Reorganizes Project (#41)
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Projects/Scripts/Engines/Pathing/PathFollower.cs
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180
Projects/Scripts/Engines/Pathing/PathFollower.cs
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using System;
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using CalcMoves = Server.Movement.Movement;
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namespace Server
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{
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public class PathFollower
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{
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// Should we use pathfinding? 'false' for not
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private static bool Enabled = true;
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private static TimeSpan RepathDelay = TimeSpan.FromSeconds(2.0);
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private Mobile m_From;
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private int m_Index;
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private DateTime m_LastPathTime;
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private Point3D m_Next, m_LastGoalLoc;
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private MovementPath m_Path;
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public PathFollower(Mobile from, IPoint3D goal)
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{
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m_From = from;
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Goal = goal;
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}
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public MoveMethod Mover{ get; set; }
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public IPoint3D Goal{ get; }
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public MoveResult Move(Direction d)
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{
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if (Mover == null)
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return m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked;
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return Mover(d);
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}
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public Point3D GetGoalLocation()
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{
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if (Goal is Item item)
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return item.GetWorldLocation();
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return new Point3D(Goal);
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}
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public void Advance(ref Point3D p, int index)
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{
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if (m_Path?.Success == true)
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{
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Direction[] dirs = m_Path.Directions;
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if (index >= 0 && index < dirs.Length)
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{
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int x = p.X, y = p.Y;
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CalcMoves.Offset(dirs[index], ref x, ref y);
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p.X = x;
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p.Y = y;
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}
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}
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}
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public void ForceRepath()
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{
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m_Path = null;
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}
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public bool CheckPath()
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{
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if (!Enabled)
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return false;
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Point3D goal = GetGoalLocation();
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if (m_Path != null && (m_Path.Success && goal == m_LastGoalLoc || m_LastPathTime + RepathDelay > DateTime.Now) &&
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!(m_Path.Success && Check(m_From.Location, m_LastGoalLoc, 0)))
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return false;
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m_LastPathTime = DateTime.UtcNow;
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m_LastGoalLoc = goal;
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m_Path = new MovementPath(m_From, goal);
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m_Index = 0;
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m_Next = m_From.Location;
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Advance(ref m_Next, m_Index);
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return true;
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}
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public bool Check(Point3D loc, Point3D goal, int range)
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{
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return Utility.InRange(loc, goal, range) && (range > 1 || Math.Abs(loc.Z - goal.Z) < 16);
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}
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public bool Follow(bool run, int range)
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{
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Point3D goal = GetGoalLocation();
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Direction d;
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if (Check(m_From.Location, goal, range))
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return true;
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bool repathed = CheckPath();
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if (!(Enabled && m_Path.Success))
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{
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d = m_From.GetDirectionTo(goal);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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Move(d);
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return Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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MoveResult res = Move(d);
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if (res == MoveResult.Blocked)
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{
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if (repathed)
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return false;
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m_Path = null;
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CheckPath();
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if (!m_Path.Success)
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{
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d = m_From.GetDirectionTo(goal);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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Move(d);
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return Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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res = Move(d);
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if (res == MoveResult.Blocked)
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return false;
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}
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if (m_From.X == m_Next.X && m_From.Y == m_Next.Y)
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{
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if (m_From.Z == m_Next.Z)
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{
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++m_Index;
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Advance(ref m_Next, m_Index);
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}
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else
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{
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m_Path = null;
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}
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}
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return Check(m_From.Location, goal, range);
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}
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}
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}
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