예제 #1
0
        public override double Estimate()
        {
            if (GoalNode == null)
            {
                return(double.PositiveInfinity);
            }

            return(Vector3I.Distance(Cursor.GlobalPosition, GoalNode.Cursor.GlobalPosition));
        }
예제 #2
0
        /// <summary>
        /// Calculates path in current thread and returns the result
        /// </summary>
        /// <param name="start"></param>
        /// <param name="goal"></param>

        /// <returns></returns>
        public Path3D CalculatePath(Vector3I start, Vector3I goal)
        {
            var goalNode = new AStarNodeFunc3D(GetCursor(goal), null, 1);

            return(CalculateCustomPath(start, n => n.IsSameState(goalNode), AStarNodeFunc3D.GetSuccessors, n => Vector3I.Distance(n.Cursor.GlobalPosition, goal)));
        }
예제 #3
0
        /// <summary>
        /// Npc will run away from the Dangerous entities
        /// </summary>
        public void RunAway()
        {
            if (Npc.DangerousEntities.Count == 0)
            {
                return;
            }

            // find the point maximally far from dangerous objects (run direction)
            _runAwayPoint = Npc.DangerousEntities.Select(e =>
            {
                var escape = Npc.Character.Position - e.Position;
                escape.Normalize();

                var value = 16 - Vector3D.Distance(e.Position, Npc.Character.Position);

                if (value <= 0)
                {
                    return(Vector3D.Zero);
                }

                return(escape * value * 10);
            }).Aggregate((s, v) => s + v).ToCubePosition() + Npc.Character.Position.ToCubePosition();

            _leader = null;
            Npc.Server.LandscapeManager.CalculateCustomPathAsync(Npc.DynamicEntity.Position.ToCubePosition(), n => Npc.DangerousEntities.All(e => Vector3I.Distance(n.Cursor.GlobalPosition, e.Position.ToCubePosition()) > 16), AStarNodeFunc3D.GetSuccessors, n => Vector3I.Distance(_runAwayPoint, n.Cursor.GlobalPosition), FollowPath);
            WaitingForPath = true;
            _runAway       = true;
        }
예제 #4
0
        private void SpawnTreeEntities(ServerChunk chunk, TreeSoul soul)
        {
            var config = _server.EntityFactory.Config;
            var treeBp = config.TreeBluePrintsDico[soul.TreeTypeId];

            if (_server.Clock.Now - soul.LastItemsRegeneration < treeBp.ItemsRegenerationTime)
            {
                return;
            }

            List <BlockWithPosition> treeBlocks = null;

            soul.LastItemsRegeneration = _server.Clock.Now;

            foreach (var item in treeBp.StaticItems)
            {
                // check quantity limit
                var maxItems = _fastRandom.Next(item.Quantity.Min, item.Quantity.Max + 1);
                if (_server.LandscapeManager.AroundEntities(soul.Position, item.SpawningRange).Count(e => e.BluePrintId == item.ItemblueprintId) >= maxItems)
                {
                    continue;
                }

                var point = _fastRandom.NextVector2IInRadius(item.SpawningRange) + new Vector2I((int)soul.Position.X, (int)soul.Position.Z);

                var groundSpawning = item.SpawningType == SpawningType.Ground || (item.SpawningType == SpawningType.Both && _fastRandom.NextDouble() < 0.5f);

                if (groundSpawning)
                {
                    var cursor = _server.LandscapeManager.GetCursor(new Vector3I(point.X, AbstractChunk.ChunkSize.Y - 1, point.Y));

                    while (true)
                    {
                        var block = cursor.Read();

                        if (block != WorldConfiguration.CubeId.Air && block != treeBp.FoliageBlock)
                        {
                            break;
                        }

                        cursor.Move(Vector3I.Down);
                    }
                    cursor.Move(Vector3I.Up);

                    if (cursor.Read() == WorldConfiguration.CubeId.Air)
                    {
                        if (Vector3I.Distance(cursor.GlobalPosition, (Vector3I)soul.Position) <= item.SpawningRange)
                        {
                            var entity = (IStaticEntity)_server.EntityFactory.CreateFromBluePrint(item.ItemblueprintId);
                            entity.Position = cursor.GlobalPosition;

                            var blockLinkedItem = entity as IBlockLinkedEntity;
                            if (blockLinkedItem != null)
                            {
                                blockLinkedItem.LinkedCube = cursor.GlobalPosition + Vector3I.Down;
                            }

                            cursor.AddEntity(entity);
                        }
                    }
                }
                else
                {
                    // lazy initialization of tree
                    treeBlocks = treeBlocks ?? _treeLSystem.Generate(soul.TreeRndSeed, (Vector3I)soul.Position, treeBp);

                    // find the lowest Y in our point
                    var minY = treeBlocks.Where(b => b.WorldPosition.X == point.X && b.WorldPosition.Z == point.Y).Select(b => b.WorldPosition.Y).DefaultIfEmpty().Min();


                    if (minY == 0 || minY <= soul.Position.Y)
                    {
                        // the point is outside of tree
                        continue;
                    }

                    var cursor = _server.LandscapeManager.GetCursor(new Vector3I(point.X, minY - 1, point.Y));
                    if (cursor.Read() == WorldConfiguration.CubeId.Air)
                    {
                        var entity = (IStaticEntity)_server.EntityFactory.CreateFromBluePrint(item.ItemblueprintId);
                        entity.Position = cursor.GlobalPosition;

                        var blockLinkedItem = entity as IBlockLinkedEntity;
                        if (blockLinkedItem != null)
                        {
                            blockLinkedItem.LinkedCube = cursor.GlobalPosition + Vector3I.Down;
                        }

                        cursor.AddEntity(entity);
                    }
                }
            }
        }