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added target finding within box (thanks kjLotus!)

- added function to return position as Vector3 to Actor (todo: maybe we should just use the class instead of 3 separate floats?)
- added function to return all actors in Area
- actually added documentation to TargetFind stuff (kill me pls)
- todo: actually test this..
This commit is contained in:
Tahir Akhlaq 2017-07-10 02:31:37 +01:00
parent 4ed8f3e5e2
commit 1637bba167
4 changed files with 196 additions and 26 deletions

View file

@ -70,5 +70,41 @@ namespace FFXIVClassic.Common
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
public static float GetAngle(Vector3 lhs, Vector3 rhs)
{
var angle = (float)Math.Atan((rhs.Z - lhs.Z) / (rhs.X - lhs.X));
return lhs.X > rhs.X ? angle + (float)Math.PI : angle;
}
public Vector3 NewHorizontalVector(float angle, float extents)
{
var newVec = new Vector3();
newVec.Y = this.Y;
newVec.X = this.X + (float)Math.Cos(angle) * extents;
newVec.Z = this.Z + (float)Math.Sin(angle) * extents;
return newVec;
}
public bool IsWithinCircle(Vector3 centre, float radius)
{
float diffX = centre.X - this.X;
float diffZ = centre.Z - this.Z;
float distance = (float)Math.Sqrt((diffX * diffX) + (diffZ * diffZ));
return distance < radius;
}
public bool IsWithinBox(Vector3 upperLeftCorner, Vector3 lowerRightCorner)
{
return upperLeftCorner.X <= this.X &&
upperLeftCorner.Y <= this.Y &&
upperLeftCorner.Z <= this.Z &&
lowerRightCorner.X >= this.X &&
lowerRightCorner.Y >= this.Y &&
lowerRightCorner.Z >= this.Z;
}
}
}

View file

@ -544,6 +544,11 @@ namespace FFXIVClassic_Map_Server.Actors
return pos;
}
public Vector3 GetPosAsVector3()
{
return new Vector3(positionX, positionY, positionZ);
}
public void SetPos(float x, float y, float z, float rot = 0, uint zoneId = 0)
{
oldPositionX = positionX;

View file

@ -368,6 +368,20 @@ namespace FFXIVClassic_Map_Server.Actors
}
}
// todo: for zones override this to seach contentareas (assuming flag is passed)
public virtual List<Actor> GetAllActors()
{
lock (mActorList)
{
List<Actor> actorList = new List<Actor>(mActorList.Count);
foreach (var actor in mActorList.Values)
{
actorList.Add(actor);
}
return actorList;
}
}
public void BroadcastPacketsAroundActor(Actor actor, List<SubPacket> packets)
{
foreach (SubPacket packet in packets)

View file

@ -10,40 +10,59 @@ using FFXIVClassic.Common;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
/// <summary> todo: what even do i summarise this as? </summary>
[Flags]
enum TargetFindFlags : ushort
enum TargetFindFlags
{
None,
All, // able to target players who arent in party
Alliance, // alliance
Pet, // allow targeting pets
ZoneWide, //
Dead, // allow targeting of dead players
/// <summary> Able to target <see cref="Player"/>s even if not in target's party </summary>
All,
/// <summary> Able to target all <see cref="Player"/>s in target's party/alliance </summary>
Alliance,
/// <summary> Able to target any <see cref="Pet"/> in target's party/alliance </summary>
Pets,
/// <summary> Target all in zone, regardless of distance </summary>
ZoneWide,
/// <summary> Able to target dead <see cref="Player"/>s </summary>
Dead,
}
/// <summary> Targeting from/to different entity types </summary>
enum TargetFindCharacterType
{
None,
PlayerToPlayer, // player can target all players in party
PlayerToBattleNpc, // player can target all battlenpc (excluding player owned pets)
BattleNpcToBattleNpc, // battlenpc can target other battlenpcs
BattleNpcToPlayer, // battlenpc can target players
/// <summary> Player can target all <see cref="Player">s in party </summary>
PlayerToPlayer,
/// <summary> Player can target all <see cref="BattleNpc"/>s (excluding player owned <see cref="Pet"/>s) </summary>
PlayerToBattleNpc,
/// <summary> BattleNpc can target other <see cref="BattleNpc"/>s </summary>
BattleNpcToBattleNpc,
/// <summary> BattleNpc can target <see cref="Player"/>s and their <see cref="Pet"/>s </summary>
BattleNpcToPlayer,
}
/// <summary> Type of AOE region to create </summary>
enum TargetFindAOEType
{
None,
/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
Circle,
/// <summary> Create a cone with angle in radians </summary>
Cone,
/// <summary> Box using self/target coords and </summary>
Box
}
/// <summary> Set AOE around self or target </summary>
enum TargetFindAOERadiusType
{
/// <summary> Set AOE's origin at target's position </summary>
Target,
/// <summary> Set AOE's origin to own position. </summary>
Self
}
/// <summary> Target finding helper class </summary>
class TargetFind
{
private Character owner;
@ -51,8 +70,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
private TargetFindCharacterType findType;
private TargetFindFlags findFlags;
private TargetFindAOEType aoeType;
private TargetFindAOERadiusType radiusType;
private Vector3 targetPosition;
private float range;
private float extents;
private float angle;
private List<Character> targets;
@ -67,48 +87,144 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
this.target = null;
this.findType = TargetFindCharacterType.None;
this.findFlags = TargetFindFlags.None;
this.aoeType = TargetFindAOEType.None;
this.radiusType = TargetFindAOERadiusType.Self;
this.targetPosition = null;
this.range = 0.0f;
this.extents = 0.0f;
this.angle = 0.0f;
this.targets = new List<Character>();
}
public void SetAOEType(TargetFindAOEType type, float range = -1.0f, float angle = -1.0f)
/// <summary>
/// Call this before <see cref="FindWithinArea"/> <para/>
/// </summary>
/// <param name="extents">
/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
/// <see cref="TargetFindAOEType.Box"/> - width of box / 2
/// </param>
/// <param name="angle"> Angle in radians of cone </param>
public void SetAOEType(TargetFindAOERadiusType radiusType, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
{
aoeType = type;
range = range != -1.0f ? range : 0.0f;
angle = angle != -1.0f ? angle : 0.0f;
this.radiusType = TargetFindAOERadiusType.Target;
this.aoeType = aoeType;
this.extents = extents != -1.0f ? extents : 0.0f;
this.angle = angle != -1.0f ? angle : 0.0f;
}
/// <summary>
/// Find and try to add a single target to target list
/// </summary>
public void FindTarget(Character target, TargetFindFlags flags)
{
findFlags = flags;
this.target = null;
this.targetPosition = new Vector3(target.positionX, target.positionY, target.positionZ);
// todo: maybe this should only be set if successfully added?
this.targetPosition = target.GetPosAsVector3();
AddTarget(target, false);
}
public void FindWithinArea(Character target, float radius, TargetFindFlags flags)
{
/// <summary>
/// <para> Call SetAOEType before calling this </para>
/// Find targets within area set by <see cref="SetAOEType"/>
/// </summary>
/// <param name="withPet">Include pets?</param>
public void FindWithinArea(Character target, TargetFindFlags flags, bool withPet)
{
// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
// are we creating aoe circles around target or self
if ((aoeType & TargetFindAOEType.Circle) != 0 && radiusType != TargetFindAOERadiusType.Self)
this.targetPosition = owner.GetPosAsVector3();
else
this.targetPosition = new Vector3(target.positionX, target.positionY, target.positionZ);
this.findFlags = flags;
if (aoeType == TargetFindAOEType.Box)
{
FindWithinBox(withPet);
}
else if (aoeType == TargetFindAOEType.Circle)
{
FindWithinCircle(withPet);
}
}
/// <summary>
/// Find targets within a box using owner's coordinates and target's coordinates as length
/// with corners being `extents` yalms to either side of self and target
/// </summary>
private void FindWithinBox(bool withPet)
{
// todo: loop over party members
if ((findFlags & TargetFindFlags.All) != 0)
{
// if we have flag set to hit all characters in zone, do it
// todo: make the distance check modifiable
var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
var myPos = owner.GetPosAsVector3();
var angle = Vector3.GetAngle(myPos, targetPosition);
// todo: actually check this works..
var myCorner = myPos.NewHorizontalVector(angle, extents);
var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
foreach (Character actor in actors)
{
// dont wanna add static actors
if (actor is Player || actor is BattleNpc)
{
if (actor.GetPosAsVector3().IsWithinBox(myCorner2, targetCorner))
{
if (CanTarget(actor))
AddTarget(actor, withPet);
}
}
}
}
}
/// <summary>
/// Find targets within circle area. <para/>
/// As the name implies, it only checks horizontal coords, not vertical -
/// effectively creating cylinder with infinite height
/// </summary>
private void FindWithinCircle(bool withPet)
{
var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
foreach (Character target in actors)
{
if (target is Player || target is BattleNpc)
{
if (target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
AddTarget(target, withPet);
}
}
}
private void AddTarget(Character target, bool withPet)
{
if (CanTarget(target))
{
// todo: add pets too
targets.Add(target);
// todo: add pets too
}
}
private void AddAllInParty(Character target, bool withPet)
{
// todo:
}
private void AddAllInAlliance(Character target, bool withPet)
{
// todo:
}
public bool CanTarget(Character target)
@ -125,9 +241,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
return false;
return true;
}
}
}