fix: Fixes FastAStar (#788)
* Fixes FastAStar algorithm, thanks @nullptr-w8 * Cleans up the code a little * Removes SlowAStar * Changes [Path recall runes to waypoints
This commit is contained in:
parent
73c65a43ad
commit
fd440f29ce
4 changed files with 77 additions and 392 deletions
|
|
@ -24,22 +24,23 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
private const int PlaneHeight = 20;
|
||||
public static PathAlgorithm Instance = new FastAStarAlgorithm();
|
||||
|
||||
private static readonly Direction[] m_Path = new Direction[AreaSize * AreaSize];
|
||||
private static readonly PathNode[] m_Nodes = new PathNode[NodeCount];
|
||||
private static readonly BitArray m_Touched = new(NodeCount);
|
||||
private static readonly BitArray m_OnOpen = new(NodeCount);
|
||||
private static readonly int[] m_Successors = new int[8];
|
||||
private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
|
||||
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
|
||||
private static readonly BitArray _touched = new(NodeCount);
|
||||
private static readonly BitArray _onOpen = new(NodeCount);
|
||||
private static readonly int[] _successors = new int[8];
|
||||
|
||||
private static int m_xOffset, m_yOffset;
|
||||
private static int m_OpenList;
|
||||
private static int _xOffset;
|
||||
private static int _yOffset;
|
||||
private static int _openList;
|
||||
|
||||
private Point3D m_Goal;
|
||||
private Point3D _goal;
|
||||
|
||||
public int Heuristic(int x, int y, int z)
|
||||
{
|
||||
x -= m_Goal.X - m_xOffset;
|
||||
y -= m_Goal.Y - m_yOffset;
|
||||
z -= m_Goal.Z;
|
||||
x -= _goal.X - _xOffset;
|
||||
y -= _goal.Y - _yOffset;
|
||||
z -= _goal.Z;
|
||||
|
||||
x *= 11;
|
||||
y *= 11;
|
||||
|
|
@ -52,59 +53,59 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
|
||||
private void RemoveFromChain(int node)
|
||||
{
|
||||
if (node < 0 || node >= NodeCount)
|
||||
if (node is < 0 or >= NodeCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_Touched[node] || !m_OnOpen[node])
|
||||
if (!_touched[node] || !_onOpen[node])
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var prev = m_Nodes[node].prev;
|
||||
var next = m_Nodes[node].next;
|
||||
var prev = _nodes[node].prev;
|
||||
var next = _nodes[node].next;
|
||||
|
||||
if (m_OpenList == node)
|
||||
if (_openList == node)
|
||||
{
|
||||
m_OpenList = next;
|
||||
_openList = next;
|
||||
}
|
||||
|
||||
if (prev != -1)
|
||||
{
|
||||
m_Nodes[prev].next = next;
|
||||
_nodes[prev].next = next;
|
||||
}
|
||||
|
||||
if (next != -1)
|
||||
{
|
||||
m_Nodes[next].prev = prev;
|
||||
_nodes[next].prev = prev;
|
||||
}
|
||||
|
||||
m_Nodes[node].prev = -1;
|
||||
m_Nodes[node].next = -1;
|
||||
_nodes[node].prev = -1;
|
||||
_nodes[node].next = -1;
|
||||
}
|
||||
|
||||
private void AddToChain(int node)
|
||||
{
|
||||
if (node < 0 || node >= NodeCount)
|
||||
if (node is < 0 or >= NodeCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveFromChain(node);
|
||||
|
||||
if (m_OpenList != -1)
|
||||
if (_openList != -1)
|
||||
{
|
||||
m_Nodes[m_OpenList].prev = node;
|
||||
_nodes[_openList].prev = node;
|
||||
}
|
||||
|
||||
m_Nodes[node].next = m_OpenList;
|
||||
m_Nodes[node].prev = -1;
|
||||
_nodes[node].next = _openList;
|
||||
_nodes[node].prev = -1;
|
||||
|
||||
m_OpenList = node;
|
||||
_openList = node;
|
||||
|
||||
m_Touched[node] = true;
|
||||
m_OnOpen[node] = true;
|
||||
_touched[node] = true;
|
||||
_onOpen[node] = true;
|
||||
}
|
||||
|
||||
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
|
||||
|
|
@ -114,37 +115,38 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
return null;
|
||||
}
|
||||
|
||||
m_Touched.SetAll(false);
|
||||
_touched.SetAll(false);
|
||||
_onOpen.SetAll(false);
|
||||
|
||||
m_Goal = goal;
|
||||
_goal = goal;
|
||||
|
||||
m_xOffset = (start.X + goal.X - AreaSize) / 2;
|
||||
m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
|
||||
_xOffset = (start.X + goal.X - AreaSize) / 2;
|
||||
_yOffset = (start.Y + goal.Y - AreaSize) / 2;
|
||||
|
||||
var fromNode = GetIndex(start.X, start.Y, start.Z);
|
||||
var destNode = GetIndex(goal.X, goal.Y, goal.Z);
|
||||
|
||||
m_OpenList = fromNode;
|
||||
_openList = fromNode;
|
||||
|
||||
m_Nodes[m_OpenList].cost = 0;
|
||||
m_Nodes[m_OpenList].total = Heuristic(start.X - m_xOffset, start.Y - m_yOffset, start.Z);
|
||||
m_Nodes[m_OpenList].parent = -1;
|
||||
m_Nodes[m_OpenList].next = -1;
|
||||
m_Nodes[m_OpenList].prev = -1;
|
||||
m_Nodes[m_OpenList].z = start.Z;
|
||||
_nodes[_openList].cost = 0;
|
||||
_nodes[_openList].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
|
||||
_nodes[_openList].parent = -1;
|
||||
_nodes[_openList].next = -1;
|
||||
_nodes[_openList].prev = -1;
|
||||
_nodes[_openList].z = start.Z;
|
||||
|
||||
m_OnOpen[m_OpenList] = true;
|
||||
m_Touched[m_OpenList] = true;
|
||||
_onOpen[_openList] = true;
|
||||
_touched[_openList] = true;
|
||||
|
||||
var bc = m as BaseCreature;
|
||||
|
||||
int backtrack = 0, depth = 0;
|
||||
|
||||
var path = m_Path;
|
||||
var path = _path;
|
||||
|
||||
while (m_OpenList != -1)
|
||||
while (_openList != -1)
|
||||
{
|
||||
var bestNode = FindBest(m_OpenList);
|
||||
var bestNode = FindBest(_openList);
|
||||
|
||||
if (++depth > MaxDepth)
|
||||
{
|
||||
|
|
@ -159,7 +161,7 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
|
||||
MoveImpl.Goal = goal;
|
||||
|
||||
var vals = m_Successors;
|
||||
var vals = _successors;
|
||||
var count = GetSuccessors(bestNode, m, map);
|
||||
|
||||
MoveImpl.AlwaysIgnoreDoors = false;
|
||||
|
|
@ -175,30 +177,25 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
{
|
||||
var newNode = vals[i];
|
||||
|
||||
var wasTouched = m_Touched[newNode];
|
||||
var wasTouched = _touched[newNode];
|
||||
|
||||
if (wasTouched)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var newCost = m_Nodes[bestNode].cost + 1;
|
||||
var newCost = _nodes[bestNode].cost + 1;
|
||||
var newTotal = newCost + Heuristic(
|
||||
newNode % AreaSize,
|
||||
newNode / AreaSize % AreaSize,
|
||||
m_Nodes[newNode].z
|
||||
_nodes[newNode].z
|
||||
);
|
||||
|
||||
if (m_Nodes[newNode].total <= newTotal)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
_nodes[newNode].parent = bestNode;
|
||||
_nodes[newNode].cost = newCost;
|
||||
_nodes[newNode].total = newTotal;
|
||||
|
||||
m_Nodes[newNode].parent = bestNode;
|
||||
m_Nodes[newNode].cost = newCost;
|
||||
m_Nodes[newNode].total = newTotal;
|
||||
|
||||
if (m_OnOpen[newNode])
|
||||
if (_onOpen[newNode])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
@ -211,7 +208,7 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
}
|
||||
|
||||
var pathCount = 0;
|
||||
var parent = m_Nodes[newNode].parent;
|
||||
var parent = _nodes[newNode].parent;
|
||||
|
||||
while (parent != -1)
|
||||
{
|
||||
|
|
@ -222,7 +219,7 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
newNode / AreaSize % AreaSize
|
||||
);
|
||||
newNode = parent;
|
||||
parent = m_Nodes[newNode].parent;
|
||||
parent = _nodes[newNode].parent;
|
||||
|
||||
if (newNode == fromNode)
|
||||
{
|
||||
|
|
@ -246,8 +243,8 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
|
||||
private int GetIndex(int x, int y, int z)
|
||||
{
|
||||
x -= m_xOffset;
|
||||
y -= m_yOffset;
|
||||
x -= _xOffset;
|
||||
y -= _yOffset;
|
||||
z += PlaneOffset;
|
||||
z /= PlaneHeight;
|
||||
|
||||
|
|
@ -256,24 +253,24 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
|
||||
private int FindBest(int node)
|
||||
{
|
||||
var least = m_Nodes[node].total;
|
||||
var least = _nodes[node].total;
|
||||
var leastNode = node;
|
||||
|
||||
while (node != -1)
|
||||
{
|
||||
if (m_Nodes[node].total < least)
|
||||
if (_nodes[node].total < least)
|
||||
{
|
||||
least = m_Nodes[node].total;
|
||||
least = _nodes[node].total;
|
||||
leastNode = node;
|
||||
}
|
||||
|
||||
node = m_Nodes[node].next;
|
||||
node = _nodes[node].next;
|
||||
}
|
||||
|
||||
RemoveFromChain(leastNode);
|
||||
|
||||
m_Touched[leastNode] = true;
|
||||
m_OnOpen[leastNode] = false;
|
||||
_touched[leastNode] = true;
|
||||
_onOpen[leastNode] = false;
|
||||
|
||||
return leastNode;
|
||||
}
|
||||
|
|
@ -282,11 +279,11 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
{
|
||||
var px = p % AreaSize;
|
||||
var py = p / AreaSize % AreaSize;
|
||||
var pz = m_Nodes[p].z;
|
||||
var pz = _nodes[p].z;
|
||||
|
||||
var p3D = new Point3D(px + m_xOffset, py + m_yOffset, pz);
|
||||
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
|
||||
|
||||
var vals = m_Successors;
|
||||
var vals = _successors;
|
||||
var count = 0;
|
||||
|
||||
for (var i = 0; i < 8; ++i)
|
||||
|
|
@ -332,18 +329,18 @@ namespace Server.PathAlgorithms.FastAStar
|
|||
x += px;
|
||||
y += py;
|
||||
|
||||
if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
|
||||
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
|
||||
{
|
||||
var idx = GetIndex(x + m_xOffset, y + m_yOffset, z);
|
||||
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
|
||||
|
||||
if (idx >= 0 && idx < NodeCount)
|
||||
{
|
||||
m_Nodes[idx].z = z;
|
||||
_nodes[idx].z = z;
|
||||
vals[count++] = idx;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ using System.Diagnostics;
|
|||
using Server.Items;
|
||||
using Server.PathAlgorithms;
|
||||
using Server.PathAlgorithms.FastAStar;
|
||||
using Server.PathAlgorithms.SlowAStar;
|
||||
using Server.Spells;
|
||||
using Server.Targeting;
|
||||
|
||||
|
|
@ -89,18 +88,21 @@ namespace Server
|
|||
var y = from.Y;
|
||||
var z = from.Z;
|
||||
|
||||
WayPoint waypoint = null;
|
||||
|
||||
for (var 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);
|
||||
waypoint = new WayPoint(waypoint);
|
||||
waypoint.MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Path_OnTarget(Mobile from, object targeted)
|
||||
{
|
||||
if (!(targeted is IPoint3D p))
|
||||
if (targeted is not IPoint3D p)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -108,7 +110,6 @@ namespace Server
|
|||
SpellHelper.GetSurfaceTop(ref p);
|
||||
|
||||
Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
|
||||
Path(from, p, SlowAStarAlgorithm.Instance, "Slow", 2);
|
||||
OverrideAlgorithm = null;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,314 +0,0 @@
|
|||
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 readonly PathNode[] m_Closed = new PathNode[MaxNodes];
|
||||
private static readonly PathNode[] m_Open = new PathNode[MaxNodes];
|
||||
private static readonly PathNode[] m_Successors = new PathNode[8];
|
||||
private static readonly 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) => false;
|
||||
|
||||
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
|
||||
{
|
||||
m_Goal = goal;
|
||||
|
||||
var bc = m as BaseCreature;
|
||||
|
||||
PathNode curNode;
|
||||
|
||||
var goalNode = new PathNode();
|
||||
goalNode.x = goal.X;
|
||||
goalNode.y = goal.Y;
|
||||
goalNode.z = goal.Z;
|
||||
|
||||
var 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;
|
||||
var path = m_Path;
|
||||
|
||||
int closedCount = 0, openCount = 0;
|
||||
var pathCount = 0;
|
||||
var depth = 0;
|
||||
|
||||
var iBacktrack = 0;
|
||||
|
||||
open[openCount++] = startNode;
|
||||
|
||||
while (openCount > 0)
|
||||
{
|
||||
curNode = open[0];
|
||||
var curF = curNode.g + curNode.h;
|
||||
var popIndex = 0;
|
||||
|
||||
for (var 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 && (curNode.z - goalNode.z).Abs() < 16)
|
||||
{
|
||||
if (closedCount == MaxNodes)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
closed[closedCount++] = curNode;
|
||||
|
||||
var xBacktrack = curNode.px;
|
||||
var yBacktrack = curNode.py;
|
||||
var zBacktrack = curNode.pz;
|
||||
|
||||
path[pathCount++] = (Direction)curNode.dir;
|
||||
|
||||
// if (pathCount == MaxNodes)
|
||||
// {
|
||||
// break;
|
||||
// }
|
||||
|
||||
while (xBacktrack != startNode.x || yBacktrack != startNode.y || zBacktrack != startNode.z)
|
||||
{
|
||||
var found = false;
|
||||
|
||||
for (var 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;
|
||||
}
|
||||
|
||||
var dirs = new Direction[pathCount];
|
||||
|
||||
while (pathCount > 0)
|
||||
{
|
||||
dirs[iBacktrack++] = path[--pathCount];
|
||||
}
|
||||
|
||||
return dirs;
|
||||
}
|
||||
|
||||
--openCount;
|
||||
|
||||
for (var i = popIndex; i < openCount; ++i)
|
||||
{
|
||||
open[i] = open[i + 1];
|
||||
}
|
||||
|
||||
var sucCount = 0;
|
||||
|
||||
if (bc != null)
|
||||
{
|
||||
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
|
||||
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
|
||||
}
|
||||
|
||||
MoveImpl.Goal = goal;
|
||||
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
for (var i = 0; i < 8; ++i)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
default:
|
||||
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 (var 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 (var 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 (var 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 (var j = openIndex; j < openCount; ++j)
|
||||
{
|
||||
open[j] = open[j + 1];
|
||||
}
|
||||
}
|
||||
|
||||
if (closedIndex >= 0)
|
||||
{
|
||||
--closedCount;
|
||||
|
||||
for (var 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -13,6 +13,7 @@ namespace Server.Items
|
|||
Hue = 0x498;
|
||||
Visible = false;
|
||||
// this.Movable = false;
|
||||
|
||||
if (prev != null)
|
||||
{
|
||||
prev.NextPoint = this;
|
||||
Loading…
Add table
Add a link
Reference in a new issue