forked from MagicBane/Server
FatBoy-DOTC
1 year ago
7 changed files with 323 additions and 393 deletions
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package engine.gameManager; |
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import engine.math.Vector3fImmutable; |
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import engine.objects.*; |
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import java.util.ArrayList; |
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public class NavigationManager { |
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private static final int cellGap = 1; |
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private static final int stepHeight = 2; |
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public static void pathfind(AbstractCharacter character, Vector3fImmutable goal){ |
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try { |
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ArrayList<Vector3fImmutable> path = getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc)); |
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if (path.isEmpty()) { |
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character.destination = goal; |
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return; //no points to walk to
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} |
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character.destination = path.get(0); |
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} catch(Exception e){ |
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//something failed
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} |
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} |
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public static ArrayList<Vector3fImmutable> getOptimizedPath(ArrayList<Vector3fImmutable> startToGoal, ArrayList<Vector3fImmutable> goalToStart) { |
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ArrayList<Vector3fImmutable> optimalPath = new ArrayList<>(); |
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optimalPath.add(startToGoal.get(0)); |
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for(Vector3fImmutable point : startToGoal) |
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{ |
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if(!goalToStart.contains(point)) |
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{ |
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continue; |
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} |
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optimalPath.add(point); |
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} |
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//optimize the path to its smallest possible amount of points
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return optimalPath; |
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} |
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private static ArrayList<Vector3fImmutable> getPath(Vector3fImmutable start, Vector3fImmutable goal) { |
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ArrayList<Vector3fImmutable> path = new ArrayList<>(); |
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path.add(start); |
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Vector3fImmutable current = start; |
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boolean obstructed = false; |
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int count = 0; |
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while (current.distanceSquared(goal) > 9 && count < 250) |
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{ |
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//gather the 8 cells around the player
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ArrayList<Vector3fImmutable> surroundingCells = new ArrayList<>(); |
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surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, 0))); |
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surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, cellGap))); |
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surroundingCells.add(current.add(new Vector3fImmutable(0, 0, cellGap))); |
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surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, 0))); |
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surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, -cellGap))); |
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surroundingCells.add(current.add(new Vector3fImmutable(0, 0, -cellGap))); |
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surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, cellGap))); |
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surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, -cellGap))); |
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Vector3fImmutable cheapest = new Vector3fImmutable(Vector3fImmutable.ZERO); |
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for (Vector3fImmutable point : surroundingCells) |
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{ |
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count++; |
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if (path.contains(point)) |
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continue; |
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if (pointIsBlocked(point)) { |
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obstructed = true; |
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continue; |
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} |
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if (getCost(cheapest, current, goal) > getCost(point, current, goal)) |
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cheapest = point; |
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} |
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current = cheapest; |
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path.add(cheapest); |
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} |
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if(obstructed) { |
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return path; |
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}else { |
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ArrayList<Vector3fImmutable> goalPath = new ArrayList<>(); |
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goalPath.add(start); |
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goalPath.add(goal); |
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return goalPath; //if the path isn't obstructed we can walk directly from start to the goal
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} |
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} |
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public static float getCost(Vector3fImmutable point, Vector3fImmutable start, Vector3fImmutable goal) { |
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float gCost = start.distanceSquared(point); |
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float hCost = goal.distanceSquared(point); |
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return gCost + hCost; |
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} |
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public static boolean pointIsBlocked(Vector3fImmutable point) { |
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Building building = BuildingManager.getBuildingAtLocation(point); |
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if(building != null) |
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for(Regions region : building.getBounds().getRegions()) |
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if(region.isPointInPolygon(point)) |
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if(Math.abs(region.lerpY(point) - point.y) > stepHeight) // get the height distance between current height and target location height
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return true; |
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Zone currentZone = ZoneManager.findSmallestZone(point); |
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if(currentZone == null) |
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return false; |
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else |
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return currentZone.navMesh.contains(point.x,point.z); |
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} |
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} |
@ -1,364 +0,0 @@ |
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.mobileAI.utilities; |
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import engine.Enum; |
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import engine.Enum.GameObjectType; |
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import engine.Enum.ModType; |
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import engine.Enum.SourceType; |
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import engine.InterestManagement.Terrain; |
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import engine.exception.MsgSendException; |
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import engine.gameManager.BuildingManager; |
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import engine.gameManager.MovementManager; |
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import engine.gameManager.ZoneManager; |
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import engine.math.Bounds; |
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import engine.math.Vector3fImmutable; |
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import engine.mobileAI.Threads.MobAIThread; |
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import engine.net.client.msg.MoveToPointMsg; |
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import engine.objects.*; |
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import org.pmw.tinylog.Logger; |
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import java.util.ArrayList; |
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import java.util.concurrent.ThreadLocalRandom; |
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import static engine.math.FastMath.sqr; |
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import static engine.math.FastMath.sqrt; |
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public class MovementUtilities { |
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private static final int cellGap = 1; |
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private static final int stepHeight = 3; |
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public static boolean inRangeOfBindLocation(Mob agent) { |
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if (agent.isPlayerGuard()) { |
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Mob guardCaptain = null; |
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if (agent.getContract() != null) |
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guardCaptain = agent; |
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else |
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guardCaptain = (Mob) agent.guardCaptain; |
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if (guardCaptain != null) { |
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Building barracks = guardCaptain.building; |
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if (barracks != null) { |
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City city = barracks.getCity(); |
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if (city != null) { |
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Building tol = city.getTOL(); |
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//Guards recall distance = 814.
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if (tol != null) { |
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return !(agent.getLoc().distanceSquared2D(tol.getLoc()) > sqr(Enum.CityBoundsType.ZONE.halfExtents)); |
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} |
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} |
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} |
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} |
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return true; |
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} |
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Vector3fImmutable sl = new Vector3fImmutable(agent.getLoc().getX(), 0, agent.getLoc().getZ()); |
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Vector3fImmutable tl = new Vector3fImmutable(agent.getTrueBindLoc().x, 0, agent.getTrueBindLoc().z); |
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float distanceSquaredToTarget = sl.distanceSquared2D(tl); //distance to center of target
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float zoneRange = 250; |
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if (agent.getParentZone() != null) { |
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if (agent.getParentZone().bounds != null) |
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zoneRange = agent.getParentZone().bounds.getHalfExtents().x * 2; |
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} |
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if (zoneRange > 300) |
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zoneRange = 300; |
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if (agent.getSpawnRadius() > zoneRange) |
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zoneRange = agent.getSpawnRadius(); |
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return distanceSquaredToTarget < sqr(MobAIThread.AI_DROP_AGGRO_RANGE + zoneRange); |
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} |
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public static boolean inRangeToAggro(Mob agent, PlayerCharacter target) { |
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Vector3fImmutable sl = agent.getLoc(); |
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Vector3fImmutable tl = target.getLoc(); |
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float distanceSquaredToTarget = sl.distanceSquared2D(tl) - sqr(agent.calcHitBox() + target.calcHitBox()); //distance to center of target
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float range = MobAIThread.AI_BASE_AGGRO_RANGE; |
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if (agent.isPlayerGuard()) |
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range = 150; |
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return distanceSquaredToTarget < sqr(range); |
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} |
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public static boolean inRangeDropAggro(Mob agent, AbstractCharacter target) { |
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float range = MobAIThread.AI_BASE_AGGRO_RANGE * MobAIThread.AI_BASE_AGGRO_RANGE; |
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if(agent.isPlayerGuard()) |
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range = 62500; |
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if(agent.isSiege()) |
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range = agent.getRange() * agent.getRange(); |
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return agent.loc.distanceSquared(target.loc) > range; |
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} |
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public static void moveToLocation(Mob agent, Vector3fImmutable newLocation, float offset, boolean isWalking) { |
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try { |
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//don't move farther than 30 units from player.
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if (offset > 30) |
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offset = 30; |
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Vector3fImmutable newLoc = Vector3fImmutable.getRandomPointInCircle(newLocation, offset); |
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agent.setFaceDir(newLoc.subtract2D(agent.getLoc()).normalize()); |
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aiMove(agent, newLoc, isWalking); |
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} catch (Exception e) { |
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Logger.error(e.toString()); |
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} |
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} |
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public static boolean canMove(Mob agent) { |
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if (agent.getMobBase() != null && Enum.MobFlagType.SENTINEL.elementOf(agent.getMobBase().getFlags())) |
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return false; |
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return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None)); |
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} |
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public static void aiMove(Mob agent, Vector3fImmutable vect, boolean isWalking) { |
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//update our walk/run state.
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if (isWalking && !agent.isWalk()) { |
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agent.setWalkMode(true); |
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MovementManager.sendRWSSMsg(agent); |
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} else if (!isWalking && agent.isWalk()) { |
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agent.setWalkMode(false); |
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MovementManager.sendRWSSMsg(agent); |
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} |
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MoveToPointMsg msg = new MoveToPointMsg(); |
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// Regions currentRegion = Mob.InsideBuildingRegion(agent);
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//
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// if (currentRegion != null){
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//
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//
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// if (currentRegion.isGroundLevel()){
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// agent.setInBuilding(0);
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// agent.setInFloorID(-1);
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// }else{
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// agent.setInBuilding(currentRegion.getLevel());
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// agent.setInFloorID(currentRegion.getRoom());
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// }
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// }else{
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// agent.setInBuilding(-1);
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// agent.setInFloorID(-1);
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// agent.setInBuildingID(0);
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// }
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// agent.setLastRegion(currentRegion);
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Vector3fImmutable startLoc = null; |
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Vector3fImmutable endLoc = null; |
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// if (agent.getLastRegion() != null){
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// Building inBuilding = Building.getBuildingFromCache(agent.getInBuildingID());
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// if (inBuilding != null){
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// startLoc = ZoneManager.convertWorldToLocal(inBuilding, agent.getLoc());
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// endLoc = ZoneManager.convertWorldToLocal(inBuilding, vect);
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// }
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// }else{
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// agent.setBuildingID(0);
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// agent.setInBuildingID(0);
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// startLoc = agent.getLoc();
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// endLoc = vect;
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// }
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startLoc = agent.getLoc(); |
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endLoc = vect; |
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msg.setSourceType(GameObjectType.Mob.ordinal()); |
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msg.setSourceID(agent.getObjectUUID()); |
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msg.setStartCoord(startLoc); |
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msg.setEndCoord(endLoc); |
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msg.setInBuildingFloor(-1); |
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msg.setInBuilding(-1); |
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msg.setStartLocType(0); |
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msg.setInBuildingUUID(0); |
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try { |
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MovementManager.movement(msg, agent); |
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} catch (MsgSendException e) { |
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// TODO Figure out how we want to handle the msg send exception
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e.printStackTrace(); |
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} |
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} |
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public static Vector3fImmutable GetDestinationToCharacter(Mob aiAgent, AbstractCharacter character) { |
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if (!character.isMoving()) |
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return character.getLoc(); |
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float agentDistanceEndLoc = aiAgent.getLoc().distanceSquared2D(character.getEndLoc()); |
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float characterDistanceEndLoc = character.getLoc().distanceSquared2D(character.getEndLoc()); |
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if (agentDistanceEndLoc > characterDistanceEndLoc) |
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return character.getEndLoc(); |
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return character.getLoc(); |
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} |
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public static void pathfind(AbstractCharacter character, Vector3fImmutable goal){ |
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try { |
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//if(character.region == null && Regions.getRegionAtLocation(goal) != null) {//mover not inside a building
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// Building building = BuildingManager.getBuildingAtLocation(goal);
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// ArrayList<Regions> entrances = new ArrayList<>();
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//for (Regions region : building.getBounds().getRegions()) {
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// if (region.exit && region.level == 0)
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// entrances.add(region);
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//}
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// Regions cheapest = null;
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// for(Regions entrance : entrances){
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// if(cheapest == null) {
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// cheapest = entrance;
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// continue;
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// }
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// if(getCost(new Vector3fImmutable(entrance.center),character.loc,goal) < getCost(new Vector3fImmutable(cheapest.center),character.loc,goal))
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// cheapest = entrance;
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// }
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//
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// goal = new Vector3fImmutable(cheapest.center.x, cheapest.center.y, cheapest.center.z);
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//}
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ArrayList<Vector3fImmutable> path = getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc)); |
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if (path.isEmpty()) { |
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((Mob) character).destination = goal; |
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return; //no points to walk to
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} |
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((Mob) character).destination = path.get(0); |
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} catch(Exception e){ |
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//something failed
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} |
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} |
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public static ArrayList<Vector3fImmutable> getOptimizedPath(ArrayList<Vector3fImmutable> startToGoal, ArrayList<Vector3fImmutable> goalToStart) { |
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ArrayList<Vector3fImmutable> optimalPath = new ArrayList<>(); |
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optimalPath.add(startToGoal.get(0)); |
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for(Vector3fImmutable point : startToGoal) |
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{ |
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if(!goalToStart.contains(point)) |
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{ |
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continue; |
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} |
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optimalPath.add(point); |
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} |
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return optimalPath; |
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} |
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private static ArrayList<Vector3fImmutable> getPath(Vector3fImmutable start, Vector3fImmutable goal) { |
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ArrayList<Vector3fImmutable> path = new ArrayList<>(); |
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path.add(start); |
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Vector3fImmutable current = start; |
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boolean obstructed = false; |
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int count = 0; |
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while (current.distanceSquared(goal) > 9 && count < 250) |
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{ |
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//gather the 8 cells around the player
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|
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ArrayList<Vector3fImmutable> surroundingCells = new ArrayList<>(); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, 0))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, cellGap))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(0, 0, cellGap))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, 0))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, -cellGap))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(0, 0, -cellGap))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, cellGap))); |
|
||||||
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, -cellGap))); |
|
||||||
Vector3fImmutable cheapest = new Vector3fImmutable(Vector3fImmutable.ZERO); |
|
||||||
for (Vector3fImmutable point : surroundingCells) |
|
||||||
{ |
|
||||||
count++; |
|
||||||
|
|
||||||
if (path.contains(point)) |
|
||||||
continue; |
|
||||||
|
|
||||||
if (pointIsBlocked(point)) { |
|
||||||
obstructed = true; |
|
||||||
continue; |
|
||||||
} |
|
||||||
Building building = BuildingManager.getBuildingAtLocation(point); |
|
||||||
Regions region = null; |
|
||||||
if(building != null) |
|
||||||
for(Regions reg : building.getBounds().getRegions()) |
|
||||||
if(reg.isPointInPolygon(point)) |
|
||||||
region = reg; |
|
||||||
|
|
||||||
if(region != null) |
|
||||||
point = new Vector3fImmutable(point.x,region.lerpY(point),point.z); // adjust the Y value of the point to the region height it is in
|
|
||||||
else |
|
||||||
point = new Vector3fImmutable(point.x, Terrain.getWorldHeight(point),point.z); |
|
||||||
|
|
||||||
if (getCost(cheapest, current, goal) > getCost(point, current, goal)) |
|
||||||
cheapest = point; |
|
||||||
|
|
||||||
} |
|
||||||
|
|
||||||
current = cheapest; |
|
||||||
path.add(cheapest); |
|
||||||
} |
|
||||||
if(obstructed) { |
|
||||||
return path; |
|
||||||
}else { |
|
||||||
ArrayList<Vector3fImmutable> goalPath = new ArrayList<>(); |
|
||||||
goalPath.add(goal); |
|
||||||
goalPath.add(start); |
|
||||||
return goalPath; //if the path isn't obstructed we can walk directly from start to the goal
|
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
public static float getCost(Vector3fImmutable point, Vector3fImmutable start, Vector3fImmutable goal) { |
|
||||||
float gCost = start.distanceSquared(point); |
|
||||||
float hCost = goal.distanceSquared(point); |
|
||||||
return gCost + hCost; |
|
||||||
} |
|
||||||
|
|
||||||
public static boolean pointIsBlocked(Vector3fImmutable point) { |
|
||||||
|
|
||||||
Building building = BuildingManager.getBuildingAtLocation(point); |
|
||||||
if(building == null) |
|
||||||
return false;//no building at this location means nothing obstructing the walking path
|
|
||||||
|
|
||||||
Regions region = Regions.getRegionAtLocation(point); |
|
||||||
if(region != null && Math.abs(region.lerpY(point) - point.y) < stepHeight) { |
|
||||||
return false; |
|
||||||
} |
|
||||||
|
|
||||||
Zone currentZone = ZoneManager.findSmallestZone(point); |
|
||||||
if(currentZone == null) |
|
||||||
return false; |
|
||||||
else |
|
||||||
return currentZone.navMesh.contains(point.x,point.z); |
|
||||||
//return false;
|
|
||||||
} |
|
||||||
|
|
||||||
} |
|
@ -0,0 +1,80 @@ |
|||||||
|
package engine.mobileAI.utilities; |
||||||
|
import engine.objects.Regions; |
||||||
|
import java.awt.geom.Area; |
||||||
|
import java.util.ArrayList; |
||||||
|
|
||||||
|
public class PathingUtilities { |
||||||
|
public static class Point { |
||||||
|
public int x; |
||||||
|
public int y; |
||||||
|
public Point previous; |
||||||
|
|
||||||
|
public Point(int x, int y, Point previous) { |
||||||
|
this.x = x; |
||||||
|
this.y = y; |
||||||
|
this.previous = previous; |
||||||
|
} |
||||||
|
|
||||||
|
public Point offset(int ox, int oy) { return new Point(x + ox, y + oy, this); } |
||||||
|
} |
||||||
|
|
||||||
|
public static boolean IsWalkable(Area navMesh, Point point) { |
||||||
|
if (navMesh.contains(point.x, point.y)) |
||||||
|
return true; |
||||||
|
|
||||||
|
Regions region = Regions.getRegionAtPoint(point); |
||||||
|
if (region != null) { |
||||||
|
return !(region.getHeightAtPoint(point) - point.y > 2); |
||||||
|
} |
||||||
|
return false; |
||||||
|
} |
||||||
|
|
||||||
|
public static ArrayList<Point> FindNeighbors(Area navMesh, Point point) { |
||||||
|
ArrayList<Point> neighbors = new ArrayList<>(); |
||||||
|
Point up = point.offset(0, 1); |
||||||
|
Point down = point.offset(0, -1); |
||||||
|
Point left = point.offset(-1, 0); |
||||||
|
Point right = point.offset(1, 0); |
||||||
|
if (IsWalkable(navMesh, up)) neighbors.add(up); |
||||||
|
if (IsWalkable(navMesh, down)) neighbors.add(down); |
||||||
|
if (IsWalkable(navMesh, left)) neighbors.add(left); |
||||||
|
if (IsWalkable(navMesh, right)) neighbors.add(right); |
||||||
|
return neighbors; |
||||||
|
} |
||||||
|
|
||||||
|
public static ArrayList<Point> FindPath(Area navMesh, Point start, Point end) { |
||||||
|
boolean finished = false; |
||||||
|
ArrayList<Point> used = new ArrayList<>(); |
||||||
|
used.add(start); |
||||||
|
while (!finished) { |
||||||
|
ArrayList<Point> newOpen = new ArrayList<>(); |
||||||
|
for(int i = 0; i < used.size(); ++i){ |
||||||
|
Point point = used.get(i); |
||||||
|
for (Point neighbor : FindNeighbors(navMesh, point)) { |
||||||
|
if (!used.contains(neighbor) && !newOpen.contains(neighbor)) { |
||||||
|
newOpen.add(neighbor); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
for(Point point : newOpen) { |
||||||
|
used.add(point); |
||||||
|
if (end.equals(point)) { |
||||||
|
finished = true; |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
if (!finished && newOpen.isEmpty()) |
||||||
|
return null; |
||||||
|
} |
||||||
|
|
||||||
|
ArrayList<Point> path = new ArrayList<>(); |
||||||
|
Point point = used.get(used.size() - 1); |
||||||
|
while(point.previous != null) { |
||||||
|
path.add(0, point); |
||||||
|
point = point.previous; |
||||||
|
} |
||||||
|
return path; |
||||||
|
} |
||||||
|
} |
Loading…
Reference in new issue