public static Vector3 GetNewPositon(int EntityID, bool Random = false) { EntityAlive myEntity = GameManager.Instance.World.GetEntity(EntityID) as EntityAlive; if (myEntity == null) { return(Vector3.zero); } Vector3 result = Vector3.zero; List <Vector3> Paths = SphereCache.GetPaths(EntityID); if (Paths == null || Paths.Count == 0) { // Grab a list of blocks that are configured for this class. // <property name="PathingBlocks" value="PathingCube" /> List <string> Blocks = EntityUtilities.ConfigureEntityClass(EntityID, "PathingBlocks"); if (Blocks.Count == 0) { Blocks.Add("PathingCube"); } //Scan for the blocks in the area List <Vector3> PathingVectors = ModGeneralUtilities.ScanForTileEntityInChunksListHelper(myEntity.position, Blocks, EntityID); if (PathingVectors == null || PathingVectors.Count == 0) { return(result); } //Add to the cache SphereCache.AddPaths(EntityID, PathingVectors); } // Finds the closet block we matched with. Vector3 tMin = new Vector3(); if (Random) { tMin = SphereCache.GetRandomPath(EntityID); } else { tMin = ModGeneralUtilities.FindNearestBlock(myEntity.position, SphereCache.GetPaths(EntityID)); if (tMin == Vector3.zero) { return(tMin); } } // Remove it from the cache. SphereCache.RemovePath(EntityID, tMin); result = GameManager.Instance.World.FindSupportingBlockPos(tMin); // Center the pathing position. result.x = (float)Utils.Fastfloor(result.x) + 0.5f; result.y = (float)Utils.Fastfloor(result.y) + 0.5f; result.z = (float)Utils.Fastfloor(result.z) + 0.5f; return(result); }
public void SetupAutoPathingBlocks() { if (this.Buffs.HasCustomVar("PathingCode")) { return; } // Check if pathing blocks are defined. List <string> Blocks = EntityUtilities.ConfigureEntityClass(this.entityId, "PathingBlocks"); if (Blocks.Count == 0) { Blocks = new List <string>() { "PathingCube" } } ; //Scan for the blocks in the area List <Vector3> PathingVectors = ModGeneralUtilities.ScanForTileEntityInChunksListHelper(this.position, Blocks, this.entityId); if (PathingVectors == null || PathingVectors.Count == 0) { return; } // Find the nearest block, and if its a sign, read its code. Vector3 target = ModGeneralUtilities.FindNearestBlock(this.position, PathingVectors); TileEntitySign tileEntitySign = GameManager.Instance.World.GetTileEntity(0, new Vector3i(target)) as TileEntitySign; if (tileEntitySign == null) { return; } // Since signs can have multiple codes, splite with a ,, parse each one. String text = tileEntitySign.GetText(); float code = 0f; // Defined here as DMT compiler doesn't like inlining it. foreach (String temp in text.Split(',')) { if (StringParsers.TryParseFloat(temp, out code)) { this.Buffs.AddCustomVar("PathingCode", code); return; } } }