Pathing underwater works a lot better now.

This commit is contained in:
KimLS 2016-01-18 15:22:17 -08:00
parent a6a06de994
commit 978650eb1f
5 changed files with 86 additions and 24 deletions

View File

@ -309,6 +309,10 @@ PathfindingRoute::~PathfindingRoute()
bool PathfindingRoute::DestinationValid(const glm::vec3 &dest)
{
if (m_current_node >= 255) {
return false;
}
auto dist = vec_dist(dest, m_dest);
if (dist <= max_dest_drift) {
return true;

View File

@ -5626,7 +5626,18 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
}
glm::vec3 dest(target->GetX(), target->GetY(), target->GetZ());
auto route = zone->pathing.FindRoute(glm::vec3(GetX(), GetY(), GetZ()), dest);
glm::vec3 src(GetX(), GetY(), GetZ());
if (zone->HasMap()) {
auto best_z_src = zone->zonemap->FindBestZ(src, nullptr);
if (best_z_src != BEST_Z_INVALID) {
src.z = best_z_src;
}
auto best_z_dest = zone->zonemap->FindBestZ(dest, nullptr);
if (best_z_dest != BEST_Z_INVALID) {
dest.z = best_z_dest;
}
}
auto route = zone->pathing.FindRoute(src, dest);
CreatePathFromRoute(dest, route);
}
}

View File

@ -4062,6 +4062,17 @@ void command_path(Client *c, const Seperator *sep)
dest.x = target->GetX();
dest.y = target->GetY();
dest.z = target->GetZ();
if (zone->HasMap()) {
auto best_z_src = zone->zonemap->FindBestZ(src, nullptr);
if (best_z_src != BEST_Z_INVALID) {
src.z = best_z_src;
}
auto best_z_dest = zone->zonemap->FindBestZ(dest, nullptr);
if (best_z_dest != BEST_Z_INVALID) {
dest.z = best_z_dest;
}
}
}
else if (strcasecmp(sep->arg[1], "from") == 0) {
src.x = target->GetX();
@ -4070,6 +4081,17 @@ void command_path(Client *c, const Seperator *sep)
dest.x = c->GetX();
dest.y = c->GetY();
dest.z = c->GetZ();
if (zone->HasMap()) {
auto best_z_src = zone->zonemap->FindBestZ(src, nullptr);
if (best_z_src != BEST_Z_INVALID) {
src.z = best_z_src;
}
auto best_z_dest = zone->zonemap->FindBestZ(dest, nullptr);
if (best_z_dest != BEST_Z_INVALID) {
dest.z = best_z_dest;
}
}
}
else {
c->Message(0, "Unknown path argument: '%s'.", sep->arg[1]);
@ -4112,8 +4134,6 @@ void command_path(Client *c, const Seperator *sep)
dest.y,
dest.z,
(int)nodes.size());
return;
}
void command_pvp(Client *c, const Seperator *sep)

View File

@ -1398,7 +1398,13 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
{
m_pos_update_speed = pRunAnimSpeed;
m_pos_update_heading = GetHeading();
entity_list.QueueCloseClients(this, &app, (iSendToSelf == 0), 1000, nullptr, false);
if (IsBoat()) {
entity_list.QueueClients(this, &app, (iSendToSelf == 0), false);
}
else {
entity_list.QueueCloseClients(this, &app, (iSendToSelf == 0), 1000, nullptr, false);
}
m_pos_update_timer.Start();
}
}

View File

@ -19,30 +19,51 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
if (to == from)
return to;
//if from is swimming and has los to target then just swim toward them don't bother with pathing.
if (zone->HasMap() && zone->HasWaterMap() && zone->watermap->InLiquid(from) && zone->zonemap->CheckLoS(from, to) ) {
return to;
}
if (!m_pathing_route.Active() || !m_pathing_route.DestinationValid(to)) {
if (zone->HasMap()) {
auto best_z_src = zone->zonemap->FindBestZ(from, nullptr);
if (best_z_src != BEST_Z_INVALID) {
from.z = best_z_src;
}
auto best_z_dest = zone->zonemap->FindBestZ(to, nullptr);
if (best_z_dest != BEST_Z_INVALID) {
to.z = best_z_dest;
}
}
m_pathing_route = zone->pathing.FindRoute(from, to);
auto &nodes = m_pathing_route.GetNodesEdit();
auto &last_node = nodes[nodes.size() - 1];
auto dist = DistanceSquared(glm::vec4(last_node.position, 1.0f), glm::vec4(ToX, ToY, ToZ, 0.0f));
if (dist > 10000.0f) {
auto flag_temp = last_node.flag;
last_node.flag = NavigationPolyFlagPortal;
//Code to complete partial paths.
//256 is the max number of nodes, if we get that back then we likely got a partial path that
//*may* have more after so instead let it run the path till it gets there and then DestinationValid will return false again
if (nodes.size() < 256) {
auto &last_node = nodes[nodes.size() - 1];
auto dist = DistanceSquared(glm::vec4(last_node.position, 1.0f), glm::vec4(ToX, ToY, ToZ, 0.0f));
if (dist > 10000.0f) {
auto flag_temp = last_node.flag;
last_node.flag = NavigationPolyFlagPortal;
PathfindingNode end;
end.position.x = ToX;
end.position.y = ToY;
end.position.z = ToZ;
end.flag = flag_temp;
nodes.push_back(end);
}
else if (dist > 100.0f) {
PathfindingNode end;
end.position.x = ToX;
end.position.y = ToY;
end.position.z = ToZ;
end.flag = NavigationPolyFlagNormal;
nodes.push_back(end);
PathfindingNode end;
end.position.x = ToX;
end.position.y = ToY;
end.position.z = ToZ;
end.flag = flag_temp;
nodes.push_back(end);
}
else if (dist > 100.0f) {
PathfindingNode end;
end.position.x = ToX;
end.position.y = ToY;
end.position.z = ToZ;
end.flag = NavigationPolyFlagNormal;
nodes.push_back(end);
}
}
}
@ -55,7 +76,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
Teleport(current.position);
}
//TrySnapToMap();
TrySnapToMap();
}
return current.position;