Improved pathfinding to stationary targets to not unnecessarily recalculate the path

Fixed an issue where end-of-movement was not being considered properly
Added admin command for drawing chunk boundaries ::drawchunks
Added admin command for drawing region boundaries ::drawregions
Added admin command for drawing the current route ::drawroute
Fixed impling IndexOutOfBoundsException
This commit is contained in:
Ceikry
2023-04-21 16:19:23 +00:00
committed by Ryan
parent f92fde2800
commit 9619f5b3a7
6 changed files with 137 additions and 56 deletions
@@ -269,62 +269,65 @@ public abstract class MovementPulse extends Pulse {
return;
}
Location ml = mover.getLocation();
Location dl = destination.getLocation();
// Lead the target if they're walking/running, unless they're already within interaction range
if(loc != null && destination instanceof Entity && Math.max(Math.abs(ml.getX() - dl.getX()), Math.abs(ml.getY() - dl.getY())) > 1) {
WalkingQueue wq = ((Entity)destination).getWalkingQueue();
if(wq.hasPath()) {
Point[] points = wq.getQueue().toArray(new Point[0]);
if(points.length > 0) {
Point p = points[0];
for(int i=0; i<points.length; i++) {
// Target the farthest point along target's planned movement that's within 1 tick's running,
// this ensures the player will run to catch up to the target if able.
if(Math.max(Math.abs(ml.getX() - points[i].getX()), Math.abs(ml.getY() - points[i].getY())) <= 2) {
p = points[i];
if (destination instanceof Entity || interactLocation == null) {
Location ml = mover.getLocation();
Location dl = destination.getLocation();
// Lead the target if they're walking/running, unless they're already within interaction range
if(loc != null && destination instanceof Entity && Math.max(Math.abs(ml.getX() - dl.getX()), Math.abs(ml.getY() - dl.getY())) > 1) {
WalkingQueue wq = ((Entity)destination).getWalkingQueue();
if(wq.hasPath()) {
Point[] points = wq.getQueue().toArray(new Point[0]);
if(points.length > 0) {
Point p = points[0];
for(int i=0; i<points.length; i++) {
// Target the farthest point along target's planned movement that's within 1 tick's running,
// this ensures the player will run to catch up to the target if able.
if(Math.max(Math.abs(ml.getX() - points[i].getX()), Math.abs(ml.getY() - points[i].getY())) <= 2) {
p = points[i];
}
}
loc.setX(p.getX());
loc.setY(p.getY());
}
loc.setX(p.getX());
loc.setY(p.getY());
}
}
}
Path path = Pathfinder.find(mover, loc != null ? loc : destination, true, pathfinder);
near = !path.isSuccessful() || path.isMoveNear();
interactLocation = mover.getLocation();
boolean canMove = true;
if (destination instanceof NPC || destination instanceof Player) {
Entity e = (Entity) destination;
Location l = e.getLocation();
Deque<Point> npcPath = e.getWalkingQueue().getQueue();
if (e.getWalkingQueue().hasPath() && e.getProperties().getCombatPulse().isRunning() && e.getProperties().getCombatPulse().getVictim() == mover)
canMove = false;
if (!canMove) { //If we normally shouldn't move, but the NPC's pathfinding is not letting them move, then move.
if (npcPath.size() == 1) {
Point pathElement = npcPath.peek();
if (pathElement.getX() == l.getX() && pathElement.getY() == l.getY())
canMove = true;
Path path = Pathfinder.find(mover, loc != null ? loc : destination, true, pathfinder);
near = !path.isSuccessful() || path.isMoveNear();
interactLocation = mover.getLocation();
boolean canMove = true;
if (destination instanceof Entity) {
Entity e = (Entity) destination;
Location l = e.getLocation();
Deque<Point> npcPath = e.getWalkingQueue().getQueue();
if (e.getWalkingQueue().hasPath() && e.getProperties().getCombatPulse().isRunning() && e.getProperties().getCombatPulse().getVictim() == mover)
canMove = false;
if (!canMove) { //If we normally shouldn't move, but the NPC's pathfinding is not letting them move, then move.
if (npcPath.size() == 1) {
Point pathElement = npcPath.peek();
if (pathElement.getX() == l.getX() && pathElement.getY() == l.getY())
canMove = true;
}
}
}
}
if (!path.getPoints().isEmpty() && canMove) {
Point point = path.getPoints().getLast();
interactLocation = Location.create(point.getX(), point.getY(), mover.getLocation().getZ());
if (forceRun) {
mover.getWalkingQueue().reset(forceRun);
} else {
mover.getWalkingQueue().reset();
}
int size = path.getPoints().toArray().length;
Deque points = path.getPoints();
for (int i = 0; i < size; i++) {
point = path.getPoints().pop();
mover.getWalkingQueue().addPath(point.getX(), point.getY());
if (destination instanceof Entity) {
mover.face((Entity) destination);
if (!path.getPoints().isEmpty() && canMove) {
Point point = path.getPoints().getLast();
interactLocation = Location.create(point.getX(), point.getY(), mover.getLocation().getZ());
if (forceRun) {
mover.getWalkingQueue().reset(forceRun);
} else {
mover.face(null);
mover.getWalkingQueue().reset();
}
int size = path.getPoints().toArray().length;
Deque points = path.getPoints();
for (int i = 0; i < size; i++) {
point = path.getPoints().pop();
mover.getWalkingQueue().addPath(point.getX(), point.getY());
if (destination instanceof Entity) {
mover.face((Entity) destination);
} else {
mover.face(null);
}
}
}
}
@@ -60,7 +60,7 @@ class ScriptProcessor(val entity: Entity) {
fun postMovement(didMove: Boolean) {
if (didMove)
entity.clocks[Clocks.MOVEMENT] = GameWorld.ticks + 1
entity.clocks[Clocks.MOVEMENT] = GameWorld.ticks + if (entity.walkingQueue.isRunning) 0 else 1
var canProcess = !entity.delayed()
if (entity is Player)
canProcess = canProcess && !entity.interfaceManager.isOpened && !entity.interfaceManager.hasChatbox()
@@ -80,7 +80,7 @@ class ScriptProcessor(val entity: Entity) {
}
}
if (canProcess && (apScript != null || opScript != null)) {
if (!interacted && !didMove) {
if (!interacted && !didMove && finishedMoving(entity)) {
sendMessage(entity, "I can't reach that!")
reset()
}