Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
310
Scripts/Services/Pathing/FastAStarAlgorithm.cs
Normal file
310
Scripts/Services/Pathing/FastAStarAlgorithm.cs
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@@ -0,0 +1,310 @@
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using System;
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using System.Collections;
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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.FastAStar
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{
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public struct PathNode
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{
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public int cost, total;
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public int parent, next, prev;
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public int z;
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}
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public class FastAStarAlgorithm : PathAlgorithm
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{
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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 PathNode[] m_Nodes = new PathNode[NodeCount];
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private static readonly BitArray m_Touched = new BitArray(NodeCount);
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private static readonly BitArray m_OnOpen = new BitArray(NodeCount);
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private static readonly int[] m_Successors = new int[8];
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private static int m_xOffset, m_yOffset;
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private static int m_OpenList;
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private const int MaxDepth = 300;
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private const int AreaSize = 38;
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private const int NodeCount = AreaSize * AreaSize * PlaneCount;
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private const int PlaneOffset = 128;
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private const int PlaneCount = 13;
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private const int PlaneHeight = 20;
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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 -= this.m_Goal.X - m_xOffset;
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y -= this.m_Goal.Y - m_yOffset;
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z -= this.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(IPoint3D p, Map map, Point3D start, Point3D goal)
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{
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return Utility.InRange(start, goal, AreaSize);
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}
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public override Direction[] Find(IPoint3D p, Map map, Point3D start, Point3D goal)
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{
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if (!Utility.InRange(start, goal, AreaSize))
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return null;
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m_Touched.SetAll(false);
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this.m_Goal = goal;
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m_xOffset = (start.X + goal.X - AreaSize) / 2;
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m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
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int fromNode = this.GetIndex(start.X, start.Y, start.Z);
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int destNode = this.GetIndex(goal.X, goal.Y, goal.Z);
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m_OpenList = fromNode;
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m_Nodes[m_OpenList].cost = 0;
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m_Nodes[m_OpenList].total = this.Heuristic(start.X - m_xOffset, start.Y - m_yOffset, start.Z);
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m_Nodes[m_OpenList].parent = -1;
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m_Nodes[m_OpenList].next = -1;
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m_Nodes[m_OpenList].prev = -1;
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m_Nodes[m_OpenList].z = start.Z;
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m_OnOpen[m_OpenList] = true;
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m_Touched[m_OpenList] = true;
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BaseCreature bc = p as BaseCreature;
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int pathCount, parent;
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int backtrack = 0, depth = 0;
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Direction[] path = m_Path;
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while (m_OpenList != -1)
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{
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int bestNode = this.FindBest(m_OpenList);
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if (++depth > MaxDepth)
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break;
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if (bc != null)
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{
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MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
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MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
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}
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MoveImpl.Goal = goal;
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int[] vals = m_Successors;
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int count = this.GetSuccessors(bestNode, p, map);
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MoveImpl.AlwaysIgnoreDoors = false;
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MoveImpl.IgnoreMovableImpassables = false;
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MoveImpl.Goal = Point3D.Zero;
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if (count == 0)
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break;
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for (int i = 0; i < count; ++i)
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{
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int newNode = vals[i];
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bool wasTouched = m_Touched[newNode];
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if (!wasTouched)
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{
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int newCost = m_Nodes[bestNode].cost + 1;
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int newTotal = newCost + this.Heuristic(newNode % AreaSize, (newNode / AreaSize) % AreaSize, m_Nodes[newNode].z);
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if (!wasTouched || m_Nodes[newNode].total > newTotal)
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{
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m_Nodes[newNode].parent = bestNode;
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m_Nodes[newNode].cost = newCost;
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m_Nodes[newNode].total = newTotal;
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if (!wasTouched || !m_OnOpen[newNode])
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{
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this.AddToChain(newNode);
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if (newNode == destNode)
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{
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pathCount = 0;
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parent = m_Nodes[newNode].parent;
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while (parent != -1)
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{
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path[pathCount++] = this.GetDirection(parent % AreaSize, (parent / AreaSize) % AreaSize, newNode % AreaSize, (newNode / AreaSize) % AreaSize);
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newNode = parent;
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parent = m_Nodes[newNode].parent;
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if (newNode == fromNode)
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break;
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}
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Direction[] dirs = new Direction[pathCount];
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while (pathCount > 0)
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dirs[backtrack++] = path[--pathCount];
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return dirs;
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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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return null;
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}
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public int GetSuccessors(int p, IPoint3D pnt, Map map)
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{
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int px = p % AreaSize;
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int py = (p / AreaSize) % AreaSize;
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int pz = m_Nodes[p].z;
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int x, y, z;
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Point3D p3D = new Point3D(px + m_xOffset, py + m_yOffset, pz);
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int[] vals = m_Successors;
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int count = 0;
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for (int i = 0; i < 8; ++i)
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{
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switch ( i )
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{
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default:
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case 0:
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x = 0;
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y = -1;
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break;
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case 1:
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x = 1;
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y = -1;
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break;
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case 2:
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x = 1;
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y = 0;
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break;
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case 3:
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x = 1;
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y = 1;
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break;
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case 4:
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x = 0;
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y = 1;
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break;
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case 5:
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x = -1;
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y = 1;
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break;
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case 6:
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x = -1;
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y = 0;
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break;
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case 7:
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x = -1;
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y = -1;
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break;
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}
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x += px;
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y += py;
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if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
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continue;
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if (CalcMoves.CheckMovement(pnt, map, p3D, (Direction)i, out z))
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{
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int idx = this.GetIndex(x + m_xOffset, y + m_yOffset, z);
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if (idx >= 0 && idx < NodeCount)
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{
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m_Nodes[idx].z = z;
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vals[count++] = idx;
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}
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}
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}
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return count;
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}
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private void RemoveFromChain(int node)
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{
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if (node < 0 || node >= NodeCount)
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return;
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if (!m_Touched[node] || !m_OnOpen[node])
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return;
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int prev = m_Nodes[node].prev;
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int next = m_Nodes[node].next;
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if (m_OpenList == node)
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m_OpenList = next;
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if (prev != -1)
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m_Nodes[prev].next = next;
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if (next != -1)
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m_Nodes[next].prev = prev;
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m_Nodes[node].prev = -1;
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m_Nodes[node].next = -1;
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}
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private void AddToChain(int node)
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{
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if (node < 0 || node >= NodeCount)
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return;
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this.RemoveFromChain(node);
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if (m_OpenList != -1)
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m_Nodes[m_OpenList].prev = node;
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m_Nodes[node].next = m_OpenList;
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m_Nodes[node].prev = -1;
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m_OpenList = node;
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m_Touched[node] = true;
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m_OnOpen[node] = true;
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}
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private int GetIndex(int x, int y, int z)
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{
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x -= m_xOffset;
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y -= m_yOffset;
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z += PlaneOffset;
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z /= PlaneHeight;
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return x + (y * AreaSize) + (z * AreaSize * AreaSize);
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}
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private int FindBest(int node)
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{
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int least = m_Nodes[node].total;
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int leastNode = node;
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while (node != -1)
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{
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if (m_Nodes[node].total < least)
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{
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least = m_Nodes[node].total;
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leastNode = node;
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}
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node = m_Nodes[node].next;
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}
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this.RemoveFromChain(leastNode);
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m_Touched[leastNode] = true;
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m_OnOpen[leastNode] = false;
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return leastNode;
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}
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}
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}
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731
Scripts/Services/Pathing/FastMovement.cs
Normal file
731
Scripts/Services/Pathing/FastMovement.cs
Normal file
@@ -0,0 +1,731 @@
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#region References
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Items;
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using Server.Mobiles;
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#endregion
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namespace Server.Movement
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{
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public class FastMovementImpl : IMovementImpl
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{
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public static bool Enabled = true;
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
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private static IMovementImpl _Successor;
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public static void Initialize()
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{
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_Successor = Movement.Impl;
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Movement.Impl = new FastMovementImpl();
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}
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private FastMovementImpl()
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{ }
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private static bool IsOk(StaticTile tile, int ourZ, int ourTop)
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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return tile.Z + itemData.CalcHeight <= ourZ || ourTop <= tile.Z || (itemData.Flags & ImpassableSurface) == 0;
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}
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private static bool IsOk(Mobile m, Item item, int ourZ, int ourTop, bool ignoreDoors, bool ignoreSpellFields)
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{
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var itemID = item.ItemID & TileData.MaxItemValue;
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var itemData = TileData.ItemTable[itemID];
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if ((itemData.Flags & ImpassableSurface) == 0)
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{
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return true;
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}
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if (((itemData.Flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 ||
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(itemID >= 0x6F5 && itemID <= 0x6F6)) && ignoreDoors)
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{
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return !(item is BaseHouseDoor) || m == null || ((BaseHouseDoor)item).CheckAccess(m);
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}
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if ((itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956) && ignoreSpellFields)
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{
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return true;
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}
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// hidden containers, per EA
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if ((itemData.Flags & TileFlag.Container) != 0 && !item.Visible)
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{
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return true;
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}
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return item.Z + itemData.CalcHeight <= ourZ || ourTop <= item.Z;
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}
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private static bool IsOk(
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Mobile m,
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bool ignoreDoors,
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bool ignoreSpellFields,
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int ourZ,
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int ourTop,
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IEnumerable<StaticTile> tiles,
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IEnumerable<Item> items)
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{
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return tiles.All(t => IsOk(t, ourZ, ourTop)) && items.All(i => IsOk(m, i, ourZ, ourTop, ignoreDoors, ignoreSpellFields));
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}
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private static bool Check(
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Map map,
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IPoint3D p,
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List<Item> items,
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int x,
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int y,
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int startTop,
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int startZ,
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bool canSwim,
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bool cantWalk,
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out int newZ)
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{
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newZ = 0;
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var tiles = map.Tiles.GetStaticTiles(x, y, true);
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var landTile = map.Tiles.GetLandTile(x, y);
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var landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
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var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
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var considerLand = !landTile.Ignored;
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if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0)
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{
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//Impassable, Can Swim, and Is water. Don't block it.
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landBlocks = false;
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}
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else if (cantWalk && (landData.Flags & TileFlag.Wet) == 0)
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{
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//Can't walk and it's not water
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landBlocks = true;
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}
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int landZ = 0, landCenter = 0, landTop = 0;
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map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
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var moveIsOk = false;
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var stepTop = startTop + StepHeight;
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var checkTop = startZ + PersonHeight;
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Mobile m = p as Mobile;
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var ignoreDoors = MovementImpl.AlwaysIgnoreDoors || m == null || !m.Alive || m.IsDeadBondedPet || m.Body.IsGhost ||
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m.Body.BodyID == 987;
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var ignoreSpellFields = m is PlayerMobile && map.MapID != 0;
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int itemZ, itemTop, ourZ, ourTop, testTop;
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ItemData itemData;
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TileFlag flags;
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#region Tiles
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foreach (var tile in tiles)
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{
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itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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flags = itemData.Flags;
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#region SA
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if (m != null && m.Flying && (Insensitive.Equals(itemData.Name, "hover over") || (flags & TileFlag.HoverOver) != 0))
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{
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newZ = tile.Z;
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return true;
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}
|
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|
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// Stygian Dragon
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if (m != null && m.Body == 826 && map != null && map.MapID == 5)
|
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{
|
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if (x >= 307 && x <= 354 && y >= 126 && y <= 192)
|
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{
|
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if (tile.Z > newZ)
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{
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newZ = tile.Z;
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}
|
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moveIsOk = true;
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}
|
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else if (x >= 42 && x <= 89)
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{
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if ((y >= 333 && y <= 399) || (y >= 531 && y <= 597) || (y >= 739 && y <= 805))
|
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{
|
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if (tile.Z > newZ)
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{
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newZ = tile.Z;
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}
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moveIsOk = true;
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}
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}
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}
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#endregion
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if ((flags & ImpassableSurface) != TileFlag.Surface && (!canSwim || (flags & TileFlag.Wet) == 0))
|
||||
{
|
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continue;
|
||||
}
|
||||
|
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if (cantWalk && (flags & TileFlag.Wet) == 0)
|
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{
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continue;
|
||||
}
|
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|
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itemZ = tile.Z;
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itemTop = itemZ;
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ourZ = itemZ + itemData.CalcHeight;
|
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ourTop = ourZ + PersonHeight;
|
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testTop = checkTop;
|
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|
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if (moveIsOk)
|
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{
|
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var cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
{
|
||||
continue;
|
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}
|
||||
}
|
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|
||||
if (ourTop > testTop)
|
||||
{
|
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testTop = ourTop;
|
||||
}
|
||||
|
||||
if (!itemData.Bridge)
|
||||
{
|
||||
itemTop += itemData.Height;
|
||||
}
|
||||
|
||||
if (stepTop < itemTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var landCheck = itemZ;
|
||||
|
||||
if (itemData.Height >= StepHeight)
|
||||
{
|
||||
landCheck += StepHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
landCheck += itemData.Height;
|
||||
}
|
||||
|
||||
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Items
|
||||
foreach (var item in items)
|
||||
{
|
||||
itemData = item.ItemData;
|
||||
flags = itemData.Flags;
|
||||
|
||||
#region SA
|
||||
if (m != null && m.Flying && (Insensitive.Equals(itemData.Name, "hover over") || (flags & TileFlag.HoverOver) != 0))
|
||||
{
|
||||
newZ = item.Z;
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
if (item.Movable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((flags & ImpassableSurface) != TileFlag.Surface && ((m != null && !m.CanSwim) || (flags & TileFlag.Wet) == 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
itemZ = item.Z;
|
||||
itemTop = itemZ;
|
||||
ourZ = itemZ + itemData.CalcHeight;
|
||||
ourTop = ourZ + PersonHeight;
|
||||
testTop = checkTop;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
var cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (ourTop > testTop)
|
||||
{
|
||||
testTop = ourTop;
|
||||
}
|
||||
|
||||
if (!itemData.Bridge)
|
||||
{
|
||||
itemTop += itemData.Height;
|
||||
}
|
||||
|
||||
if (stepTop < itemTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var landCheck = itemZ;
|
||||
|
||||
if (itemData.Height >= StepHeight)
|
||||
{
|
||||
landCheck += StepHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
landCheck += itemData.Height;
|
||||
}
|
||||
|
||||
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
if (!considerLand || landBlocks || stepTop < landZ)
|
||||
{
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
ourZ = landCenter;
|
||||
ourTop = ourZ + PersonHeight;
|
||||
testTop = checkTop;
|
||||
|
||||
if (ourTop > testTop)
|
||||
{
|
||||
testTop = ourTop;
|
||||
}
|
||||
|
||||
var shouldCheck = true;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
var cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
{
|
||||
shouldCheck = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!shouldCheck || !IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
public bool CheckMovement(IPoint3D p, Map map, Point3D loc, Direction d, out int newZ)
|
||||
{
|
||||
if (!Enabled && _Successor != null)
|
||||
{
|
||||
return _Successor.CheckMovement(p, map, loc, d, out newZ);
|
||||
}
|
||||
|
||||
if (map == null || map == Map.Internal)
|
||||
{
|
||||
newZ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
var xStart = loc.X;
|
||||
var yStart = loc.Y;
|
||||
|
||||
int xForward = xStart, yForward = yStart;
|
||||
int xRight = xStart, yRight = yStart;
|
||||
int xLeft = xStart, yLeft = yStart;
|
||||
|
||||
var checkDiagonals = ((int)d & 0x1) == 0x1;
|
||||
|
||||
Offset(d, ref xForward, ref yForward);
|
||||
Offset((Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft);
|
||||
Offset((Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight);
|
||||
|
||||
if (xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height)
|
||||
{
|
||||
newZ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
int startZ, startTop;
|
||||
|
||||
IEnumerable<Item> itemsStart, itemsForward, itemsLeft, itemsRight;
|
||||
|
||||
var ignoreMovableImpassables = MovementImpl.IgnoreMovableImpassables;
|
||||
var reqFlags = ImpassableSurface;
|
||||
|
||||
if (p is Mobile && ((Mobile)p).CanSwim)
|
||||
{
|
||||
reqFlags |= TileFlag.Wet;
|
||||
}
|
||||
|
||||
if (checkDiagonals)
|
||||
{
|
||||
var sStart = map.GetSector(xStart, yStart);
|
||||
var sForward = map.GetSector(xForward, yForward);
|
||||
var sLeft = map.GetSector(xLeft, yLeft);
|
||||
var sRight = map.GetSector(xRight, yRight);
|
||||
|
||||
itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart));
|
||||
itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward));
|
||||
itemsLeft = sLeft.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xLeft, yLeft));
|
||||
itemsRight = sRight.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xRight, yRight));
|
||||
}
|
||||
else
|
||||
{
|
||||
var sStart = map.GetSector(xStart, yStart);
|
||||
var sForward = map.GetSector(xForward, yForward);
|
||||
|
||||
itemsStart = sStart.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xStart, yStart));
|
||||
itemsForward = sForward.Items.Where(i => Verify(i, reqFlags, ignoreMovableImpassables, xForward, yForward));
|
||||
itemsLeft = Enumerable.Empty<Item>();
|
||||
itemsRight = Enumerable.Empty<Item>();
|
||||
}
|
||||
|
||||
GetStartZ(p, map, loc, itemsStart, out startZ, out startTop);
|
||||
|
||||
List<Item> list = null;
|
||||
|
||||
MovementPool.AcquireMoveCache(ref list, itemsForward);
|
||||
Mobile m = p as Mobile;
|
||||
|
||||
var moveIsOk = Check(map, p, list, xForward, yForward, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out newZ);
|
||||
|
||||
if (m != null && moveIsOk && checkDiagonals)
|
||||
{
|
||||
int hold;
|
||||
|
||||
if (m.Player && m.AccessLevel < AccessLevel.GameMaster)
|
||||
{
|
||||
MovementPool.AcquireMoveCache(ref list, itemsLeft);
|
||||
|
||||
if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold))
|
||||
{
|
||||
moveIsOk = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
MovementPool.AcquireMoveCache(ref list, itemsRight);
|
||||
|
||||
if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold))
|
||||
{
|
||||
moveIsOk = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
MovementPool.AcquireMoveCache(ref list, itemsLeft);
|
||||
|
||||
if (!Check(map, m, list, xLeft, yLeft, startTop, startZ, m.CanSwim, m.CantWalk, out hold))
|
||||
{
|
||||
MovementPool.AcquireMoveCache(ref list, itemsRight);
|
||||
|
||||
if (!Check(map, m, list, xRight, yRight, startTop, startZ, m.CanSwim, m.CantWalk, out hold))
|
||||
{
|
||||
moveIsOk = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MovementPool.ClearMoveCache(ref list, true);
|
||||
|
||||
if (!moveIsOk)
|
||||
{
|
||||
newZ = startZ;
|
||||
}
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, int x, int y)
|
||||
{
|
||||
return item != null && item.AtWorldPoint(x, y);
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables)
|
||||
{
|
||||
if (item == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ignoreMovableImpassables && item.Movable && item.ItemData.Impassable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (item is BaseMulti || item.ItemID > TileData.MaxItemValue)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables, int x, int y)
|
||||
{
|
||||
return Verify(item, reqFlags, ignoreMovableImpassables) && Verify(item, x, y);
|
||||
}
|
||||
|
||||
private static void GetStartZ(IPoint3D p, Map map, Point3D loc, IEnumerable<Item> itemList, out int zLow, out int zTop)
|
||||
{
|
||||
int xCheck = loc.X, yCheck = loc.Y;
|
||||
|
||||
var landTile = map.Tiles.GetLandTile(xCheck, yCheck);
|
||||
var landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
|
||||
var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
|
||||
|
||||
Mobile m = p as Mobile;
|
||||
|
||||
if (m != null)
|
||||
{
|
||||
if (landBlocks && m.CanSwim && (landData.Flags & TileFlag.Wet) != 0)
|
||||
{
|
||||
landBlocks = false;
|
||||
}
|
||||
else if (m.CantWalk && (landData.Flags & TileFlag.Wet) == 0)
|
||||
{
|
||||
landBlocks = true;
|
||||
}
|
||||
}
|
||||
|
||||
int landZ = 0, landCenter = 0, landTop = 0;
|
||||
|
||||
map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
|
||||
|
||||
var considerLand = !landTile.Ignored;
|
||||
|
||||
var zCenter = zLow = zTop = 0;
|
||||
var isSet = false;
|
||||
|
||||
if (considerLand && !landBlocks && loc.Z >= landCenter)
|
||||
{
|
||||
zLow = landZ;
|
||||
zCenter = landCenter;
|
||||
zTop = landTop;
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
var staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
|
||||
|
||||
foreach (var tile in staticTiles)
|
||||
{
|
||||
var tileData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
var calcTop = (tile.Z + tileData.CalcHeight);
|
||||
|
||||
if (isSet && calcTop < zCenter)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((tileData.Flags & TileFlag.Surface) == 0 && ((m != null && !m.CanSwim) || (tileData.Flags & TileFlag.Wet) == 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (loc.Z < calcTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m != null && m.CantWalk && (tileData.Flags & TileFlag.Wet) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
zLow = tile.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
var top = tile.Z + tileData.Height;
|
||||
|
||||
if (!isSet || top > zTop)
|
||||
{
|
||||
zTop = top;
|
||||
}
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
ItemData itemData;
|
||||
|
||||
foreach (var item in itemList)
|
||||
{
|
||||
itemData = item.ItemData;
|
||||
|
||||
var calcTop = item.Z + itemData.CalcHeight;
|
||||
|
||||
if (isSet && calcTop < zCenter)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((itemData.Flags & TileFlag.Surface) == 0 && ((m != null && !m.CanSwim) || (itemData.Flags & TileFlag.Wet) == 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (loc.Z < calcTop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m != null && m.CantWalk && (itemData.Flags & TileFlag.Wet) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
zLow = item.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
var top = item.Z + itemData.Height;
|
||||
|
||||
if (!isSet || top > zTop)
|
||||
{
|
||||
zTop = top;
|
||||
}
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
if (!isSet)
|
||||
{
|
||||
zLow = zTop = loc.Z;
|
||||
}
|
||||
else if (loc.Z > zTop)
|
||||
{
|
||||
zTop = loc.Z;
|
||||
}
|
||||
}
|
||||
|
||||
public void Offset(Direction d, ref int x, ref int y)
|
||||
{
|
||||
switch (d & Direction.Mask)
|
||||
{
|
||||
case Direction.North:
|
||||
--y;
|
||||
break;
|
||||
case Direction.South:
|
||||
++y;
|
||||
break;
|
||||
case Direction.West:
|
||||
--x;
|
||||
break;
|
||||
case Direction.East:
|
||||
++x;
|
||||
break;
|
||||
case Direction.Right:
|
||||
++x;
|
||||
--y;
|
||||
break;
|
||||
case Direction.Left:
|
||||
--x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.Down:
|
||||
++x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.Up:
|
||||
--x;
|
||||
--y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static class MovementPool
|
||||
{
|
||||
private static readonly object _MovePoolLock = new object();
|
||||
private static readonly Queue<List<Item>> _MoveCachePool = new Queue<List<Item>>(0x400);
|
||||
|
||||
public static void AcquireMoveCache(ref List<Item> cache, IEnumerable<Item> items)
|
||||
{
|
||||
if (cache == null)
|
||||
{
|
||||
lock (_MovePoolLock)
|
||||
{
|
||||
cache = _MoveCachePool.Count > 0 ? _MoveCachePool.Dequeue() : new List<Item>(0x10);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
cache.Clear();
|
||||
}
|
||||
|
||||
cache.AddRange(items);
|
||||
}
|
||||
|
||||
public static void ClearMoveCache(ref List<Item> cache, bool free)
|
||||
{
|
||||
if (cache != null)
|
||||
{
|
||||
cache.Clear();
|
||||
}
|
||||
|
||||
if (!free)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
lock (_MovePoolLock)
|
||||
{
|
||||
if (_MoveCachePool.Count < 0x400)
|
||||
{
|
||||
_MoveCachePool.Enqueue(cache);
|
||||
}
|
||||
}
|
||||
|
||||
cache = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Scripts/Services/Pathing/MoveResult.cs
Normal file
14
Scripts/Services/Pathing/MoveResult.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public delegate MoveResult MoveMethod(Direction d);
|
||||
|
||||
public enum MoveResult
|
||||
{
|
||||
BadState,
|
||||
Blocked,
|
||||
Success,
|
||||
SuccessAutoTurn
|
||||
}
|
||||
}
|
||||
709
Scripts/Services/Pathing/Movement.cs
Normal file
709
Scripts/Services/Pathing/Movement.cs
Normal file
@@ -0,0 +1,709 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
|
||||
namespace Server.Movement
|
||||
{
|
||||
public class MovementImpl : IMovementImpl
|
||||
{
|
||||
private const int PersonHeight = 16;
|
||||
private const int StepHeight = 2;
|
||||
|
||||
private const TileFlag ImpassableSurface = TileFlag.Impassable | TileFlag.Surface;
|
||||
|
||||
private static bool m_AlwaysIgnoreDoors;
|
||||
private static bool m_IgnoreMovableImpassables;
|
||||
private static bool m_IgnoreSpellFields;
|
||||
private static Point3D m_Goal;
|
||||
|
||||
public static bool AlwaysIgnoreDoors
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_AlwaysIgnoreDoors;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_AlwaysIgnoreDoors = value;
|
||||
}
|
||||
}
|
||||
public static bool IgnoreMovableImpassables
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_IgnoreMovableImpassables;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_IgnoreMovableImpassables = value;
|
||||
}
|
||||
}
|
||||
public static bool IgnoreSpellFields
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_IgnoreSpellFields;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_IgnoreSpellFields = value;
|
||||
}
|
||||
}
|
||||
public static Point3D Goal
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Goal;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_Goal = value;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
Movement.Impl = new MovementImpl();
|
||||
}
|
||||
|
||||
private MovementImpl()
|
||||
{
|
||||
}
|
||||
|
||||
private bool IsOk(Mobile m, bool ignoreDoors, bool ignoreSpellFields, int ourZ, int ourTop, StaticTile[] tiles, List<Item> items)
|
||||
{
|
||||
for (int i = 0; i < tiles.Length; ++i)
|
||||
{
|
||||
StaticTile check = tiles[i];
|
||||
ItemData itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
|
||||
|
||||
if ((itemData.Flags & ImpassableSurface) != 0) // Impassable || Surface
|
||||
{
|
||||
int checkZ = check.Z;
|
||||
int checkTop = checkZ + itemData.CalcHeight;
|
||||
|
||||
if (checkTop > ourZ && ourTop > checkZ)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < items.Count; ++i)
|
||||
{
|
||||
Item item = items[i];
|
||||
int itemID = item.ItemID & TileData.MaxItemValue;
|
||||
ItemData itemData = TileData.ItemTable[itemID];
|
||||
TileFlag flags = itemData.Flags;
|
||||
|
||||
if ((flags & ImpassableSurface) != 0) // Impassable || Surface
|
||||
{
|
||||
if (ignoreDoors && ((flags & TileFlag.Door) != 0 || itemID == 0x692 || itemID == 0x846 || itemID == 0x873 || (itemID >= 0x6F5 && itemID <= 0x6F6)))
|
||||
{
|
||||
if (item is BaseHouseDoor && m != null && !((BaseHouseDoor)item).CheckAccess(m))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignoreSpellFields && (itemID == 0x82 || itemID == 0x3946 || itemID == 0x3956))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// hidden containers, per EA
|
||||
if ((flags & TileFlag.Container) != 0 && !item.Visible)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int checkZ = item.Z;
|
||||
int checkTop = checkZ + itemData.CalcHeight;
|
||||
|
||||
if (checkTop > ourZ && ourTop > checkZ)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private readonly List<Item>[] m_Pools = new List<Item>[4]
|
||||
{
|
||||
new List<Item>(), new List<Item>(),
|
||||
new List<Item>(), new List<Item>(),
|
||||
};
|
||||
|
||||
private readonly List<Mobile>[] m_MobPools = new List<Mobile>[3]
|
||||
{
|
||||
new List<Mobile>(), new List<Mobile>(),
|
||||
new List<Mobile>(),
|
||||
};
|
||||
|
||||
private readonly List<Sector> m_Sectors = new List<Sector>();
|
||||
|
||||
private bool Check(Map map, IPoint3D p, List<Item> items, List<Mobile> mobiles, int x, int y, int startTop, int startZ, bool canSwim, bool cantWalk, out int newZ)
|
||||
{
|
||||
newZ = 0;
|
||||
Mobile m = p as Mobile;
|
||||
|
||||
StaticTile[] tiles = map.Tiles.GetStaticTiles(x, y, true);
|
||||
LandTile landTile = map.Tiles.GetLandTile(x, y);
|
||||
|
||||
bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
|
||||
bool considerLand = !landTile.Ignored;
|
||||
|
||||
if (landBlocks && canSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0) //Impassable, Can Swim, and Is water. Don't block it.
|
||||
landBlocks = false;
|
||||
else if (cantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0) //Can't walk and it's not water
|
||||
landBlocks = true;
|
||||
|
||||
int landZ = 0, landCenter = 0, landTop = 0;
|
||||
|
||||
map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
|
||||
|
||||
bool moveIsOk = false;
|
||||
|
||||
int stepTop = startTop + StepHeight;
|
||||
int checkTop = startZ + PersonHeight;
|
||||
|
||||
bool ignoreDoors = (m_AlwaysIgnoreDoors || m == null || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet);
|
||||
bool ignoreSpellFields = m is PlayerMobile && map != Map.Felucca;
|
||||
|
||||
#region Tiles
|
||||
for (int i = 0; i < tiles.Length; ++i)
|
||||
{
|
||||
StaticTile tile = tiles[i];
|
||||
ItemData itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
TileFlag flags = itemData.Flags;
|
||||
|
||||
#region SA
|
||||
if (m != null && m.Flying && (itemData.Name == "hover over" || (flags & TileFlag.HoverOver) != 0))
|
||||
{
|
||||
newZ = tile.Z;
|
||||
return true;
|
||||
}
|
||||
else if (m is StygianDragon && map == Map.TerMur)
|
||||
{
|
||||
if (x >= 307 && x <= 354 && y >= 126 && y <= 192)
|
||||
{
|
||||
if (tile.Z > newZ)
|
||||
newZ = tile.Z;
|
||||
|
||||
moveIsOk = true;
|
||||
}
|
||||
else if (x >= 42 && x <= 89)
|
||||
{
|
||||
if ((y >= 333 && y <= 399) || (y >= 531 && y <= 597) || (y >= 739 && y <= 805))
|
||||
{
|
||||
if (tile.Z > newZ)
|
||||
newZ = tile.Z;
|
||||
|
||||
moveIsOk = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
if ((flags & ImpassableSurface) == TileFlag.Surface || (canSwim && (flags & TileFlag.Wet) != 0)) // Surface && !Impassable
|
||||
{
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0)
|
||||
continue;
|
||||
|
||||
int itemZ = tile.Z;
|
||||
int itemTop = itemZ;
|
||||
int ourZ = itemZ + itemData.CalcHeight;
|
||||
int ourTop = ourZ + PersonHeight;
|
||||
int testTop = checkTop;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ourZ + PersonHeight > testTop)
|
||||
testTop = ourZ + PersonHeight;
|
||||
|
||||
if (!itemData.Bridge)
|
||||
itemTop += itemData.Height;
|
||||
|
||||
if (stepTop >= itemTop)
|
||||
{
|
||||
int landCheck = itemZ;
|
||||
|
||||
if (itemData.Height >= StepHeight)
|
||||
landCheck += StepHeight;
|
||||
else
|
||||
landCheck += itemData.Height;
|
||||
|
||||
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
||||
continue;
|
||||
|
||||
if (this.IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Items
|
||||
for (int i = 0; i < items.Count; ++i)
|
||||
{
|
||||
Item item = items[i];
|
||||
ItemData itemData = item.ItemData;
|
||||
TileFlag flags = itemData.Flags;
|
||||
|
||||
#region SA
|
||||
if (m != null && m.Flying && (itemData.Name == "hover over" || (flags & TileFlag.HoverOver) != 0))
|
||||
{
|
||||
newZ = item.Z;
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
if (!item.Movable && ((flags & ImpassableSurface) == TileFlag.Surface || (m != null && m.CanSwim && (flags & TileFlag.Wet) != 0))) // Surface && !Impassable && !Movable
|
||||
{
|
||||
if (cantWalk && (flags & TileFlag.Wet) == 0)
|
||||
continue;
|
||||
|
||||
int itemZ = item.Z;
|
||||
int itemTop = itemZ;
|
||||
int ourZ = itemZ + itemData.CalcHeight;
|
||||
int ourTop = ourZ + PersonHeight;
|
||||
int testTop = checkTop;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ourZ + PersonHeight > testTop)
|
||||
testTop = ourZ + PersonHeight;
|
||||
|
||||
if (!itemData.Bridge)
|
||||
itemTop += itemData.Height;
|
||||
|
||||
if (stepTop >= itemTop)
|
||||
{
|
||||
int landCheck = itemZ;
|
||||
|
||||
if (itemData.Height >= StepHeight)
|
||||
landCheck += StepHeight;
|
||||
else
|
||||
landCheck += itemData.Height;
|
||||
|
||||
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
||||
continue;
|
||||
|
||||
if (this.IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
if (considerLand && !landBlocks && stepTop >= landZ)
|
||||
{
|
||||
int ourZ = landCenter;
|
||||
int ourTop = ourZ + PersonHeight;
|
||||
int testTop = checkTop;
|
||||
|
||||
if (ourZ + PersonHeight > testTop)
|
||||
testTop = ourZ + PersonHeight;
|
||||
|
||||
bool shouldCheck = true;
|
||||
|
||||
if (moveIsOk)
|
||||
{
|
||||
int cmp = Math.Abs(ourZ - p.Z) - Math.Abs(newZ - p.Z);
|
||||
|
||||
if (cmp > 0 || (cmp == 0 && ourZ > newZ))
|
||||
shouldCheck = false;
|
||||
}
|
||||
|
||||
if (shouldCheck && this.IsOk(m, ignoreDoors, ignoreSpellFields, ourZ, testTop, tiles, items))
|
||||
{
|
||||
newZ = ourZ;
|
||||
moveIsOk = true;
|
||||
}
|
||||
}
|
||||
|
||||
#region Mobiles
|
||||
if (moveIsOk)
|
||||
{
|
||||
for (int i = 0; moveIsOk && i < mobiles.Count; ++i)
|
||||
{
|
||||
Mobile mob = mobiles[i];
|
||||
|
||||
if (mob != m && (mob.Z + 15) > newZ && (newZ + 15) > mob.Z && !this.CanMoveOver(m, mob))
|
||||
moveIsOk = false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
private bool CanMoveOver(Mobile m, Mobile t)
|
||||
{
|
||||
return (!t.Alive || m == null || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet) || (t.Hidden && t.IsStaff());
|
||||
}
|
||||
|
||||
public bool CheckMovement(IPoint3D p, Map map, Point3D loc, Direction d, out int newZ)
|
||||
{
|
||||
if (map == null || map == Map.Internal)
|
||||
{
|
||||
newZ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
int xStart = loc.X;
|
||||
int yStart = loc.Y;
|
||||
int xForward = xStart, yForward = yStart;
|
||||
int xRight = xStart, yRight = yStart;
|
||||
int xLeft = xStart, yLeft = yStart;
|
||||
|
||||
bool checkDiagonals = ((int)d & 0x1) == 0x1;
|
||||
|
||||
this.Offset(d, ref xForward, ref yForward);
|
||||
this.Offset((Direction)(((int)d - 1) & 0x7), ref xLeft, ref yLeft);
|
||||
this.Offset((Direction)(((int)d + 1) & 0x7), ref xRight, ref yRight);
|
||||
|
||||
if (xForward < 0 || yForward < 0 || xForward >= map.Width || yForward >= map.Height)
|
||||
{
|
||||
newZ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
int startZ, startTop;
|
||||
|
||||
List<Item> itemsStart = this.m_Pools[0];
|
||||
List<Item> itemsForward = this.m_Pools[1];
|
||||
List<Item> itemsLeft = this.m_Pools[2];
|
||||
List<Item> itemsRight = this.m_Pools[3];
|
||||
|
||||
bool ignoreMovableImpassables = m_IgnoreMovableImpassables;
|
||||
TileFlag reqFlags = ImpassableSurface;
|
||||
|
||||
Mobile m = p as Mobile;
|
||||
|
||||
if (m != null && m.CanSwim)
|
||||
reqFlags |= TileFlag.Wet;
|
||||
|
||||
List<Mobile> mobsForward = this.m_MobPools[0];
|
||||
List<Mobile> mobsLeft = this.m_MobPools[1];
|
||||
List<Mobile> mobsRight = this.m_MobPools[2];
|
||||
|
||||
bool checkMobs = (p is BaseCreature && !((BaseCreature)p).Controlled && (xForward != m_Goal.X || yForward != m_Goal.Y));
|
||||
|
||||
if (checkDiagonals)
|
||||
{
|
||||
Sector sectorStart = map.GetSector(xStart, yStart);
|
||||
Sector sectorForward = map.GetSector(xForward, yForward);
|
||||
Sector sectorLeft = map.GetSector(xLeft, yLeft);
|
||||
Sector sectorRight = map.GetSector(xRight, yRight);
|
||||
|
||||
List<Sector> sectors = this.m_Sectors;
|
||||
|
||||
sectors.Add(sectorStart);
|
||||
|
||||
if (!sectors.Contains(sectorForward))
|
||||
sectors.Add(sectorForward);
|
||||
|
||||
if (!sectors.Contains(sectorLeft))
|
||||
sectors.Add(sectorLeft);
|
||||
|
||||
if (!sectors.Contains(sectorRight))
|
||||
sectors.Add(sectorRight);
|
||||
|
||||
for (int i = 0; i < sectors.Count; ++i)
|
||||
{
|
||||
Sector sector = sectors[i];
|
||||
|
||||
for (int j = 0; j < sector.Items.Count; ++j)
|
||||
{
|
||||
Item item = sector.Items[j];
|
||||
|
||||
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (sector == sectorStart && item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
else if (sector == sectorForward && item.AtWorldPoint(xForward, yForward) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsForward.Add(item);
|
||||
else if (sector == sectorLeft && item.AtWorldPoint(xLeft, yLeft) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsLeft.Add(item);
|
||||
else if (sector == sectorRight && item.AtWorldPoint(xRight, yRight) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsRight.Add(item);
|
||||
}
|
||||
|
||||
if (checkMobs)
|
||||
{
|
||||
for (int j = 0; j < sector.Mobiles.Count; ++j)
|
||||
{
|
||||
Mobile mob = sector.Mobiles[j];
|
||||
|
||||
if (sector == sectorForward && mob.X == xForward && mob.Y == yForward)
|
||||
mobsForward.Add(mob);
|
||||
else if (sector == sectorLeft && mob.X == xLeft && mob.Y == yLeft)
|
||||
mobsLeft.Add(mob);
|
||||
else if (sector == sectorRight && mob.X == xRight && mob.Y == yRight)
|
||||
mobsRight.Add(mob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.m_Sectors.Count > 0)
|
||||
this.m_Sectors.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
Sector sectorStart = map.GetSector(xStart, yStart);
|
||||
Sector sectorForward = map.GetSector(xForward, yForward);
|
||||
|
||||
if (sectorStart == sectorForward)
|
||||
{
|
||||
for (int i = 0; i < sectorStart.Items.Count; ++i)
|
||||
{
|
||||
Item item = sectorStart.Items[i];
|
||||
|
||||
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
else if (item.AtWorldPoint(xForward, yForward) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsForward.Add(item);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < sectorForward.Items.Count; ++i)
|
||||
{
|
||||
Item item = sectorForward.Items[i];
|
||||
|
||||
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (item.AtWorldPoint(xForward, yForward) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsForward.Add(item);
|
||||
}
|
||||
|
||||
for (int i = 0; i < sectorStart.Items.Count; ++i)
|
||||
{
|
||||
Item item = sectorStart.Items[i];
|
||||
|
||||
if (ignoreMovableImpassables && item.Movable && (item.ItemData.Flags & ImpassableSurface) != 0)
|
||||
continue;
|
||||
|
||||
if ((item.ItemData.Flags & reqFlags) == 0)
|
||||
continue;
|
||||
|
||||
if (item.AtWorldPoint(xStart, yStart) && !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue)
|
||||
itemsStart.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
if (checkMobs)
|
||||
{
|
||||
for (int i = 0; i < sectorForward.Mobiles.Count; ++i)
|
||||
{
|
||||
Mobile mob = sectorForward.Mobiles[i];
|
||||
|
||||
if (mob.X == xForward && mob.Y == yForward)
|
||||
mobsForward.Add(mob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.GetStartZ(p, map, loc, itemsStart, out startZ, out startTop);
|
||||
|
||||
bool moveIsOk = this.Check(map, p, itemsForward, mobsForward, xForward, yForward, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out newZ);
|
||||
|
||||
if (moveIsOk && checkDiagonals)
|
||||
{
|
||||
int hold;
|
||||
|
||||
if (m != null && m.Player && m.AccessLevel < AccessLevel.GameMaster)
|
||||
{
|
||||
if (!this.Check(map, p, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out hold) || !this.Check(map, m, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out hold))
|
||||
moveIsOk = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!this.Check(map, p, itemsLeft, mobsLeft, xLeft, yLeft, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out hold) && !this.Check(map, p, itemsRight, mobsRight, xRight, yRight, startTop, startZ, m != null && m.CanSwim, m != null && m.CantWalk, out hold))
|
||||
moveIsOk = false;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < (checkDiagonals ? 4 : 2); ++i)
|
||||
{
|
||||
if (this.m_Pools[i].Count != 0)
|
||||
this.m_Pools[i].Clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < (checkDiagonals ? 3 : 1); ++i)
|
||||
{
|
||||
if (this.m_MobPools[i].Count != 0)
|
||||
this.m_MobPools[i].Clear();
|
||||
}
|
||||
|
||||
if (!moveIsOk)
|
||||
newZ = startZ;
|
||||
|
||||
return moveIsOk;
|
||||
}
|
||||
|
||||
/*public bool CheckMovement(IPoint3D p, Direction d, out int newZ)
|
||||
{
|
||||
return this.CheckMovement(p, m.Map, m.Location, d, out newZ);
|
||||
}*/
|
||||
|
||||
private void GetStartZ(IPoint3D p, Map map, Point3D loc, List<Item> itemList, out int zLow, out int zTop)
|
||||
{
|
||||
Mobile m = p as Mobile;
|
||||
int xCheck = loc.X, yCheck = loc.Y;
|
||||
|
||||
LandTile landTile = map.Tiles.GetLandTile(xCheck, yCheck);
|
||||
int landZ = 0, landCenter = 0, landTop = 0;
|
||||
bool landBlocks = (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) != 0;
|
||||
|
||||
if (landBlocks && m != null && m.CanSwim && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) != 0)
|
||||
landBlocks = false;
|
||||
else if (m != null && m.CantWalk && (TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Wet) == 0)
|
||||
landBlocks = true;
|
||||
|
||||
map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
|
||||
|
||||
bool considerLand = !landTile.Ignored;
|
||||
|
||||
int zCenter = zLow = zTop = 0;
|
||||
bool isSet = false;
|
||||
|
||||
if (considerLand && !landBlocks && loc.Z >= landCenter)
|
||||
{
|
||||
zLow = landZ;
|
||||
zCenter = landCenter;
|
||||
|
||||
if (!isSet || landTop > zTop)
|
||||
zTop = landTop;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
|
||||
StaticTile[] staticTiles = map.Tiles.GetStaticTiles(xCheck, yCheck, true);
|
||||
|
||||
for (int i = 0; i < staticTiles.Length; ++i)
|
||||
{
|
||||
StaticTile tile = staticTiles[i];
|
||||
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
|
||||
|
||||
int calcTop = (tile.Z + id.CalcHeight);
|
||||
|
||||
if ((!isSet || calcTop >= zCenter) && ((id.Flags & TileFlag.Surface) != 0 || (m != null && m.CanSwim && (id.Flags & TileFlag.Wet) != 0)) && loc.Z >= calcTop)
|
||||
{
|
||||
if (m != null && m.CantWalk && (id.Flags & TileFlag.Wet) == 0)
|
||||
continue;
|
||||
|
||||
zLow = tile.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = tile.Z + id.Height;
|
||||
|
||||
if (!isSet || top > zTop)
|
||||
zTop = top;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < itemList.Count; ++i)
|
||||
{
|
||||
Item item = itemList[i];
|
||||
|
||||
ItemData id = item.ItemData;
|
||||
|
||||
int calcTop = item.Z + id.CalcHeight;
|
||||
|
||||
if ((!isSet || calcTop >= zCenter) && ((id.Flags & TileFlag.Surface) != 0 || (m != null && m.CanSwim && (id.Flags & TileFlag.Wet) != 0)) && loc.Z >= calcTop)
|
||||
{
|
||||
if (m != null && m.CantWalk && (id.Flags & TileFlag.Wet) == 0)
|
||||
continue;
|
||||
|
||||
zLow = item.Z;
|
||||
zCenter = calcTop;
|
||||
|
||||
int top = item.Z + id.Height;
|
||||
|
||||
if (!isSet || top > zTop)
|
||||
zTop = top;
|
||||
|
||||
isSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isSet)
|
||||
zLow = zTop = loc.Z;
|
||||
else if (loc.Z > zTop)
|
||||
zTop = loc.Z;
|
||||
}
|
||||
|
||||
public void Offset(Direction d, ref int x, ref int y)
|
||||
{
|
||||
switch ( d & Direction.Mask )
|
||||
{
|
||||
case Direction.North:
|
||||
--y;
|
||||
break;
|
||||
case Direction.South:
|
||||
++y;
|
||||
break;
|
||||
case Direction.West:
|
||||
--x;
|
||||
break;
|
||||
case Direction.East:
|
||||
++x;
|
||||
break;
|
||||
case Direction.Right:
|
||||
++x;
|
||||
--y;
|
||||
break;
|
||||
case Direction.Left:
|
||||
--x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.Down:
|
||||
++x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.Up:
|
||||
--x;
|
||||
--y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
196
Scripts/Services/Pathing/MovementPath.cs
Normal file
196
Scripts/Services/Pathing/MovementPath.cs
Normal file
@@ -0,0 +1,196 @@
|
||||
using System;
|
||||
using Server.Commands;
|
||||
using Server.PathAlgorithms;
|
||||
using Server.PathAlgorithms.FastAStar;
|
||||
using Server.PathAlgorithms.SlowAStar;
|
||||
using Server.Targeting;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public sealed class MovementPath
|
||||
{
|
||||
private static PathAlgorithm m_OverrideAlgorithm;
|
||||
private readonly Map m_Map;
|
||||
private readonly Point3D m_Start;
|
||||
private readonly Point3D m_Goal;
|
||||
private readonly Direction[] m_Directions;
|
||||
|
||||
public MovementPath(Mobile m, Point3D goal)
|
||||
: this(m, goal, m.Map)
|
||||
{
|
||||
}
|
||||
|
||||
public MovementPath(IPoint3D p, Point3D goal, Map map)
|
||||
{
|
||||
Point3D start = new Point3D(p);
|
||||
|
||||
this.m_Map = map;
|
||||
this.m_Start = start;
|
||||
this.m_Goal = goal;
|
||||
|
||||
if (map == null || map == Map.Internal)
|
||||
return;
|
||||
|
||||
if (Utility.InRange(start, goal, 1))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
PathAlgorithm alg = m_OverrideAlgorithm;
|
||||
|
||||
if (alg == null)
|
||||
{
|
||||
alg = FastAStarAlgorithm.Instance;
|
||||
//if ( !alg.CheckCondition( m, map, start, goal ) ) // SlowAstar is still broken
|
||||
// alg = SlowAStarAlgorithm.Instance; // TODO: Fix SlowAstar
|
||||
}
|
||||
|
||||
if (alg != null && alg.CheckCondition(p, map, start, goal))
|
||||
this.m_Directions = alg.Find(p, map, start, goal);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Console.WriteLine("Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal);
|
||||
Console.WriteLine(e.StackTrace);
|
||||
}
|
||||
}
|
||||
|
||||
public static PathAlgorithm OverrideAlgorithm
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_OverrideAlgorithm;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_OverrideAlgorithm = value;
|
||||
}
|
||||
}
|
||||
public Map Map
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Map;
|
||||
}
|
||||
}
|
||||
public Point3D Start
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Start;
|
||||
}
|
||||
}
|
||||
public Point3D Goal
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Goal;
|
||||
}
|
||||
}
|
||||
public Direction[] Directions
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Directions;
|
||||
}
|
||||
}
|
||||
public bool Success
|
||||
{
|
||||
get
|
||||
{
|
||||
return (this.m_Directions != null && this.m_Directions.Length > 0);
|
||||
}
|
||||
}
|
||||
public static void Initialize()
|
||||
{
|
||||
CommandSystem.Register("Path", AccessLevel.GameMaster, new CommandEventHandler(Path_OnCommand));
|
||||
}
|
||||
|
||||
public static void Path_OnCommand(CommandEventArgs e)
|
||||
{
|
||||
e.Mobile.BeginTarget(-1, true, TargetFlags.None, new TargetCallback(Path_OnTarget));
|
||||
e.Mobile.SendMessage("Target a location and a path will be drawn there.");
|
||||
}
|
||||
|
||||
public static void Path_OnTarget(Mobile from, object obj)
|
||||
{
|
||||
IPoint3D p = obj as IPoint3D;
|
||||
|
||||
if (p == null)
|
||||
return;
|
||||
|
||||
Spells.SpellHelper.GetSurfaceTop(ref p);
|
||||
|
||||
Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
|
||||
Path(from, p, SlowAStarAlgorithm.Instance, "Slow", 2);
|
||||
m_OverrideAlgorithm = null;
|
||||
/*MovementPath path = new MovementPath( from, new Point3D( p ) );
|
||||
if ( !path.Success )
|
||||
{
|
||||
from.SendMessage( "No path to there could be found." );
|
||||
}
|
||||
else
|
||||
{
|
||||
//for ( int i = 0; i < path.Directions.Length; ++i )
|
||||
// Timer.DelayCall( TimeSpan.FromSeconds( 0.1 + (i * 0.3) ), new TimerStateCallback( Pathfind ), new object[]{ from, path.Directions[i] } );
|
||||
int x = from.X;
|
||||
int y = from.Y;
|
||||
int z = from.Z;
|
||||
for ( int i = 0; i < path.Directions.Length; ++i )
|
||||
{
|
||||
Movement.Movement.Offset( path.Directions[i], ref x, ref y );
|
||||
new Items.RecallRune().MoveToWorld( new Point3D( x, y, z ), from.Map );
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
public static void Pathfind(object state)
|
||||
{
|
||||
object[] states = (object[])state;
|
||||
Mobile from = (Mobile)states[0];
|
||||
Direction d = (Direction)states[1];
|
||||
|
||||
try
|
||||
{
|
||||
from.Direction = d;
|
||||
from.NetState.BlockAllPackets = true;
|
||||
from.Move(d);
|
||||
from.NetState.BlockAllPackets = false;
|
||||
from.ProcessDelta();
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private static void Path(Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset)
|
||||
{
|
||||
m_OverrideAlgorithm = alg;
|
||||
|
||||
long start = DateTime.UtcNow.Ticks;
|
||||
MovementPath path = new MovementPath(from, new Point3D(p));
|
||||
long end = DateTime.UtcNow.Ticks;
|
||||
double len = Math.Round((end - start) / 10000.0, 2);
|
||||
|
||||
if (!path.Success)
|
||||
{
|
||||
from.SendMessage("{0} path failed: {1}ms", name, len);
|
||||
}
|
||||
else
|
||||
{
|
||||
from.SendMessage("{0} path success: {1}ms", name, len);
|
||||
|
||||
int x = from.X;
|
||||
int y = from.Y;
|
||||
int z = from.Z;
|
||||
|
||||
for (int i = 0; i < path.Directions.Length; ++i)
|
||||
{
|
||||
Movement.Movement.Offset(path.Directions[i], ref x, ref y);
|
||||
|
||||
new Items.RecallRune().MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
35
Scripts/Services/Pathing/PathAlgorithm.cs
Normal file
35
Scripts/Services/Pathing/PathAlgorithm.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
|
||||
namespace Server.PathAlgorithms
|
||||
{
|
||||
public abstract class PathAlgorithm
|
||||
{
|
||||
private static readonly Direction[] m_CalcDirections = new Direction[9]
|
||||
{
|
||||
Direction.Up,
|
||||
Direction.North,
|
||||
Direction.Right,
|
||||
Direction.West,
|
||||
Direction.North,
|
||||
Direction.East,
|
||||
Direction.Left,
|
||||
Direction.South,
|
||||
Direction.Down
|
||||
};
|
||||
public abstract bool CheckCondition(IPoint3D p, Map map, Point3D start, Point3D goal);
|
||||
|
||||
public abstract Direction[] Find(IPoint3D p, Map map, Point3D start, Point3D goal);
|
||||
|
||||
public Direction GetDirection(int xSource, int ySource, int xDest, int yDest)
|
||||
{
|
||||
int x = xDest + 1 - xSource;
|
||||
int y = yDest + 1 - ySource;
|
||||
int v = (y * 3) + x;
|
||||
|
||||
if (v < 0 || v >= 9)
|
||||
return Direction.North;
|
||||
|
||||
return m_CalcDirections[v];
|
||||
}
|
||||
}
|
||||
}
|
||||
206
Scripts/Services/Pathing/PathFollower.cs
Normal file
206
Scripts/Services/Pathing/PathFollower.cs
Normal file
@@ -0,0 +1,206 @@
|
||||
using System;
|
||||
using CalcMoves = Server.Movement.Movement;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public class PathFollower
|
||||
{
|
||||
// Should we use pathfinding? 'false' for not
|
||||
private static readonly bool Enabled = true;
|
||||
private static readonly TimeSpan RepathDelay = TimeSpan.FromSeconds(2.0);
|
||||
private readonly Mobile m_From;
|
||||
private readonly IPoint3D m_Goal;
|
||||
private MovementPath m_Path;
|
||||
private int m_Index;
|
||||
private Point3D m_Next, m_LastGoalLoc;
|
||||
private DateTime m_LastPathTime;
|
||||
private MoveMethod m_Mover;
|
||||
public PathFollower(Mobile from, IPoint3D goal)
|
||||
{
|
||||
this.m_From = from;
|
||||
this.m_Goal = goal;
|
||||
}
|
||||
|
||||
public MoveMethod Mover
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Mover;
|
||||
}
|
||||
set
|
||||
{
|
||||
this.m_Mover = value;
|
||||
}
|
||||
}
|
||||
public IPoint3D Goal
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.m_Goal;
|
||||
}
|
||||
}
|
||||
public MoveResult Move(Direction d)
|
||||
{
|
||||
if (this.m_Mover == null)
|
||||
return (this.m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked);
|
||||
|
||||
return this.m_Mover(d);
|
||||
}
|
||||
|
||||
public Point3D GetGoalLocation()
|
||||
{
|
||||
if (this.m_Goal is Item)
|
||||
return ((Item)this.m_Goal).GetWorldLocation();
|
||||
|
||||
return new Point3D(this.m_Goal);
|
||||
}
|
||||
|
||||
public void Advance(ref Point3D p, int index)
|
||||
{
|
||||
if (this.m_Path != null && this.m_Path.Success)
|
||||
{
|
||||
Direction[] dirs = this.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()
|
||||
{
|
||||
this.m_Path = null;
|
||||
}
|
||||
|
||||
public bool CheckPath()
|
||||
{
|
||||
if (!Enabled)
|
||||
return false;
|
||||
|
||||
bool repath = false;
|
||||
|
||||
Point3D goal = this.GetGoalLocation();
|
||||
|
||||
if (this.m_Path == null)
|
||||
repath = true;
|
||||
else if ((!this.m_Path.Success || goal != this.m_LastGoalLoc) && (this.m_LastPathTime + RepathDelay) <= DateTime.UtcNow)
|
||||
repath = true;
|
||||
else if (this.m_Path.Success && this.Check(this.m_From.Location, this.m_LastGoalLoc, 0))
|
||||
repath = true;
|
||||
|
||||
if (!repath)
|
||||
return false;
|
||||
|
||||
this.m_LastPathTime = DateTime.UtcNow;
|
||||
this.m_LastGoalLoc = goal;
|
||||
|
||||
this.m_Path = new MovementPath(this.m_From, goal);
|
||||
|
||||
this.m_Index = 0;
|
||||
this.m_Next = this.m_From.Location;
|
||||
|
||||
this.Advance(ref this.m_Next, this.m_Index);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Check(Point3D loc, Point3D goal, int range)
|
||||
{
|
||||
if (!Utility.InRange(loc, goal, range))
|
||||
return false;
|
||||
|
||||
if (range <= 1 && Math.Abs(loc.Z - goal.Z) >= 16)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Follow(bool run, int range)
|
||||
{
|
||||
Point3D goal = this.GetGoalLocation();
|
||||
Direction d;
|
||||
|
||||
if (this.Check(this.m_From.Location, goal, range))
|
||||
return true;
|
||||
|
||||
bool repathed = this.CheckPath();
|
||||
|
||||
if (!Enabled || !this.m_Path.Success)
|
||||
{
|
||||
d = this.m_From.GetDirectionTo(goal);
|
||||
|
||||
if (run)
|
||||
d |= Direction.Running;
|
||||
|
||||
this.m_From.SetDirection(d);
|
||||
this.Move(d);
|
||||
|
||||
return this.Check(this.m_From.Location, goal, range);
|
||||
}
|
||||
|
||||
d = this.m_From.GetDirectionTo(this.m_Next);
|
||||
|
||||
if (run)
|
||||
d |= Direction.Running;
|
||||
|
||||
this.m_From.SetDirection(d);
|
||||
|
||||
MoveResult res = this.Move(d);
|
||||
|
||||
if (res == MoveResult.Blocked)
|
||||
{
|
||||
if (repathed)
|
||||
return false;
|
||||
|
||||
this.m_Path = null;
|
||||
this.CheckPath();
|
||||
|
||||
if (!this.m_Path.Success)
|
||||
{
|
||||
d = this.m_From.GetDirectionTo(goal);
|
||||
|
||||
if (run)
|
||||
d |= Direction.Running;
|
||||
|
||||
this.m_From.SetDirection(d);
|
||||
this.Move(d);
|
||||
|
||||
return this.Check(this.m_From.Location, goal, range);
|
||||
}
|
||||
|
||||
d = this.m_From.GetDirectionTo(this.m_Next);
|
||||
|
||||
if (run)
|
||||
d |= Direction.Running;
|
||||
|
||||
this.m_From.SetDirection(d);
|
||||
|
||||
res = this.Move(d);
|
||||
|
||||
if (res == MoveResult.Blocked)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.m_From.X == this.m_Next.X && this.m_From.Y == this.m_Next.Y)
|
||||
{
|
||||
if (this.m_From.Z == this.m_Next.Z)
|
||||
{
|
||||
++this.m_Index;
|
||||
this.Advance(ref this.m_Next, this.m_Index);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_Path = null;
|
||||
}
|
||||
}
|
||||
|
||||
return this.Check(this.m_From.Location, goal, range);
|
||||
}
|
||||
}
|
||||
}
|
||||
281
Scripts/Services/Pathing/SlowAStarAlgorithm.cs
Normal file
281
Scripts/Services/Pathing/SlowAStarAlgorithm.cs
Normal file
@@ -0,0 +1,281 @@
|
||||
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
|
||||
{
|
||||
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 const int MaxDepth = 300;
|
||||
private const int MaxNodes = MaxDepth * 16;
|
||||
private Point3D m_Goal;
|
||||
public int Heuristic(int x, int y, int z)
|
||||
{
|
||||
x -= this.m_Goal.X;
|
||||
y -= this.m_Goal.Y;
|
||||
z -= this.m_Goal.Z;
|
||||
|
||||
x *= 11;
|
||||
y *= 11;
|
||||
|
||||
return (x * x) + (y * y) + (z * z);
|
||||
}
|
||||
|
||||
public override bool CheckCondition(IPoint3D p, Map map, Point3D start, Point3D goal)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override Direction[] Find(IPoint3D p, Map map, Point3D start, Point3D goal)
|
||||
{
|
||||
this.m_Goal = goal;
|
||||
|
||||
BaseCreature bc = p as BaseCreature;
|
||||
|
||||
PathNode curNode;
|
||||
|
||||
PathNode goalNode = new PathNode();
|
||||
goalNode.x = goal.X;
|
||||
goalNode.y = goal.Y;
|
||||
goalNode.z = goal.Z;
|
||||
|
||||
PathNode startNode = new PathNode();
|
||||
startNode.x = start.X;
|
||||
startNode.y = start.Y;
|
||||
startNode.z = start.Z;
|
||||
startNode.h = this.Heuristic(startNode.x, startNode.y, startNode.z);
|
||||
|
||||
PathNode[] closed = m_Closed, open = m_Open, successors = m_Successors;
|
||||
Direction[] path = m_Path;
|
||||
|
||||
int closedCount = 0, openCount = 0, sucCount = 0, pathCount = 0;
|
||||
int popIndex, curF;
|
||||
int x, y, z;
|
||||
int depth = 0;
|
||||
|
||||
int xBacktrack, yBacktrack, zBacktrack, iBacktrack = 0;
|
||||
|
||||
open[openCount++] = startNode;
|
||||
|
||||
while (openCount > 0)
|
||||
{
|
||||
curNode = open[0];
|
||||
curF = curNode.g + curNode.h;
|
||||
popIndex = 0;
|
||||
|
||||
for (int 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 && Math.Abs(curNode.z - goalNode.z) < 16)
|
||||
{
|
||||
if (closedCount == MaxNodes)
|
||||
break;
|
||||
|
||||
closed[closedCount++] = curNode;
|
||||
|
||||
xBacktrack = curNode.px;
|
||||
yBacktrack = curNode.py;
|
||||
zBacktrack = curNode.pz;
|
||||
|
||||
if (pathCount == MaxNodes)
|
||||
break;
|
||||
|
||||
path[pathCount++] = (Direction)curNode.dir;
|
||||
|
||||
while (xBacktrack != startNode.x || yBacktrack != startNode.y || zBacktrack != startNode.z)
|
||||
{
|
||||
bool found = false;
|
||||
|
||||
for (int 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;
|
||||
|
||||
Direction[] dirs = new Direction[pathCount];
|
||||
|
||||
while (pathCount > 0)
|
||||
dirs[iBacktrack++] = path[--pathCount];
|
||||
|
||||
return dirs;
|
||||
}
|
||||
|
||||
--openCount;
|
||||
|
||||
for (int i = popIndex; i < openCount; ++i)
|
||||
open[i] = open[i + 1];
|
||||
|
||||
sucCount = 0;
|
||||
|
||||
if (bc != null)
|
||||
{
|
||||
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
|
||||
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
|
||||
}
|
||||
|
||||
MoveImpl.Goal = goal;
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
switch ( i )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
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(p, 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 (int 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 (int 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 (int 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 (int j = openIndex; j < openCount; ++j)
|
||||
open[j] = open[j + 1];
|
||||
}
|
||||
|
||||
if (closedIndex >= 0)
|
||||
{
|
||||
--closedCount;
|
||||
|
||||
for (int 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)this.GetDirection(curNode.x, curNode.y, x, y);
|
||||
successors[i].h = this.Heuristic(x, y, z);
|
||||
|
||||
if (openCount == MaxNodes)
|
||||
break;
|
||||
|
||||
open[openCount++] = successors[i];
|
||||
}
|
||||
|
||||
if (openCount == MaxNodes || closedCount == MaxNodes)
|
||||
break;
|
||||
|
||||
closed[closedCount++] = curNode;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user