Esempio n. 1
0
        public void CrossingTest()
        {
            MpqManager.Initialize("S:\\WoW");
            byte[] dataA, dataB;

            // Build tile A
            {
                var builder = new TileBuilder("Azeroth", 31, 49);
                dataA = builder.Build(new ConsoleLog());
                Assert.IsNotNull(dataA);
            }

            // Build tile B
            {
                var builder = new TileBuilder("Azeroth", 32, 49);
                dataB = builder.Build(new ConsoleLog());
                Assert.IsNotNull(dataB);
            }

            // Load into mesh
            var pather = new Pather("Azeroth");
            Assert.IsTrue(pather.LoadTile(dataA));
            Assert.IsTrue(pather.LoadTile(dataB));
            
            // and try pathing, coords from AzerothMeshTest -> TileCrossing which is a non-building version of this
            var start = new Vector3(-9467.8f, 64.2f, 55.9f);
            var end = new Vector3(-9248.9f, -93.35f, 70.3f);
            var path = pather.FindPath(start, end);

            // check result
            Assert.IsNotNull(path);
            Assert.Greater(path.Count, 0);
            Assert.Less((end - path[path.Count-1].Location).Length(), 3f);
        }
Esempio n. 2
0
        public static bool PathTo(Location from, Location to, bool preferRoads = true)
        {
            try
            {
                // Reinstate the pather with our current continent/dungeon
                _Pather = new Pather(WoWWorld.CurrentMap);
                if (_Pather == null)
                {
                    Log.WriteLine("Unable to instantiate the pather on map {0} (#{1})",
                                  WoWWorld.CurrentMap,
                                  WoWWorld.CurrentMapId);
                    return false;
                }

                if (preferRoads)
                {
                    // Use only water if necessary
                    _Pather.Filter.SetAreaCost((int) PolyArea.Water, 10);
                    // Roads and terrain keeps their priority
                    _Pather.Filter.SetAreaCost((int) PolyArea.Road, 1);
                    _Pather.Filter.SetAreaCost((int) PolyArea.Terrain, 1);

                    // Exclude flightmasters as they arent properly implemented (yet)
                    // Remember that they are implemented in the mesh, just not into the pather!
                    _Pather.Filter.ExcludeFlags = (int) PolyFlag.FlightMaster; // Eventually add (int)PolyFlag.Swim
                }

                // Convert our locations to XNA and request a path
                var hops = _Pather.FindPath(from.ToXNA(), to.ToXNA());

                if (hops == null)
                {
                    Log.WriteLine("Unable to generate path to {0}", to);
                    return false;
                }

                // Since we now know that we're ready to move, we can let the rest of the both know that we have a destination
                Destination = to;
                _lastLocation = from;

                stuckCheckTimer = DateTime.Now + TimeSpan.FromMilliseconds(5000);

                if (_GeneratedPath == null)
                    _GeneratedPath = new Queue<Location>();
                _GeneratedPath.Clear();
                foreach (var hop in hops)
                    _GeneratedPath.Enqueue(new Location(hop.Location.X, hop.Location.Y, hop.Location.Z));
            }
            catch (NavMeshException ex)
            {
                Log.WriteLine("Exception in NavMesh (Status: {0}):", ex.Status);
                Log.WriteLine(ex.Message);
                Exception inner;
                while ((inner = ex.InnerException) != null)
                {
                    Log.WriteLine(inner.Message);
                }

                Status = MovementStatus.Error;

                return false;
            }
            catch(Exception ex)
            {
                return false;
            }

            return true;
        }