Files
abysmal-isle/Scripts/Services/Pathing/Movement.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

710 lines
25 KiB
C#

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;
}
}
}
}