Ejemplo n.º 1
0
        public static double CollectionDistance(this WoWObject objectTo)
        {
            // NB: we use the 'surface path' to calculate distance to mobs.
            // This is important in tunnels/caves where mobs may be within X feet of us,
            // but they are below or above us, and we have to traverse much tunnel to get to them.
            // NB: If either the player or the mob is 'off the mesh', then a SurfacePath distance
            // calculation will be absurdly large.  In these situations, we resort to direct line-of-sight
            // distances.
            double pathDist = objectTo.SurfacePathDistance();

            return(double.IsNaN(pathDist) ? objectTo.Distance : pathDist);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Returns the time it takes to traverse to the DESTINATION.  The caller
        /// can supply a FACTOROFSAFETY that acts as a multiplier on the calculated time.
        /// The caller can provide a LOWERLIMITOFMAXTIME to place a minimum bound on the
        /// traversal time returned.
        /// The caller can provide UPPERLIMITONMAXTIME to place an upper bound on the
        /// traversal time calculated.
        /// <para>Notes:<list type="bullet">
        /// <item><description><para> * If we are on the ground, the traversal time is calculated
        /// based on the ground path to the destination.  This may require navigating around obstacles,
        /// or via a particular path to the destination.  If we are swimming or flying, the the
        /// travesal time is calculated as straight line-of-sight to the destination.</para></description></item>
        /// <item><description><para> * The FACTOROFSAFETY defaults to 1.0.  The 1.0 value calculates
        /// the precise time needed to arrive at the destination if everything goes perfect.
        /// The factor of safety should be increased to accomodate 'stuck' situations, mounting
        /// time, and other factors.  In most situations, a good value for factor of safety
        /// is about 2.5.</para></description></item>
        /// <item><description><para> * The LOWERLIMITOFMAXTIME places a lower bound on the
        /// traversal time.  This lower limit is imposed after the factor of safety has
        /// been applied.</para></description></item>
        /// <item><description><para> * The UPPERLIMITONMAXTIME places an upper bound on the
        /// traversal time.  This upper limit is imposed after the factor of safety has
        /// been applied.  We can get times that are effectively 'infinite' in situations
        /// where the Navigator was unable to calculate a path to the target.  This puts
        /// an upper limit on such bogus values.</para></description></item>
        /// </list></para>
        /// </summary>
        /// <param name="destination"></param>
        /// <param name="factorOfSafety"></param>
        /// <param name="lowerLimitOnMaxTime"></param>
        /// <param name="upperLimitOnMaxTime"></param>
        /// <returns></returns>
        public static TimeSpan MaximumTraversalTime(this WoWObject destination,
                                                    double factorOfSafety        = 1.0,
                                                    TimeSpan?lowerLimitOnMaxTime = null,
                                                    TimeSpan?upperLimitOnMaxTime = null)
        {
            var pathDistance = destination.SurfacePathDistance();

            double distanceToCover =
                !double.IsNaN(pathDistance)
                ? pathDistance
                : WoWMovement.ActiveMover.Location.Distance(destination.Location);

            return(Utility.MaximumTraversalTime(distanceToCover, factorOfSafety, lowerLimitOnMaxTime,
                                                upperLimitOnMaxTime));
        }
Ejemplo n.º 3
0
        public static double PathTraversalCost(this WoWObject objectTo)
        {
            double pathDist = objectTo.SurfacePathDistance();

            if (!double.IsNaN(pathDist))
            {
                return(pathDist);
            }

            // For targets in the air, we will be unable to calculate the
            // surface path to them.  If we're flying, we still want
            // a gauging of the distance, so we use a large value
            // and tack on the line-of-site distance to the unit.
            // This allows sane ordering evaluations in LINQ queries, yet
            // still returns something large to make using the path highly
            // undesirable.
            return(50000 + objectTo.Distance);
        }