Ejemplo n.º 1
0
        public virtual void PathingThreadAction(PathingManager.PathingContext context)
        {
            int maxRadius = ServerManager.ServerSettings.Banner.MaximumZombieSpawnRadius;

            QueuedSpawn spawn;

            while (QueuedSpawns.TryDequeue(out spawn))
            {
                Vector3Int position;

                QueuedSpawnResult result;
                result.Payload = spawn.Payload;
                result.path    = null;

                var getSpawnResult = TryGetSpawnLocation(context, spawn.goalPosition, spawn.goalSafeRadius, maxRadius, spawn.maxWalkDistance, out position);
                switch (getSpawnResult)
                {
                case ESpawnResult.Success:
                {
                    Path path;
                    if (context.Pathing.TryFindPath(ref context, position, spawn.goalPosition, out path, 2 * 1000 * 1000) == PathFinder.EPathFindingResult.Success)
                    {
                        result.path   = path;
                        result.result = QueuedSpawnResult.EResult.SuccessPath;
                    }
                    else
                    {
                        result.result = QueuedSpawnResult.EResult.FailPath;
                    }
                }
                break;

                case ESpawnResult.NotLoaded:
                case ESpawnResult.Impossible:
                    result.result = QueuedSpawnResult.EResult.GoodFailSpawn;
                    break;

                default:
                case ESpawnResult.Fail:
                    result.result = QueuedSpawnResult.EResult.BadFailSpawn;
                    break;
                }

                QueuedSpawnResults.Enqueue(result);
            }

            isQueuedForPathing = false;
        }
Ejemplo n.º 2
0
        public ESpawnResult TryGetSpawnLocation(PathingManager.PathingContext context, Vector3Int bannerPosition, int minSpawnRadius, int maxSpawnRadius, float maxSpawnWalkDistance, out Vector3Int positionFinal)
        {
            int maxWalkDistance = Math.RoundToInt(maxSpawnWalkDistance);

            maxSpawnRadius = Math.Min(maxWalkDistance, maxSpawnRadius);

            if (minSpawnRadius >= maxSpawnRadius)
            {
                positionFinal = Vector3Int.invalidPos;
                return(ESpawnResult.Impossible);
            }

            int foundPathPosButSafes = 0;

            lock (pathingRandomSource)
            {
                for (int spawnTry = 0; spawnTry < MAX_SPAWN_TRIES_PER_BANNER; spawnTry++)
                {
                    if (TrySamplePosition(true, out Vector3Int possiblePosition))
                    {
                        if (TestPositionFinal(possiblePosition, out positionFinal))
                        {
                            return(ESpawnResult.Success);
                        }
                    }
                }

                if (foundPathPosButSafes > 3)
                {
                    // so we did find multiple position we can spawn at, but they were blocked by other banners than the one we're spawning around
                    // in that case retry but without limiting the walking distance in a 'diamond' pattern, just take the axis aligned max spawn radius
                    for (int spawnTry = 0; spawnTry < MAX_SPAWN_TRIES_PER_BANNER; spawnTry++)
                    {
                        if (TrySamplePosition(false, out Vector3Int possiblePosition))
                        {
                            if (TestPositionFinal(possiblePosition, out positionFinal))
                            {
                                return(ESpawnResult.Success);
                            }
                        }
                    }
                }
            }

            positionFinal = Vector3Int.invalidPos;
            return(ESpawnResult.Fail);

            bool TestPositionFinal(Vector3Int possiblePosition, out Vector3Int positionFinalTest)
            {
                if (context.NavWorld.TryGetClosestAIPosition(
                        possiblePosition,
                        NavWorld.EAIClosestPositionSearchType.ChunkAndDirectNeighbours,
                        out positionFinalTest
                        ))
                {
                    if (ServerManager.BlockEntityTracker.BannerTracker.IsSafeZone(positionFinalTest, out Vector3Int foundBanner))
                    {
                        if (foundBanner != bannerPosition)
                        {
                            foundPathPosButSafes++;
                        }
                    }
                    else
                    {
                        return(true);
                    }
                }
                return(false);
            }

            bool TrySamplePosition(bool checkWalkingDistance, out Vector3Int position)
            {
                for (int i = 0; i < 1000; i++)
                {
                    Vector3Int offset = new Vector3Int
                    {
                        x = pathingRandomSource.Next(-maxSpawnRadius, maxSpawnRadius),
                        y = pathingRandomSource.Next(-maxSpawnRadius, maxSpawnRadius),
                        z = pathingRandomSource.Next(-maxSpawnRadius, maxSpawnRadius)
                    };

                    if (offset.MaxPartAbs <= minSpawnRadius)
                    {
                        continue;                         // fais safe zone check
                    }

                    if (checkWalkingDistance && Math.Abs(offset.x) + Math.Abs(offset.z) > maxWalkDistance)
                    {
                        continue;                         // fails walk check
                    }

                    position = bannerPosition + offset;
                    return(true);
                }

                position = default;
                return(false);
            }
        }