ModernUO/Projects/Scripts/Engines/Pathing/PathFollower.cs
2019-08-02 18:16:11 -07:00

180 lines
3.7 KiB
C#

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);
}
}
}