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:
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73c65a43ad
commit
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4 changed files with 77 additions and 392 deletions
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@ -24,22 +24,23 @@ namespace Server.PathAlgorithms.FastAStar
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private const int PlaneHeight = 20;
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private const int PlaneHeight = 20;
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public static PathAlgorithm Instance = new FastAStarAlgorithm();
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public static PathAlgorithm Instance = new FastAStarAlgorithm();
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private static readonly Direction[] m_Path = new Direction[AreaSize * AreaSize];
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private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
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private static readonly PathNode[] m_Nodes = new PathNode[NodeCount];
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private static readonly PathNode[] _nodes = new PathNode[NodeCount];
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private static readonly BitArray m_Touched = new(NodeCount);
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private static readonly BitArray _touched = new(NodeCount);
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private static readonly BitArray m_OnOpen = new(NodeCount);
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private static readonly BitArray _onOpen = new(NodeCount);
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private static readonly int[] m_Successors = new int[8];
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private static readonly int[] _successors = new int[8];
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private static int m_xOffset, m_yOffset;
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private static int _xOffset;
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private static int m_OpenList;
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private static int _yOffset;
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private static int _openList;
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private Point3D m_Goal;
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private Point3D _goal;
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public int Heuristic(int x, int y, int z)
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public int Heuristic(int x, int y, int z)
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{
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{
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x -= m_Goal.X - m_xOffset;
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x -= _goal.X - _xOffset;
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y -= m_Goal.Y - m_yOffset;
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y -= _goal.Y - _yOffset;
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z -= m_Goal.Z;
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z -= _goal.Z;
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x *= 11;
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x *= 11;
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y *= 11;
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y *= 11;
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@ -52,59 +53,59 @@ namespace Server.PathAlgorithms.FastAStar
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private void RemoveFromChain(int node)
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private void RemoveFromChain(int node)
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{
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{
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if (node < 0 || node >= NodeCount)
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if (node is < 0 or >= NodeCount)
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{
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{
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return;
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return;
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}
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}
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if (!m_Touched[node] || !m_OnOpen[node])
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if (!_touched[node] || !_onOpen[node])
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{
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{
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return;
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return;
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}
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}
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var prev = m_Nodes[node].prev;
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var prev = _nodes[node].prev;
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var next = m_Nodes[node].next;
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var next = _nodes[node].next;
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if (m_OpenList == node)
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if (_openList == node)
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{
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{
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m_OpenList = next;
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_openList = next;
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}
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}
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if (prev != -1)
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if (prev != -1)
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{
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{
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m_Nodes[prev].next = next;
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_nodes[prev].next = next;
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}
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}
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if (next != -1)
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if (next != -1)
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{
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{
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m_Nodes[next].prev = prev;
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_nodes[next].prev = prev;
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}
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}
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m_Nodes[node].prev = -1;
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_nodes[node].prev = -1;
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m_Nodes[node].next = -1;
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_nodes[node].next = -1;
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}
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}
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private void AddToChain(int node)
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private void AddToChain(int node)
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{
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{
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if (node < 0 || node >= NodeCount)
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if (node is < 0 or >= NodeCount)
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{
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{
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return;
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return;
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}
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}
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RemoveFromChain(node);
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RemoveFromChain(node);
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if (m_OpenList != -1)
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if (_openList != -1)
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{
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{
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m_Nodes[m_OpenList].prev = node;
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_nodes[_openList].prev = node;
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}
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}
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m_Nodes[node].next = m_OpenList;
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_nodes[node].next = _openList;
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m_Nodes[node].prev = -1;
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_nodes[node].prev = -1;
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m_OpenList = node;
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_openList = node;
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m_Touched[node] = true;
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_touched[node] = true;
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m_OnOpen[node] = true;
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_onOpen[node] = true;
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}
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}
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public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
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public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
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@ -114,37 +115,38 @@ namespace Server.PathAlgorithms.FastAStar
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return null;
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return null;
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}
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}
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m_Touched.SetAll(false);
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_touched.SetAll(false);
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_onOpen.SetAll(false);
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m_Goal = goal;
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_goal = goal;
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m_xOffset = (start.X + goal.X - AreaSize) / 2;
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_xOffset = (start.X + goal.X - AreaSize) / 2;
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m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
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_yOffset = (start.Y + goal.Y - AreaSize) / 2;
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var fromNode = GetIndex(start.X, start.Y, start.Z);
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var fromNode = GetIndex(start.X, start.Y, start.Z);
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var destNode = GetIndex(goal.X, goal.Y, goal.Z);
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var destNode = GetIndex(goal.X, goal.Y, goal.Z);
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m_OpenList = fromNode;
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_openList = fromNode;
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m_Nodes[m_OpenList].cost = 0;
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_nodes[_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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_nodes[_openList].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
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m_Nodes[m_OpenList].parent = -1;
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_nodes[_openList].parent = -1;
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m_Nodes[m_OpenList].next = -1;
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_nodes[_openList].next = -1;
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m_Nodes[m_OpenList].prev = -1;
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_nodes[_openList].prev = -1;
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m_Nodes[m_OpenList].z = start.Z;
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_nodes[_openList].z = start.Z;
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m_OnOpen[m_OpenList] = true;
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_onOpen[_openList] = true;
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m_Touched[m_OpenList] = true;
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_touched[_openList] = true;
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var bc = m as BaseCreature;
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var bc = m as BaseCreature;
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int backtrack = 0, depth = 0;
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int backtrack = 0, depth = 0;
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var path = m_Path;
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var path = _path;
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while (m_OpenList != -1)
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while (_openList != -1)
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{
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{
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var bestNode = FindBest(m_OpenList);
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var bestNode = FindBest(_openList);
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if (++depth > MaxDepth)
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if (++depth > MaxDepth)
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{
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{
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@ -159,7 +161,7 @@ namespace Server.PathAlgorithms.FastAStar
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MoveImpl.Goal = goal;
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MoveImpl.Goal = goal;
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var vals = m_Successors;
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var vals = _successors;
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var count = GetSuccessors(bestNode, m, map);
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var count = GetSuccessors(bestNode, m, map);
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MoveImpl.AlwaysIgnoreDoors = false;
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MoveImpl.AlwaysIgnoreDoors = false;
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@ -175,30 +177,25 @@ namespace Server.PathAlgorithms.FastAStar
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{
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{
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var newNode = vals[i];
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var newNode = vals[i];
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var wasTouched = m_Touched[newNode];
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var wasTouched = _touched[newNode];
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if (wasTouched)
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if (wasTouched)
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{
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{
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continue;
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continue;
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}
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}
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var newCost = m_Nodes[bestNode].cost + 1;
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var newCost = _nodes[bestNode].cost + 1;
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var newTotal = newCost + Heuristic(
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var newTotal = newCost + Heuristic(
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newNode % AreaSize,
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newNode % AreaSize,
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newNode / AreaSize % AreaSize,
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newNode / AreaSize % AreaSize,
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m_Nodes[newNode].z
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_nodes[newNode].z
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);
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);
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if (m_Nodes[newNode].total <= newTotal)
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_nodes[newNode].parent = bestNode;
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{
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_nodes[newNode].cost = newCost;
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continue;
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_nodes[newNode].total = newTotal;
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}
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m_Nodes[newNode].parent = bestNode;
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if (_onOpen[newNode])
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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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{
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{
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continue;
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continue;
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}
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}
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@ -211,7 +208,7 @@ namespace Server.PathAlgorithms.FastAStar
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}
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}
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var pathCount = 0;
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var pathCount = 0;
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var parent = m_Nodes[newNode].parent;
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var parent = _nodes[newNode].parent;
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while (parent != -1)
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while (parent != -1)
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{
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{
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@ -222,7 +219,7 @@ namespace Server.PathAlgorithms.FastAStar
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newNode / AreaSize % AreaSize
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newNode / AreaSize % AreaSize
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);
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);
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newNode = parent;
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newNode = parent;
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parent = m_Nodes[newNode].parent;
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parent = _nodes[newNode].parent;
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if (newNode == fromNode)
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if (newNode == fromNode)
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{
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{
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@ -246,8 +243,8 @@ namespace Server.PathAlgorithms.FastAStar
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private int GetIndex(int x, int y, int z)
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private int GetIndex(int x, int y, int z)
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{
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{
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x -= m_xOffset;
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x -= _xOffset;
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y -= m_yOffset;
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y -= _yOffset;
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z += PlaneOffset;
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z += PlaneOffset;
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z /= PlaneHeight;
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z /= PlaneHeight;
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@ -256,24 +253,24 @@ namespace Server.PathAlgorithms.FastAStar
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private int FindBest(int node)
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private int FindBest(int node)
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{
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{
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var least = m_Nodes[node].total;
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var least = _nodes[node].total;
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var leastNode = node;
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var leastNode = node;
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while (node != -1)
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while (node != -1)
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{
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{
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if (m_Nodes[node].total < least)
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if (_nodes[node].total < least)
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{
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{
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least = m_Nodes[node].total;
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least = _nodes[node].total;
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leastNode = node;
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leastNode = node;
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}
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}
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node = m_Nodes[node].next;
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node = _nodes[node].next;
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}
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}
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RemoveFromChain(leastNode);
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RemoveFromChain(leastNode);
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m_Touched[leastNode] = true;
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_touched[leastNode] = true;
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m_OnOpen[leastNode] = false;
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_onOpen[leastNode] = false;
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return leastNode;
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return leastNode;
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}
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}
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@ -282,11 +279,11 @@ namespace Server.PathAlgorithms.FastAStar
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{
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{
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var px = p % AreaSize;
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var px = p % AreaSize;
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var py = p / AreaSize % AreaSize;
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var py = p / AreaSize % AreaSize;
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var pz = m_Nodes[p].z;
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var pz = _nodes[p].z;
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var p3D = new Point3D(px + m_xOffset, py + m_yOffset, pz);
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var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
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var vals = m_Successors;
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var vals = _successors;
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var count = 0;
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var count = 0;
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for (var i = 0; i < 8; ++i)
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for (var i = 0; i < 8; ++i)
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@ -332,18 +329,18 @@ namespace Server.PathAlgorithms.FastAStar
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x += px;
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x += px;
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y += py;
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y += py;
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if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
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if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
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{
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{
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continue;
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continue;
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}
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}
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if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
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if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
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{
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{
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var idx = GetIndex(x + m_xOffset, y + m_yOffset, z);
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var idx = GetIndex(x + _xOffset, y + _yOffset, z);
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if (idx >= 0 && idx < NodeCount)
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if (idx >= 0 && idx < NodeCount)
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{
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{
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m_Nodes[idx].z = z;
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_nodes[idx].z = z;
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vals[count++] = idx;
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vals[count++] = idx;
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}
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}
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}
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}
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@ -3,7 +3,6 @@ using System.Diagnostics;
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using Server.Items;
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using Server.Items;
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using Server.PathAlgorithms;
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using Server.PathAlgorithms;
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using Server.PathAlgorithms.FastAStar;
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using Server.PathAlgorithms.FastAStar;
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using Server.PathAlgorithms.SlowAStar;
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using Server.Spells;
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using Server.Spells;
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using Server.Targeting;
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using Server.Targeting;
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@ -89,18 +88,21 @@ namespace Server
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var y = from.Y;
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var y = from.Y;
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var z = from.Z;
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var z = from.Z;
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WayPoint waypoint = null;
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for (var i = 0; i < path.Directions.Length; ++i)
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for (var i = 0; i < path.Directions.Length; ++i)
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{
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{
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Movement.Movement.Offset(path.Directions[i], ref x, ref y);
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Movement.Movement.Offset(path.Directions[i], ref x, ref y);
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new RecallRune().MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
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waypoint = new WayPoint(waypoint);
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waypoint.MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
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}
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}
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}
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}
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}
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}
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public static void Path_OnTarget(Mobile from, object targeted)
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public static void Path_OnTarget(Mobile from, object targeted)
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{
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{
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if (!(targeted is IPoint3D p))
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if (targeted is not IPoint3D p)
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{
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{
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return;
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return;
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}
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}
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@ -108,7 +110,6 @@ namespace Server
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SpellHelper.GetSurfaceTop(ref p);
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SpellHelper.GetSurfaceTop(ref p);
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Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
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Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
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Path(from, p, SlowAStarAlgorithm.Instance, "Slow", 2);
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OverrideAlgorithm = null;
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OverrideAlgorithm = null;
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}
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}
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}
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}
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@ -1,314 +0,0 @@
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using System;
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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.SlowAStar
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{
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public struct PathNode
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{
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public int x, y, z;
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public int g, h;
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public int px, py, pz;
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public int dir;
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}
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public class SlowAStarAlgorithm : PathAlgorithm
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{
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private const int MaxDepth = 300;
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private const int MaxNodes = MaxDepth * 16;
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public static PathAlgorithm Instance = new SlowAStarAlgorithm();
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private static readonly PathNode[] m_Closed = new PathNode[MaxNodes];
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private static readonly PathNode[] m_Open = new PathNode[MaxNodes];
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private static readonly PathNode[] m_Successors = new PathNode[8];
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private static readonly Direction[] m_Path = new Direction[MaxNodes];
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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;
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y -= m_Goal.Y;
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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) => 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;
|
Hue = 0x498;
|
||||||
Visible = false;
|
Visible = false;
|
||||||
// this.Movable = false;
|
// this.Movable = false;
|
||||||
|
|
||||||
if (prev != null)
|
if (prev != null)
|
||||||
{
|
{
|
||||||
prev.NextPoint = this;
|
prev.NextPoint = this;
|
||||||
Loading…
Add table
Add a link
Reference in a new issue