// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.mobileAI.utilities; import engine.Enum; import engine.Enum.GameObjectType; import engine.Enum.ModType; import engine.Enum.SourceType; import engine.InterestManagement.WorldGrid; import engine.exception.MsgSendException; import engine.gameManager.BuildingManager; import engine.gameManager.ChatManager; import engine.gameManager.MovementManager; import engine.gameManager.ZoneManager; import engine.math.Bounds; import engine.math.Vector3fImmutable; import engine.mobileAI.Threads.MobAIThread; import engine.net.client.msg.MoveToPointMsg; import engine.objects.*; import engine.server.MBServerStatics; import org.pmw.tinylog.Logger; import java.util.ArrayList; import java.util.concurrent.ThreadLocalRandom; import static engine.math.FastMath.sqr; import static engine.math.FastMath.sqrt; public class MovementUtilities { private static final int cellGap = 4; public static boolean inRangeOfBindLocation(Mob agent) { if (agent.isPlayerGuard()) { Mob guardCaptain = null; if (agent.getContract() != null) guardCaptain = agent; else guardCaptain = (Mob) agent.guardCaptain; if (guardCaptain != null) { Building barracks = guardCaptain.building; if (barracks != null) { City city = barracks.getCity(); if (city != null) { Building tol = city.getTOL(); //Guards recall distance = 814. if (tol != null) { return !(agent.getLoc().distanceSquared2D(tol.getLoc()) > sqr(Enum.CityBoundsType.ZONE.halfExtents)); } } } } return true; } Vector3fImmutable sl = new Vector3fImmutable(agent.getLoc().getX(), 0, agent.getLoc().getZ()); Vector3fImmutable tl = new Vector3fImmutable(agent.getTrueBindLoc().x, 0, agent.getTrueBindLoc().z); float distanceSquaredToTarget = sl.distanceSquared2D(tl); //distance to center of target float zoneRange = 250; if (agent.getParentZone() != null) { if (agent.getParentZone().bounds != null) zoneRange = agent.getParentZone().bounds.getHalfExtents().x * 2; } if (zoneRange > 300) zoneRange = 300; if (agent.getSpawnRadius() > zoneRange) zoneRange = agent.getSpawnRadius(); return distanceSquaredToTarget < sqr(MobAIThread.AI_DROP_AGGRO_RANGE + zoneRange); } public static boolean inRangeToAggro(Mob agent, PlayerCharacter target) { Vector3fImmutable sl = agent.getLoc(); Vector3fImmutable tl = target.getLoc(); float distanceSquaredToTarget = sl.distanceSquared2D(tl) - sqr(agent.calcHitBox() + target.calcHitBox()); //distance to center of target float range = MobAIThread.AI_BASE_AGGRO_RANGE; if (agent.isPlayerGuard()) range = 150; return distanceSquaredToTarget < sqr(range); } public static boolean inRangeDropAggro(Mob agent, AbstractCharacter target) { Vector3fImmutable sl = agent.getLoc(); Vector3fImmutable tl = target.getLoc(); float distanceSquaredToTarget = sl.distanceSquared2D(tl) - sqr(agent.calcHitBox() + target.calcHitBox()); //distance to center of target float range = agent.getRange() + 150; if (range > 200) range = 200; return distanceSquaredToTarget < sqr(range); } public static Vector3fImmutable GetMoveLocation(Mob aiAgent, AbstractCharacter aggroTarget) { // Player isnt moving and neither is mob. Just return // the mobile's current location. Ain't goin nowhere! // *** Refactor: Check to ensure methods calling us // all don't sent move messages when not moving. if ((aggroTarget.isMoving() == false)) return aggroTarget.getLoc(); if (aggroTarget.getEndLoc().x != 0) { float aggroTargetDistanceSquared = aggroTarget.getLoc().distanceSquared2D(aggroTarget.getEndLoc()); float aiAgentDistanceSquared = aiAgent.getLoc().distanceSquared2D(aggroTarget.getEndLoc()); if (aiAgentDistanceSquared >= aggroTargetDistanceSquared) return aggroTarget.getEndLoc(); else { float distanceToMove = sqrt(aggroTargetDistanceSquared + aiAgentDistanceSquared) * .5f; return aggroTarget.getFaceDir().scaleAdd(distanceToMove, aggroTarget.getLoc()); } } // One of us is moving so let's calculate our destination loc for this // simulation frame. We will simply project our position onto the // character's movement vector and return the closest point. return aiAgent.getLoc().ClosestPointOnLine(aggroTarget.getLoc(), aggroTarget.getEndLoc()); } public static void moveToLocation(Mob agent, Vector3fImmutable newLocation, float offset, boolean isWalking) { try { //don't move farther than 30 units from player. if (offset > 30) offset = 30; Vector3fImmutable newLoc = Vector3fImmutable.getRandomPointInCircle(newLocation, offset); agent.setFaceDir(newLoc.subtract2D(agent.getLoc()).normalize()); aiMove(agent, newLoc, isWalking); } catch (Exception e) { Logger.error(e.toString()); } } public static boolean canMove(Mob agent) { if (agent.getMobBase() != null && Enum.MobFlagType.SENTINEL.elementOf(agent.getMobBase().getFlags())) return false; return (agent.isAlive() && !agent.getBonuses().getBool(ModType.Stunned, SourceType.None) && !agent.getBonuses().getBool(ModType.CannotMove, SourceType.None)); } public static Vector3fImmutable randomPatrolLocation(Mob agent, Vector3fImmutable center, float radius) { //Determing where I want to move. return new Vector3fImmutable((center.x - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius), center.y, (center.z - radius) + ((ThreadLocalRandom.current().nextFloat() + .1f * 2) * radius)); } public static Long estimateMovementTime(Mob agent) { if (agent.getEndLoc().x == 0 && agent.getEndLoc().y == 0) return 0L; return (long) ((agent.getLoc().distance2D(agent.getEndLoc()) * 1000) / agent.getSpeed()); } public static void aiMove(Mob agent, Vector3fImmutable vect, boolean isWalking) { //update our walk/run state. if (isWalking && !agent.isWalk()) { agent.setWalkMode(true); MovementManager.sendRWSSMsg(agent); } else if (!isWalking && agent.isWalk()) { agent.setWalkMode(false); MovementManager.sendRWSSMsg(agent); } MoveToPointMsg msg = new MoveToPointMsg(); // Regions currentRegion = Mob.InsideBuildingRegion(agent); // // if (currentRegion != null){ // // // if (currentRegion.isGroundLevel()){ // agent.setInBuilding(0); // agent.setInFloorID(-1); // }else{ // agent.setInBuilding(currentRegion.getLevel()); // agent.setInFloorID(currentRegion.getRoom()); // } // }else{ // agent.setInBuilding(-1); // agent.setInFloorID(-1); // agent.setInBuildingID(0); // } // agent.setLastRegion(currentRegion); Vector3fImmutable startLoc = null; Vector3fImmutable endLoc = null; // if (agent.getLastRegion() != null){ // Building inBuilding = Building.getBuildingFromCache(agent.getInBuildingID()); // if (inBuilding != null){ // startLoc = ZoneManager.convertWorldToLocal(inBuilding, agent.getLoc()); // endLoc = ZoneManager.convertWorldToLocal(inBuilding, vect); // } // }else{ // agent.setBuildingID(0); // agent.setInBuildingID(0); // startLoc = agent.getLoc(); // endLoc = vect; // } startLoc = agent.getLoc(); endLoc = vect; msg.setSourceType(GameObjectType.Mob.ordinal()); msg.setSourceID(agent.getObjectUUID()); msg.setStartCoord(startLoc); msg.setEndCoord(endLoc); msg.setInBuildingFloor(-1); msg.setInBuilding(-1); msg.setStartLocType(0); msg.setInBuildingUUID(0); try { MovementManager.movement(msg, agent); } catch (MsgSendException e) { // TODO Figure out how we want to handle the msg send exception e.printStackTrace(); } } public static Vector3fImmutable GetDestinationToCharacter(Mob aiAgent, AbstractCharacter character) { if (!character.isMoving()) return character.getLoc(); float agentDistanceEndLoc = aiAgent.getLoc().distanceSquared2D(character.getEndLoc()); float characterDistanceEndLoc = character.getLoc().distanceSquared2D(character.getEndLoc()); if (agentDistanceEndLoc > characterDistanceEndLoc) return character.getEndLoc(); return character.getLoc(); } public static boolean updateMovementToCharacter(Mob aiAgent, AbstractCharacter aggroTarget) { if (aiAgent.destination.equals(Vector3fImmutable.ZERO)) return true; if (!aiAgent.isMoving()) return true; if (aggroTarget.isMoving()) { return !aiAgent.destination.equals(aggroTarget.getEndLoc()) && !aiAgent.destination.equals(aggroTarget.getLoc()); } else { if (aiAgent.destination.equals(aggroTarget.getLoc())) return false; } return false; } public static void pathfind(AbstractCharacter character, Vector3fImmutable goal){ try { if(character.region == null && Regions.getRegionAtLocation(goal) != null) {//mover not inside a building Building building = BuildingManager.getBuildingAtLocation(goal); for (Regions region : building.getBounds().getRegions()) if (region.exit && region.level == 0) goal = new Vector3fImmutable(region.center.x, region.center.y, region.center.z); } ArrayList path = getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc)); if (path.isEmpty()) { ((Mob) character).destination = goal; return; //no points to walk to } ((Mob) character).destination = path.get(0); } catch(Exception e){ //something failed } } public static ArrayList getOptimizedPath(ArrayList startToGoal, ArrayList goalToStart) { ArrayList optimalPath = new ArrayList<>(); optimalPath.add(startToGoal.get(0)); for(Vector3fImmutable point : startToGoal) { if(!goalToStart.contains(point)) { continue; } optimalPath.add(point); } return optimalPath; } private static ArrayList getPath(Vector3fImmutable start, Vector3fImmutable goal) { ArrayList path = new ArrayList<>(); path.add(start); Vector3fImmutable current = start; boolean obstructed = false; int count = 0; while (current.distanceSquared(goal) > 9 && count < 250) { //gather the 8 cells around the player ArrayList 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++; Building building = BuildingManager.getBuildingAtLocation(point); if(building != null){ float halfX = building.getBounds().getHalfExtents().x; float halfY = building.getBounds().getHalfExtents().y; ArrayList corners = new ArrayList<>(); corners.add(building.loc.add(new Vector3fImmutable(halfX,0,-halfY))); corners.add(building.loc.add(new Vector3fImmutable(halfX,0,halfY))); corners.add(building.loc.subtract(new Vector3fImmutable(halfX,0,halfY))); corners.add(building.loc.add(new Vector3fImmutable(-halfX,0,halfY))); Vector3fImmutable cheapCorner = Vector3fImmutable.ZERO; for(Vector3fImmutable corn : corners){ if(Bounds.collide(building.getBounds(),point,corn)) continue; if(getCost(corn,start,goal) < getCost(cheapCorner,start,goal)) cheapCorner = corn; } if(!cheapCorner.equals(Vector3fImmutable.ZERO)) if (path.contains(cheapCorner)) { continue; }else { path.add(cheapCorner); current = cheapCorner; continue; } if (path.contains(point)) continue; } if (path.contains(point)) continue; Regions region = Regions.getRegionAtLocation(point); if(region != null) { //if (!region.stairs) // point.setY(region.center.y); //else // point.setY(region.lerpY(point)); path.add(new Vector3fImmutable(region.center.x,region.center.y,region.center.z)); //only use center points when travelling through regions continue; } if (pointIsBlocked(point)) { obstructed = true; continue; } if (getCost(cheapest, current, goal) > getCost(point, current, goal)) cheapest = point; } current = cheapest; path.add(cheapest); } if(obstructed) { return path; }else { ArrayList 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 if(Regions.getRegionAtLocation(point) != null) return false; Zone currentZone = ZoneManager.findSmallestZone(point); if(currentZone == null) return false; else return currentZone.navMesh.contains(point.x,point.z); //return false; } private static boolean collidesWithBuilding(Building building, Vector3fImmutable end){ MeshBounds mb = Bounds.meshBoundsCache.get(building.meshUUID); return (end.x > mb.minX && end.x < mb.maxX && end.z > mb.minZ && end.z < mb.maxZ); } }