||
return Mover(d);
|
||||
}
|
||||
|
||||
public Point3D GetGoalLocation()
|
||||
{
|
||||
if (Goal is Item item)
|
||||
return item.GetWorldLocation();
|
||||
|
||||
return new Point3D(Goal);
|
||||
}
|
||||
|
||||
public void Advance(ref Point3D p, int index)
|
||||
{
|
||||
if (m_Path?.Success == true)
|
||||
{
|
||||
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;
|
||||
|
||||
Point3D goal = GetGoalLocation();
|
||||
|
||||
if (m_Path != null && (m_Path.Success && goal == m_LastGoalLoc || m_LastPathTime + RepathDelay > DateTime.Now) &&
|
||||
!(m_Path.Success && Check(m_From.Location, m_LastGoalLoc, 0)))
|
||||
return false;
|
||||
|
||||
m_LastPathTime = DateTime.UtcNow;
|
||||
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)
|
||||
{
|
||||
return Utility.InRange(loc, goal, range) && (range > 1 || Math.Abs(loc.Z - goal.Z) < 16);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
278
Projects/Scripts/Engines/Pathing/SlowAStarAlgorithm.cs
Normal file
278
Projects/Scripts/Engines/Pathing/SlowAStarAlgorithm.cs
Normal file
|
|
@ -0,0 +1,278 @@
|
|||
using System;
|
||||
using Server.Mobiles;
|
||||
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
|
||||
{
|
||||
private const int MaxDepth = 300;
|
||||
private const int MaxNodes = MaxDepth * 16;
|
||||
public static PathAlgorithm Instance = new SlowAStarAlgorithm();
|
||||
|
||||
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;
|
||||
int pathCount = 0;
|
||||
int depth = 0;
|
||||
|
||||
int iBacktrack = 0;
|
||||
|
||||
open[openCount++] = startNode;
|
||||
|
||||
while (openCount > 0)
|
||||
{
|
||||
curNode = open[0];
|
||||
int curF = curNode.g + curNode.h;
|
||||
int 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;
|
||||
|
||||
int xBacktrack = curNode.px;
|
||||
int yBacktrack = curNode.py;
|
||||
int 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];
|
||||
|
||||
int sucCount = 0;
|
||||
|
||||
if (bc != null)
|
||||
{
|
||||
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
|
||||
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
|
||||
}
|
||||
|
||||
MoveImpl.Goal = goal;
|
||||
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
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;
|
||||
MoveImpl.Goal = Point3D.Zero;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue