i hope this works
This commit is contained in:
@@ -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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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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Building building = BuildingManager.getBuildingAtLocation(point);
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Regions region = null;
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if(building != null)
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for(Regions reg : building.getBounds().getRegions())
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if(reg.isPointInPolygon(point))
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region = reg;
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if(region != null)
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point = new Vector3fImmutable(point.x,region.lerpY(point),point.z); // adjust the Y value of the point to the region height it is in
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else
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point = new Vector3fImmutable(point.x, Terrain.getWorldHeight(point),point.z);
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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(goal);
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goalPath.add(start);
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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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return false;//no building at this location means nothing obstructing the walking path
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Regions region = Regions.getRegionAtLocation(point);
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if(region != null && Math.abs(region.lerpY(point) - point.y) < stepHeight) {
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return false;
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}
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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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//return false;
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}
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}
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@@ -0,0 +1,80 @@
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package engine.mobileAI.utilities;
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import engine.objects.Regions;
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import java.awt.geom.Area;
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import java.util.ArrayList;
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public class PathingUtilities {
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public static class Point {
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public int x;
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public int y;
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public Point previous;
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public Point(int x, int y, Point previous) {
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this.x = x;
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this.y = y;
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this.previous = previous;
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}
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public Point offset(int ox, int oy) { return new Point(x + ox, y + oy, this); }
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}
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public static boolean IsWalkable(Area navMesh, Point point) {
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if (navMesh.contains(point.x, point.y))
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return true;
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Regions region = Regions.getRegionAtPoint(point);
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if (region != null) {
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return !(region.getHeightAtPoint(point) - point.y > 2);
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}
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return false;
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}
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public static ArrayList<Point> FindNeighbors(Area navMesh, Point point) {
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ArrayList<Point> neighbors = new ArrayList<>();
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Point up = point.offset(0, 1);
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Point down = point.offset(0, -1);
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Point left = point.offset(-1, 0);
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Point right = point.offset(1, 0);
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if (IsWalkable(navMesh, up)) neighbors.add(up);
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if (IsWalkable(navMesh, down)) neighbors.add(down);
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if (IsWalkable(navMesh, left)) neighbors.add(left);
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if (IsWalkable(navMesh, right)) neighbors.add(right);
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return neighbors;
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}
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public static ArrayList<Point> FindPath(Area navMesh, Point start, Point end) {
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boolean finished = false;
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ArrayList<Point> used = new ArrayList<>();
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used.add(start);
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while (!finished) {
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ArrayList<Point> newOpen = new ArrayList<>();
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for(int i = 0; i < used.size(); ++i){
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Point point = used.get(i);
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for (Point neighbor : FindNeighbors(navMesh, point)) {
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if (!used.contains(neighbor) && !newOpen.contains(neighbor)) {
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newOpen.add(neighbor);
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}
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}
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}
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for(Point point : newOpen) {
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used.add(point);
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if (end.equals(point)) {
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finished = true;
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break;
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}
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}
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if (!finished && newOpen.isEmpty())
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return null;
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}
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ArrayList<Point> path = new ArrayList<>();
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Point point = used.get(used.size() - 1);
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while(point.previous != null) {
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path.add(0, point);
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point = point.previous;
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}
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return path;
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}
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}
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Reference in New Issue
Block a user