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Fix some pathing logic that is using Z to match a node reach when it is error prone in certain scenarios
Fixed a decent amount of path logging
This commit is contained in:
parent
a83edb83ba
commit
7cda4aaa2c
@ -87,6 +87,7 @@ enum LogCategory {
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Client_Login,
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Headless_Client,
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HP_Update,
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FixZ,
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MaxCategoryID /* Don't Remove this*/
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};
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@ -138,7 +139,8 @@ static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
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"Login Server",
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"Client Login",
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"Headless Client",
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"HP Update"
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"HP Update",
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"FixZ"
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};
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}
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134
zone/pathing.cpp
134
zone/pathing.cpp
@ -206,7 +206,7 @@ glm::vec3 PathManager::GetPathNodeCoordinates(int NodeNumber, bool BestZ)
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std::deque<int> PathManager::FindRoute(int startID, int endID)
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{
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Log(Logs::Detail, Logs::None, "FindRoute from node %i to %i", startID, endID);
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Log(Logs::Detail, Logs::Pathing, "FindRoute from node %i to %i", startID, endID);
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memset(ClosedListFlag, 0, sizeof(int) * Head.PathNodeCount);
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@ -329,7 +329,7 @@ std::deque<int> PathManager::FindRoute(int startID, int endID)
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}
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}
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Log(Logs::Detail, Logs::None, "Unable to find a route.");
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Log(Logs::Detail, Logs::Pathing, "Unable to find a route.");
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return Route;
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}
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@ -351,7 +351,7 @@ auto path_compare = [](const PathNodeSortStruct& a, const PathNodeSortStruct& b)
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std::deque<int> PathManager::FindRoute(glm::vec3 Start, glm::vec3 End)
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{
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Log(Logs::Detail, Logs::None, "FindRoute(%8.3f, %8.3f, %8.3f, %8.3f, %8.3f, %8.3f)", Start.x, Start.y, Start.z, End.x, End.y, End.z);
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Log(Logs::Detail, Logs::Pathing, "FindRoute(%8.3f, %8.3f, %8.3f, %8.3f, %8.3f, %8.3f)", Start.x, Start.y, Start.z, End.x, End.y, End.z);
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std::deque<int> noderoute;
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@ -384,7 +384,7 @@ std::deque<int> PathManager::FindRoute(glm::vec3 Start, glm::vec3 End)
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for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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{
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Log(Logs::Detail, Logs::None, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
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Log(Logs::Detail, Logs::Pathing, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
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if(!zone->zonemap->LineIntersectsZone(Start, PathNodes[(*Iterator).id].v, 1.0f, nullptr))
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{
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@ -394,11 +394,11 @@ std::deque<int> PathManager::FindRoute(glm::vec3 Start, glm::vec3 End)
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}
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if(ClosestPathNodeToStart <0 ) {
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Log(Logs::Detail, Logs::None, "No LOS to any starting Path Node within range.");
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Log(Logs::Detail, Logs::Pathing, "No LOS to any starting Path Node within range.");
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return noderoute;
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}
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Log(Logs::Detail, Logs::None, "Closest Path Node To Start: %2d", ClosestPathNodeToStart);
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Log(Logs::Detail, Logs::Pathing, "Closest Path Node To Start: %2d", ClosestPathNodeToStart);
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// Find the nearest PathNode the end point has LOS to
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@ -421,8 +421,8 @@ std::deque<int> PathManager::FindRoute(glm::vec3 Start, glm::vec3 End)
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for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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{
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Log(Logs::Detail, Logs::None, "Checking Reachability of Node %i from End Position.", PathNodes[(*Iterator).id].id);
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Log(Logs::Detail, Logs::None, " (%8.3f, %8.3f, %8.3f) to (%8.3f, %8.3f, %8.3f)",
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Log(Logs::Detail, Logs::Pathing, "Checking Reachability of Node %i from End Position.", PathNodes[(*Iterator).id].id);
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Log(Logs::Detail, Logs::Pathing, " (%8.3f, %8.3f, %8.3f) to (%8.3f, %8.3f, %8.3f)",
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End.x, End.y, End.z,
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PathNodes[(*Iterator).id].v.x, PathNodes[(*Iterator).id].v.y, PathNodes[(*Iterator).id].v.z);
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@ -434,11 +434,11 @@ std::deque<int> PathManager::FindRoute(glm::vec3 Start, glm::vec3 End)
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}
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if(ClosestPathNodeToEnd < 0) {
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Log(Logs::Detail, Logs::None, "No LOS to any end Path Node within range.");
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Log(Logs::Detail, Logs::Pathing, "No LOS to any end Path Node within range.");
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return noderoute;
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}
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Log(Logs::Detail, Logs::None, "Closest Path Node To End: %2d", ClosestPathNodeToEnd);
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Log(Logs::Detail, Logs::Pathing, "Closest Path Node To End: %2d", ClosestPathNodeToEnd);
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if(ClosestPathNodeToStart == ClosestPathNodeToEnd)
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{
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@ -673,7 +673,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if(To == From)
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return To;
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Log(Logs::Detail, Logs::None, "UpdatePath. From(%8.3f, %8.3f, %8.3f) To(%8.3f, %8.3f, %8.3f)", From.x, From.y, From.z, To.x, To.y, To.z);
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Log(Logs::Detail, Logs::Pathing, "UpdatePath. From(%8.3f, %8.3f, %8.3f) To(%8.3f, %8.3f, %8.3f)", From.x, From.y, From.z, To.x, To.y, To.z);
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if(From == PathingLastPosition)
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{
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@ -681,7 +681,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if((PathingLoopCount > 5) && !IsRooted())
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{
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Log(Logs::Detail, Logs::None, "appears to be stuck. Teleporting them to next position.", GetName());
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Log(Logs::Detail, Logs::Pathing, "appears to be stuck. Teleporting them to next position.", GetName());
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if(Route.empty())
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{
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@ -721,7 +721,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// If we are already pathing, and the destination is the same as before ...
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if(SameDestination)
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{
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Log(Logs::Detail, Logs::None, " Still pathing to the same destination.");
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Log(Logs::Detail, Logs::Pathing, " Still pathing to the same destination.");
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// Get the coordinates of the first path node we are going to.
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NextNode = Route.front();
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@ -730,9 +730,9 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// May need to refine this as rounding errors may mean we never have equality
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// We have reached the path node.
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if(NodeLoc == From)
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if(NodeLoc.x == From.x && NodeLoc.y == From.y)
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{
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Log(Logs::Detail, Logs::None, " Arrived at node %i", NextNode);
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Log(Logs::Detail, Logs::Pathing, " Arrived at node %i", NextNode);
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NodeReached = true;
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@ -746,17 +746,17 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// target, and we may run past the target if we don't check LOS at this point.
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int RouteSize = Route.size();
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Log(Logs::Detail, Logs::None, "Route size is %i", RouteSize);
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Log(Logs::Detail, Logs::Pathing, "Route size is %i", RouteSize);
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if((RouteSize == 2)
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|| ((PathingTraversedNodes >= RuleI(Pathing, MinNodesTraversedForLOSCheck))
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&& (RouteSize <= RuleI(Pathing, MinNodesLeftForLOSCheck))
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&& PathingLOSCheckTimer->Check()))
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{
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Log(Logs::Detail, Logs::None, " Checking distance to target.");
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Log(Logs::Detail, Logs::Pathing, " Checking distance to target.");
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float Distance = VectorDistanceNoRoot(From, To);
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Log(Logs::Detail, Logs::None, " Distance between From and To (NoRoot) is %8.3f", Distance);
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Log(Logs::Detail, Logs::Pathing, " Distance between From and To (NoRoot) is %8.3f", Distance);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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@ -764,18 +764,18 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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PathingLOSState = HaveLOS;
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else
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PathingLOSState = NoLOS;
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Log(Logs::Detail, Logs::None, "NoLOS");
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Log(Logs::Detail, Logs::Pathing, "NoLOS");
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if((PathingLOSState == HaveLOS) && zone->pathing->NoHazards(From, To))
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{
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Log(Logs::Detail, Logs::None, " No hazards. Running directly to target.");
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Log(Logs::Detail, Logs::Pathing, " No hazards. Running directly to target.");
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Route.clear();
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return To;
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}
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else
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{
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Log(Logs::Detail, Logs::None, " Continuing on node path.");
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Log(Logs::Detail, Logs::Pathing, " Continuing on node path.");
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}
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}
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else
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@ -801,7 +801,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if(Route.empty())
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{
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Log(Logs::Detail, Logs::None, "Missing node after teleport.");
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Log(Logs::Detail, Logs::Pathing, "Missing node after teleport.");
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return To;
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}
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@ -811,7 +811,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Teleport(NodeLoc);
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Log(Logs::Detail, Logs::None, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Log(Logs::Detail, Logs::Pathing, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Route.pop_front();
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@ -822,7 +822,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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}
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zone->pathing->OpenDoors(PathingLastNodeVisited, NextNode, this);
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Log(Logs::Detail, Logs::None, " Now moving to node %i", NextNode);
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Log(Logs::Detail, Logs::Pathing, " Now moving to node %i", NextNode);
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return zone->pathing->GetPathNodeCoordinates(NextNode);
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}
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@ -830,7 +830,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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{
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// we have run all the nodes, all that is left is the direct path from the last node
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// to the destination
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Log(Logs::Detail, Logs::None, " Reached end of node path, running direct to target.");
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Log(Logs::Detail, Logs::Pathing, " Reached end of node path, running direct to target.");
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return To;
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}
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@ -844,11 +844,11 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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&& (RouteSize <= RuleI(Pathing, MinNodesLeftForLOSCheck))
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&& PathingLOSCheckTimer->Check())
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{
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Log(Logs::Detail, Logs::None, " Checking distance to target.");
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Log(Logs::Detail, Logs::Pathing, " Checking distance to target.");
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float Distance = VectorDistanceNoRoot(From, To);
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Log(Logs::Detail, Logs::None, " Distance between From and To (NoRoot) is %8.3f", Distance);
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Log(Logs::Detail, Logs::Pathing, " Distance between From and To (NoRoot) is %8.3f", Distance);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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@ -856,18 +856,18 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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PathingLOSState = HaveLOS;
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else
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PathingLOSState = NoLOS;
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Log(Logs::Detail, Logs::None, "NoLOS");
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Log(Logs::Detail, Logs::Pathing, "NoLOS");
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if((PathingLOSState == HaveLOS) && zone->pathing->NoHazards(From, To))
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{
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Log(Logs::Detail, Logs::None, " No hazards. Running directly to target.");
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Log(Logs::Detail, Logs::Pathing, " No hazards. Running directly to target.");
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Route.clear();
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return To;
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}
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else
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{
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Log(Logs::Detail, Logs::None, " Continuing on node path.");
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Log(Logs::Detail, Logs::Pathing, " Continuing on node path.");
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}
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}
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else
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@ -879,7 +879,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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{
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// We get here if we were already pathing, but our destination has now changed.
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//
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Log(Logs::Detail, Logs::None, " Target has changed position.");
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Log(Logs::Detail, Logs::Pathing, " Target has changed position.");
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// Update our record of where we are going to.
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PathingDestination = To;
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// Check if we now have LOS etc to the new destination.
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@ -889,23 +889,23 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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Log(Logs::Detail, Logs::None, " Checking for short LOS at distance %8.3f.", Distance);
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Log(Logs::Detail, Logs::Pathing, " Checking for short LOS at distance %8.3f.", Distance);
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if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
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PathingLOSState = HaveLOS;
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else
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PathingLOSState = NoLOS;
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Log(Logs::Detail, Logs::None, "NoLOS");
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Log(Logs::Detail, Logs::Pathing, "NoLOS");
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if((PathingLOSState == HaveLOS) && zone->pathing->NoHazards(From, To))
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{
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Log(Logs::Detail, Logs::None, " No hazards. Running directly to target.");
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Log(Logs::Detail, Logs::Pathing, " No hazards. Running directly to target.");
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Route.clear();
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return To;
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}
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else
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{
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Log(Logs::Detail, Logs::None, " Continuing on node path.");
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Log(Logs::Detail, Logs::Pathing, " Continuing on node path.");
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}
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}
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}
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@ -916,19 +916,19 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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{
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if(!PathingRouteUpdateTimerShort->Check())
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{
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Log(Logs::Detail, Logs::None, "Short route update timer not yet expired.");
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Log(Logs::Detail, Logs::Pathing, "Short route update timer not yet expired.");
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return zone->pathing->GetPathNodeCoordinates(Route.front());
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}
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Log(Logs::Detail, Logs::None, "Short route update timer expired.");
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Log(Logs::Detail, Logs::Pathing, "Short route update timer expired.");
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}
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else
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{
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if(!PathingRouteUpdateTimerLong->Check())
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{
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Log(Logs::Detail, Logs::None, "Long route update timer not yet expired.");
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Log(Logs::Detail, Logs::Pathing, "Long route update timer not yet expired.");
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return zone->pathing->GetPathNodeCoordinates(Route.front());
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}
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Log(Logs::Detail, Logs::None, "Long route update timer expired.");
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Log(Logs::Detail, Logs::Pathing, "Long route update timer expired.");
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}
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// We are already pathing, destination changed, no LOS. Find the nearest node to our destination.
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@ -937,7 +937,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// Destination unreachable via pathing, return direct route.
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if(DestinationPathNode == -1)
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{
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Log(Logs::Detail, Logs::None, " Unable to find path node for new destination. Running straight to target.");
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Log(Logs::Detail, Logs::Pathing, " Unable to find path node for new destination. Running straight to target.");
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Route.clear();
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return To;
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}
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@ -945,7 +945,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// one, we will carry on on our path.
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if(DestinationPathNode == Route.back())
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{
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Log(Logs::Detail, Logs::None, " Same destination Node (%i). Continue with current path.", DestinationPathNode);
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Log(Logs::Detail, Logs::Pathing, " Same destination Node (%i). Continue with current path.", DestinationPathNode);
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NodeLoc = zone->pathing->GetPathNodeCoordinates(Route.front());
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@ -953,7 +953,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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// Check if we have reached a path node.
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if(NodeLoc == From)
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{
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Log(Logs::Detail, Logs::None, " Arrived at node %i, moving to next one.\n", Route.front());
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Log(Logs::Detail, Logs::Pathing, " Arrived at node %i, moving to next one.\n", Route.front());
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NodeReached = true;
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@ -976,7 +976,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if(Route.empty())
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{
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Log(Logs::Detail, Logs::None, "Missing node after teleport.");
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Log(Logs::Detail, Logs::Pathing, "Missing node after teleport.");
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return To;
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}
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@ -986,7 +986,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Teleport(NodeLoc);
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Log(Logs::Detail, Logs::None, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Log(Logs::Detail, Logs::Pathing, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Route.pop_front();
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@ -996,7 +996,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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NextNode = Route.front();
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}
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// Return the coords of our next path node on the route.
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Log(Logs::Detail, Logs::None, " Now moving to node %i", NextNode);
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Log(Logs::Detail, Logs::Pathing, " Now moving to node %i", NextNode);
|
||||
|
||||
zone->pathing->OpenDoors(PathingLastNodeVisited, NextNode, this);
|
||||
|
||||
@ -1004,7 +1004,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " Reached end of path grid. Running direct to target.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Reached end of path grid. Running direct to target.");
|
||||
return To;
|
||||
}
|
||||
}
|
||||
@ -1012,7 +1012,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " Target moved. End node is different. Clearing route.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Target moved. End node is different. Clearing route.");
|
||||
|
||||
Route.clear();
|
||||
// We will now fall through to get a new route.
|
||||
@ -1022,11 +1022,11 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
|
||||
|
||||
}
|
||||
Log(Logs::Detail, Logs::None, " Our route list is empty.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Our route list is empty.");
|
||||
|
||||
if((SameDestination) && !PathingLOSCheckTimer->Check())
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " Destination same as before, LOS check timer not reached. Returning To.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Destination same as before, LOS check timer not reached. Returning To.");
|
||||
return To;
|
||||
}
|
||||
|
||||
@ -1040,22 +1040,22 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
|
||||
if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckLong)) &&
|
||||
(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
|
||||
Log(Logs::Detail, Logs::None, " Checking for long LOS at distance %8.3f.", Distance);
|
||||
Log(Logs::Detail, Logs::Pathing, " Checking for long LOS at distance %8.3f.", Distance);
|
||||
|
||||
if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
|
||||
PathingLOSState = HaveLOS;
|
||||
else
|
||||
PathingLOSState = NoLOS;
|
||||
|
||||
Log(Logs::Detail, Logs::None, "NoLOS");
|
||||
Log(Logs::Detail, Logs::Pathing, "NoLOS");
|
||||
|
||||
if((PathingLOSState == HaveLOS) && zone->pathing->NoHazards(From, To))
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "Target is reachable. Running directly there.");
|
||||
Log(Logs::Detail, Logs::Pathing, "Target is reachable. Running directly there.");
|
||||
return To;
|
||||
}
|
||||
}
|
||||
Log(Logs::Detail, Logs::None, " Calculating new route to target.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Calculating new route to target.");
|
||||
|
||||
Route = zone->pathing->FindRoute(From, To);
|
||||
|
||||
@ -1063,14 +1063,14 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
|
||||
if(Route.empty())
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " No route available, running direct.");
|
||||
Log(Logs::Detail, Logs::Pathing, " No route available, running direct.");
|
||||
|
||||
return To;
|
||||
}
|
||||
|
||||
if(SameDestination && (Route.front() == PathingLastNodeVisited))
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " Probable loop detected. Same destination and Route.front() == PathingLastNodeVisited.");
|
||||
Log(Logs::Detail, Logs::Pathing, " Probable loop detected. Same destination and Route.front() == PathingLastNodeVisited.");
|
||||
|
||||
Route.clear();
|
||||
|
||||
@ -1078,7 +1078,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
}
|
||||
NodeLoc = zone->pathing->GetPathNodeCoordinates(Route.front());
|
||||
|
||||
Log(Logs::Detail, Logs::None, " New route determined, heading for node %i", Route.front());
|
||||
Log(Logs::Detail, Logs::Pathing, " New route determined, heading for node %i", Route.front());
|
||||
|
||||
PathingLoopCount = 0;
|
||||
|
||||
@ -1119,7 +1119,7 @@ int PathManager::FindNearestPathNode(glm::vec3 Position)
|
||||
|
||||
for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
|
||||
Log(Logs::Detail, Logs::Pathing, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
|
||||
|
||||
if(!zone->zonemap->LineIntersectsZone(Position, PathNodes[(*Iterator).id].v, 1.0f, nullptr))
|
||||
{
|
||||
@ -1129,7 +1129,7 @@ int PathManager::FindNearestPathNode(glm::vec3 Position)
|
||||
}
|
||||
|
||||
if(ClosestPathNodeToStart <0 ) {
|
||||
Log(Logs::Detail, Logs::None, "No LOS to any starting Path Node within range.");
|
||||
Log(Logs::Detail, Logs::Pathing, "No LOS to any starting Path Node within range.");
|
||||
return -1;
|
||||
}
|
||||
return ClosestPathNodeToStart;
|
||||
@ -1144,14 +1144,14 @@ bool PathManager::NoHazards(glm::vec3 From, glm::vec3 To)
|
||||
float NewZ = zone->zonemap->FindBestZ(MidPoint, nullptr);
|
||||
|
||||
if (std::abs(NewZ - From.z) > RuleR(Pathing, ZDiffThresholdNew)) {
|
||||
Log(Logs::Detail, Logs::None, " HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Z Change is %8.3f",
|
||||
Log(Logs::Detail, Logs::Pathing, " HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Z Change is %8.3f",
|
||||
From.x, From.y, From.z, MidPoint.x, MidPoint.y, MidPoint.z, NewZ - From.z);
|
||||
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "No HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Z Change is %8.3f",
|
||||
Log(Logs::Detail, Logs::Pathing, "No HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Z Change is %8.3f",
|
||||
From.x, From.y, From.z, MidPoint.x, MidPoint.y, MidPoint.z, NewZ - From.z);
|
||||
}
|
||||
|
||||
@ -1182,7 +1182,7 @@ bool PathManager::NoHazardsAccurate(glm::vec3 From, glm::vec3 To)
|
||||
glm::vec3 TestPoint(curx, cury, curz);
|
||||
float NewZ = zone->zonemap->FindBestZ(TestPoint, nullptr);
|
||||
if (std::abs(NewZ - last_z) > 5.0f) {
|
||||
Log(Logs::Detail, Logs::None, " HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Best Z %8.3f, Z Change is %8.3f",
|
||||
Log(Logs::Detail, Logs::Pathing, " HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Best Z %8.3f, Z Change is %8.3f",
|
||||
From.x, From.y, From.z, TestPoint.x, TestPoint.y, TestPoint.z, NewZ, NewZ - From.z);
|
||||
return false;
|
||||
}
|
||||
@ -1210,20 +1210,20 @@ bool PathManager::NoHazardsAccurate(glm::vec3 From, glm::vec3 To)
|
||||
}
|
||||
if (best_z2 == -999990)
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, " HAZARD DETECTED, really deep water/lava!");
|
||||
Log(Logs::Detail, Logs::Pathing, " HAZARD DETECTED, really deep water/lava!");
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (std::abs(NewZ - best_z2) > RuleR(Pathing, ZDiffThresholdNew)) {
|
||||
Log(Logs::Detail, Logs::None,
|
||||
Log(Logs::Detail, Logs::Pathing,
|
||||
" HAZARD DETECTED, water is fairly deep at %8.3f units deep",
|
||||
std::abs(NewZ - best_z2));
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None,
|
||||
Log(Logs::Detail, Logs::Pathing,
|
||||
" HAZARD NOT DETECTED, water is shallow at %8.3f units deep",
|
||||
std::abs(NewZ - best_z2));
|
||||
}
|
||||
@ -1231,12 +1231,12 @@ bool PathManager::NoHazardsAccurate(glm::vec3 From, glm::vec3 To)
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "Hazard point not in water or lava!");
|
||||
Log(Logs::Detail, Logs::Pathing, "Hazard point not in water or lava!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "No water map loaded for hazards!");
|
||||
Log(Logs::Detail, Logs::Pathing, "No water map loaded for hazards!");
|
||||
}
|
||||
|
||||
curx += stepx;
|
||||
@ -1291,7 +1291,7 @@ void PathManager::OpenDoors(int Node1, int Node2, Mob *ForWho)
|
||||
|
||||
if(d && !d->IsDoorOpen() )
|
||||
{
|
||||
Log(Logs::Detail, Logs::None, "Opening door %i for %s", PathNodes[Node1].Neighbours[i].DoorID, ForWho->GetName());
|
||||
Log(Logs::Detail, Logs::Pathing, "Opening door %i for %s", PathNodes[Node1].Neighbours[i].DoorID, ForWho->GetName());
|
||||
|
||||
d->ForceOpen(ForWho);
|
||||
}
|
||||
|
||||
@ -855,7 +855,7 @@ void Mob::FixZ() {
|
||||
|
||||
Log(
|
||||
Logs::Moderate,
|
||||
Logs::Pathing,
|
||||
Logs::FixZ,
|
||||
"Mob::FixZ() (%s) returned %4.3f at %4.3f, %4.3f, %4.3f - Took %lf",
|
||||
this->GetCleanName(),
|
||||
new_z,
|
||||
@ -875,7 +875,7 @@ void Mob::FixZ() {
|
||||
if (RuleB(Map, MobZVisualDebug))
|
||||
this->SendAppearanceEffect(103, 0, 0, 0, 0);
|
||||
|
||||
Log(Logs::General, Logs::Debug, "%s is failing to find Z %f", this->GetCleanName(), std::abs(m_Position.z - new_z));
|
||||
Log(Logs::General, Logs::FixZ, "%s is failing to find Z %f", this->GetCleanName(), std::abs(m_Position.z - new_z));
|
||||
}
|
||||
|
||||
last_z = m_Position.z;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user