shape
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@@ -1,9 +1,9 @@
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package engine.gameManager;
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import engine.Enum;
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import engine.math.Vector3fImmutable;
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import engine.net.client.msg.MoveToPointMsg;
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import engine.objects.*;
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import java.awt.*;
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import java.awt.geom.Path2D;
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import java.util.ArrayList;
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@@ -13,18 +13,35 @@ 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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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() || path.size() < 2) {
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character.destination = goal;
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ArrayList<Vector3fImmutable> path = getPath(character.loc, goal);//getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc));
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if (path.isEmpty()) {
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MoveToPointMsg msg = new MoveToPointMsg();
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msg.setSourceType(Enum.GameObjectType.Mob.ordinal());
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msg.setSourceID(character.getObjectUUID());
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msg.setStartCoord(character.loc);
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msg.setEndCoord(goal);
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Regions region = Regions.getRegionAtLocation(goal);
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if (region != null) {
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msg.setInBuildingFloor(region.room);
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msg.setInBuilding(region.level);
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msg.setStartLocType(0);
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msg.setInBuildingUUID(region.parentBuildingID);
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} else {
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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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}
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return; //no points to walk to
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}
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//character.destination = path.get(1);
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character.navPath = path;
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} catch(Exception e){
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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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@@ -32,19 +49,16 @@ public class NavigationManager {
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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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for (Vector3fImmutable point : startToGoal) {
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if (goalToStart.contains(point) && !optimalPath.contains(point)) {
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optimalPath.add(point);
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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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@@ -54,8 +68,7 @@ public class NavigationManager {
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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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while (current.distanceSquared(goal) > 9 && count < 250) {
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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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@@ -67,8 +80,7 @@ public class NavigationManager {
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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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for (Vector3fImmutable point : surroundingCells) {
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count++;
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if (path.contains(point))
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@@ -85,16 +97,21 @@ public class NavigationManager {
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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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if (obstructed) {
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return path;
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}else {
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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(start.moveTowards(goal,32));
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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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@@ -105,18 +122,16 @@ public class NavigationManager {
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Building building = BuildingManager.getBuildingAtLocation(point);
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if(building != null) {
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for (Path2D.Float mesh : building.meshes) {
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if (mesh.contains(point.x,point.z)) {
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return true;
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}
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}
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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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}
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boolean pointBlocked = false;
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for (Path2D.Float mesh : building.meshes) {
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if (mesh.contains((double)point.x,(double)point.z)) {
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pointBlocked = true;
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}
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return pointBlocked;
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}
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}
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return false;
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}
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