2017-06-12 20:13:26 +01:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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2017-07-02 20:01:24 +01:00
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using FFXIVClassic_Map_Server;
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using FFXIVClassic_Map_Server.utils;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.area;
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2017-06-12 20:13:26 +01:00
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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class PathFind
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{
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private Character owner;
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public PathFind(Character owner)
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{
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this.owner = owner;
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}
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2017-07-02 20:01:24 +01:00
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// todo: is this class even needed?
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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{
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var pos = new Vector3(owner.positionX, owner.positionY, owner.positionZ);
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var dest = new Vector3(x, y, z);
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var zone = (Zone)owner.GetZone();
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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var path = NavmeshUtils.GetPath(zone, pos, dest, stepSize, maxPath, polyRadius);
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if (path != null)
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{
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if (owner.oldPositionX == 0.0f && owner.oldPositionY == 0.0f && owner.oldPositionZ == 0.0f)
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{
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owner.oldPositionX = owner.positionX;
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owner.oldPositionY = owner.positionY;
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owner.oldPositionZ = owner.positionZ;
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}
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// todo: something went wrong
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if (path.Count == 0)
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{
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owner.positionX = owner.oldPositionX;
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owner.positionY = owner.oldPositionY;
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owner.positionZ = owner.oldPositionZ;
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}
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owner.positionUpdates = path;
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owner.hasMoved = true;
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owner.isAtSpawn = false;
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sw.Stop();
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zone.pathCalls++;
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zone.pathCallTime += sw.ElapsedMilliseconds;
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if (path.Count == 1)
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Program.Log.Info($"mypos: {owner.positionX} {owner.positionY} {owner.positionZ} | targetPos: {x} {y} {z} | step {stepSize} | maxPath {maxPath} | polyRadius {polyRadius}");
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Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", owner.actorId, owner.actorName, path.Count, sw.ElapsedMilliseconds);
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}
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}
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2017-06-12 20:13:26 +01:00
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}
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}
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