mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 21:44:35 +02:00
stubbed some more states
- stubbed some ability stuff - moved packet things to loop instead of session only - added mob roaming and aggro - todo: fix target find/detection/pathfinding speed/line of sight/line aoe length etc - todo: see "// todo:" in code
This commit is contained in:
parent
c7b87c0d89
commit
68657e1edc
33 changed files with 1459 additions and 444 deletions
|
@ -16,10 +16,34 @@ namespace FFXIVClassic_Map_Server.utils
|
|||
{
|
||||
|
||||
// navmesh
|
||||
public static bool CanSee(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
public static bool CanSee(actors.area.Zone zone, float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
{
|
||||
// todo: prolly shouldnt raycast
|
||||
var navMesh = zone.tiledNavMesh;
|
||||
if (navMesh != null)
|
||||
{
|
||||
var navMeshQuery = zone.navMeshQuery;
|
||||
|
||||
return false;
|
||||
NavPoint startPt, endPt;
|
||||
SharpNav.Pathfinding.Path path = new SharpNav.Pathfinding.Path();
|
||||
|
||||
RaycastHit hit = new RaycastHit();
|
||||
|
||||
SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(x1, y1, z1);
|
||||
SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(x2, y2, z2);
|
||||
|
||||
SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5);
|
||||
navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);
|
||||
navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt);
|
||||
|
||||
|
||||
if (navMeshQuery.Raycast(ref startPt, ref ep, RaycastOptions.None, out hit, path))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string filePath)
|
||||
|
@ -61,7 +85,7 @@ namespace FFXIVClassic_Map_Server.utils
|
|||
// no point pathing if in range
|
||||
if (distanceSquared < 4 && Math.Abs(startVec.Y - endVec.Y) < 1.1f)
|
||||
{
|
||||
return null;
|
||||
return new List<Vector3>() { endVec };
|
||||
}
|
||||
|
||||
var smoothPath = new List<Vector3>(pathSize) { };
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue