コード例 #1
0
ファイル: waypoints.cpp プロジェクト: UnityEQ/UnityEQServer
void NPC::AssignWaypoints(int32 grid)
{
	if (grid == 0)
		return; // grid ID 0 not supported

	if (grid < 0) {
		// Allow setting negative grid values for pausing pathing
		this->CastToNPC()->SetGrid(grid);
		return;
	}

	Waypoints.clear();
	roamer = false;

	// Retrieve the wander and pause types for this grid
	std::string query = StringFormat("SELECT `type`, `type2` FROM `grid` WHERE `id` = %i AND `zoneid` = %i", grid,
					 zone->GetZoneID());
	auto results = database.QueryDatabase(query);
	if (!results.Success()) {
		return;
	}

	if (results.RowCount() == 0)
		return;

	auto row = results.begin();

	wandertype = atoi(row[0]);
	pausetype = atoi(row[1]);

	SetGrid(grid);	// Assign grid number

	// Retrieve all waypoints for this grid
	query = StringFormat("SELECT `x`,`y`,`z`,`pause`,`heading` "
						"FROM grid_entries WHERE `gridid` = %i AND `zoneid` = %i "
						"ORDER BY `number`", grid, zone->GetZoneID());
	results = database.QueryDatabase(query);
	if (!results.Success()) {
		return;
	}

	roamer = true;
	max_wp = 0;	// Initialize it; will increment it for each waypoint successfully added to the list

	for (auto row = results.begin(); row != results.end(); ++row, ++max_wp)
	{
		wplist newwp;
		newwp.index = max_wp;
		newwp.x = atof(row[0]);
		newwp.y = atof(row[1]);
		newwp.z = atof(row[2]);

		if(zone->HasMap() && RuleB(Map, FixPathingZWhenLoading) )
		{
			auto positon = glm::vec3(newwp.x,newwp.y,newwp.z);
			if(!RuleB(Watermap, CheckWaypointsInWaterWhenLoading) || !zone->HasWaterMap() ||
				(zone->HasWaterMap() && !zone->watermap->InWater(positon)))
			{
				glm::vec3 dest(newwp.x, newwp.y, newwp.z);
				float newz = zone->zonemap->FindBestZ(dest, nullptr);

				if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaLoading))
					newwp.z = newz + 1;
			}
		}

		newwp.pause = atoi(row[3]);
		newwp.heading = atof(row[4]);
		Waypoints.push_back(newwp);
	}

	UpdateWaypoint(0);
	SetWaypointPause();

	if (wandertype == 1 || wandertype == 2 || wandertype == 5)
		CalculateNewWaypoint();

	if (wandertype == 1 || wandertype == 2 || wandertype == 5)
		CalculateNewWaypoint();
}
コード例 #2
0
ファイル: pyro2_ai.cpp プロジェクト: Siile/Ninslash
void CAIpyro2::DoBehavior()
{
	m_Attack = 0;	
	
	if (m_ShockTimer > 0 && m_ShockTimer--)
	{
		m_ReactionTime = 1 + frandom()*3;
		return;
	}
	
	HeadToMovingDirection();
	SeekClosestEnemyInSight();

	bool Jump = false;
	bool Shooting = false;
	
	// if we see a player
	if (m_EnemiesInSight > 0)
	{
		ReactToPlayer();
		
		if (ShootAtClosestEnemy())
		{
			Shooting = true;
		}
		else
		{
			if (SeekClosestEnemy())
			{
				m_TargetPos = m_PlayerPos;
				
				if (WeaponShootRange() - m_PlayerDistance > 200)
					SeekRandomWaypoint();
			}
		}
	}
	else
	{
		//if (Player()->GetCharacter()->PlayerCollision() && frandom()*10 < 3)
		//	Jump = true;
			
		
		ShootAtClosestBuilding();
		
		if (SeekClosestEnemy())
			m_TargetPos = m_PlayerPos;
		else if(SeekRandomEnemy())
		{
			m_TargetPos = m_PlayerPos;
				
			if (WeaponShootRange() - m_PlayerDistance > 200)
				SeekRandomWaypoint();
		}
	}


	if ((Shooting && Player()->GetCharacter()->IsGrounded()) || (abs(m_Pos.x - m_TargetPos.x) < 40 && abs(m_Pos.y - m_TargetPos.y) < 40))
	{
		// stand still
		m_Move = 0;
		m_Jump = 0;
		m_Hook = 0;
	}
	else
	{
		if (UpdateWaypoint())
		{
			MoveTowardsWaypoint();
		}
		else
		{
			m_WaypointPos = m_TargetPos;
			MoveTowardsWaypoint(true);
		}
	}
	
	if (Jump)
		m_Jump = 1;
	
	Player()->GetCharacter()->m_SkipPickups = 999;

	RandomlyStopShooting();
	
	if (m_ShockTimer > 0 && m_ShockTimer--)
	{
		m_Attack = 0;
		m_Move = 0;
		m_Hook = 0;
		m_Jump = 0;
	}
	
	// next reaction in
	m_ReactionTime = 1 + frandom()*3;
	
}
コード例 #3
0
ファイル: waypoints.cpp プロジェクト: UnityEQ/UnityEQServer
void NPC::CalculateNewWaypoint()
{
	int old_wp = cur_wp;
	bool reached_end = false;
	bool reached_beginning = false;
	if (cur_wp == max_wp)
		reached_end = true;
	if (cur_wp == 0)
		reached_beginning = true;

	switch(wandertype)
	{
	case 0: //circle
	{
		if (reached_end)
			cur_wp = 0;
		else
			cur_wp = cur_wp + 1;
		break;
	}
	case 1: //10 closest
	{
		std::list<wplist> closest;
		GetClosestWaypoint(closest, 10, glm::vec3(GetPosition()));
		std::list<wplist>::iterator iter = closest.begin();
		if(closest.size() != 0)
		{
			iter = closest.begin();
			std::advance(iter, zone->random.Int(0, closest.size() - 1));
			cur_wp = (*iter).index;
		}

		break;
	}
	case 2: //random
	{
		cur_wp = zone->random.Int(0, Waypoints.size() - 1);
		if(cur_wp == old_wp)
		{
			if(cur_wp == (Waypoints.size() - 1))
			{
				if(cur_wp > 0)
				{
					cur_wp--;
				}
			}
			else if(cur_wp == 0)
			{
				if((Waypoints.size() - 1) > 0)
				{
					cur_wp++;
				}
			}
		}

		break;
	}
	case 3: //patrol
	{
		if(reached_end)
			patrol = 1;
		else if(reached_beginning)
			patrol = 0;
		if(patrol == 1)
			cur_wp = cur_wp - 1;
		else
			cur_wp = cur_wp + 1;

		break;
	}
	case 4: //goto the end and depop with spawn timer
	case 6: //goto the end and depop without spawn timer
	{
		cur_wp = cur_wp + 1;
		break;
	}
	case 5: //pick random closest 5 and pick one that's in sight
	{
		std::list<wplist> closest;
		GetClosestWaypoint(closest, 5, glm::vec3(GetPosition()));

		std::list<wplist>::iterator iter = closest.begin();
		while(iter != closest.end())
		{
			if(CheckLosFN((*iter).x, (*iter).y, (*iter).z, GetSize()))
			{
				++iter;
			}
			else
			{
				iter = closest.erase(iter);
			}
		}

		if(closest.size() != 0)
		{
			iter = closest.begin();
			std::advance(iter, zone->random.Int(0, closest.size() - 1));
			cur_wp = (*iter).index;
		}
		break;
	}
	}

	tar_ndx = 52;

	// Preserve waypoint setting for quest controlled NPCs
	if (cur_wp < 0)
		cur_wp = old_wp;

	// Check to see if we need to update the waypoint.
	if (cur_wp != old_wp)
		UpdateWaypoint(cur_wp);
}