ModernUO/Projects/Scripts/Engines/Pathing/PathFollower.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

176 lines
3.7 KiB
C#

using System;
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;
Movement.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) => 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);
}
}
}