mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
moved vector3 to common
- changed distance checks to distance squared - reexported central thanalan navmesh with cell size 0.60, height 0.26, radius 0.5, edge error 1.3, merged region size 30 - todo: main logic loop per zone and move this into proper ai classes
This commit is contained in:
parent
872e56f8f9
commit
c70cf022b7
@ -70,6 +70,7 @@
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<Compile Include="STA_INIFile.cs" />
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<Compile Include="SubPacket.cs" />
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<Compile Include="Utils.cs" />
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<Compile Include="Vector3.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="app.config" />
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74
FFXIVClassic Common Class Lib/Vector3.cs
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74
FFXIVClassic Common Class Lib/Vector3.cs
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@ -0,0 +1,74 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic.Common
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{
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public class Vector3
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{
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public float X;
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public float Y;
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public float Z;
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public static Vector3 Zero = new Vector3();
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public Vector3(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public Vector3()
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{
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X = 0.0f;
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Y = 0.0f;
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Z = 0.0f;
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}
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public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
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{
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Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
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newVec.X += rhs.X;
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newVec.Y += rhs.Y;
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newVec.Z += rhs.Z;
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return newVec;
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}
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public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
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}
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public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
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}
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public static Vector3 operator *(float scalar, Vector3 rhs)
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{
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return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
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}
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public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
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}
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public float Length()
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{
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return (float)Math.Sqrt(this.LengthSquared());
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}
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public float LengthSquared()
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{
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return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
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}
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public static float Dot(Vector3 lhs, Vector3 rhs)
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{
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return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
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}
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}
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}
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@ -340,6 +340,7 @@
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="actors\chara\ai\" />
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<Folder Include="navmesh\" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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@ -40,7 +40,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public string className;
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public List<LuaParam> classParams;
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public List<utils.Vector3> positionUpdates = new List<utils.Vector3>();
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public List<Vector3> positionUpdates = new List<Vector3>();
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public DateTime lastMoveUpdate;
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public Actor target;
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@ -158,12 +158,16 @@ namespace FFXIVClassic_Map_Server.Actors
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if (hasMoved)
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{
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var pos = positionUpdates[0];
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positionUpdates.Remove(pos);
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if (this is Character)
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((Character)this).OnPath(ref pos);
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positionX = pos.X;
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positionY = pos.Y;
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positionZ = pos.Z;
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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positionUpdates.RemoveAt(0);
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}
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lastMoveUpdate = DateTime.Now;
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return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
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@ -609,10 +613,10 @@ namespace FFXIVClassic_Map_Server.Actors
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rotation = (float)dRot;
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}
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public void QueuePositionUpdate(utils.Vector3 pos)
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public void QueuePositionUpdate(Vector3 pos)
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{
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if (positionUpdates == null)
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positionUpdates = new List<utils.Vector3>();
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positionUpdates = new List<Vector3>();
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positionUpdates.Add(pos);
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this.hasMoved = true;
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@ -620,7 +624,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void QueuePositionUpdate(float x, float y, float z)
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{
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QueuePositionUpdate(new utils.Vector3(x, y, z));
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QueuePositionUpdate(new Vector3(x, y, z));
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}
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public void ClearPositionUpdates()
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@ -628,7 +632,7 @@ namespace FFXIVClassic_Map_Server.Actors
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positionUpdates.Clear();
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}
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public utils.Vector3 FindRandomPointAroundActor(float minRadius, float maxRadius)
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public Vector3 FindRandomPointAroundActor(float minRadius, float maxRadius)
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{
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var angle = Program.Random.NextDouble() * Math.PI * 2;
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var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
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@ -636,7 +640,7 @@ namespace FFXIVClassic_Map_Server.Actors
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float x = (float)(radius * Math.Cos(angle));
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float z = (float)(radius * Math.Sin(angle));
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return new utils.Vector3(positionX + x, positionY, positionZ + z);
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return new Vector3(positionX + x, positionY, positionZ + z);
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}
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}
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}
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@ -33,23 +33,20 @@ namespace FFXIVClassic_Map_Server.actors.area
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public Zone(uint id, string zoneName, ushort regionId, string classPath, ushort bgmDay, ushort bgmNight, ushort bgmBattle, bool isIsolated, bool isInn, bool canRideChocobo, bool canStealth, bool isInstanceRaid, bool loadNavMesh = false)
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: base(id, zoneName, regionId, classPath, bgmDay, bgmNight, bgmBattle, isIsolated, isInn, canRideChocobo, canStealth, isInstanceRaid)
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{
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var navMeshName = loadNavMesh ? zoneName + ".snb" : "";
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if (navMeshName != "")
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if (loadNavMesh)
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{
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try
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{
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tiledNavMesh = utils.NavmeshUtils.LoadNavmesh(tiledNavMesh, navMeshName);
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tiledNavMesh = utils.NavmeshUtils.LoadNavmesh(tiledNavMesh, zoneName + ".snb");
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navMeshQuery = new SharpNav.NavMeshQuery(tiledNavMesh, 100);
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if (tiledNavMesh != null)
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if (tiledNavMesh != null && tiledNavMesh.Tiles[0].PolyCount > 0)
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Program.Log.Info($"Loaded navmesh for {zoneName}");
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}
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catch (Exception e)
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{
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Program.Log.Error(e.Message);
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}
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}
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}
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@ -119,8 +119,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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{
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var pos = new utils.Vector3(positionX, positionY, positionZ);
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var dest = new utils.Vector3(x, y, z);
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var pos = new Vector3(positionX, positionY, positionZ);
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var dest = new Vector3(x, y, z);
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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@ -156,11 +156,11 @@ namespace FFXIVClassic_Map_Server.Actors
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if (path.Count == 1)
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Program.Log.Info($"mypos: {positionX} {positionY} {positionZ} | targetPos: {x} {y} {z} | step {stepSize} | maxPath {maxPath} | polyRadius {polyRadius}");
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//Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
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Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
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}
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}
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public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25)
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public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25, float radius = 0.0f)
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{
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var player = target as Player;
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@ -202,13 +202,20 @@ namespace FFXIVClassic_Map_Server.Actors
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this.moveState = player.moveState;
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this.moveSpeeds = player.moveSpeeds;
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PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath);
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PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath, radius);
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}
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}
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public void OnPath()
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public void OnPath(ref Vector3 point)
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{
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// todo: lua function onPath in mob script
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if (positionUpdates != null && positionUpdates.Count > 0)
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{
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if (point == positionUpdates[positionUpdates.Count - 1])
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{
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var myPos = new Vector3(positionX, positionY, positionZ);
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//point = NavmeshUtils.GetPath((Zone)zone, myPos, point, 0.35f, 1, 0.000001f, true)?[0];
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}
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}
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}
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public void Update(double deltaTime)
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@ -234,22 +241,21 @@ namespace FFXIVClassic_Map_Server.Actors
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if (diffTime.Milliseconds >= deltaTime)
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{
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bool foundActor = false;
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bool despawnOutOfRange = false;
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var targId = target != null ? actorId : 0;
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// leash back to spawn
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if (!isMovingToSpawn && this.oldPositionX != 0.0f && this.oldPositionY != 0.0f && this.oldPositionZ != 0.0f)
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{
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var spawnDistance = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ);
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//var spawnDistanceSq = Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ);
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// todo: actual spawn leash and modifiers read from table
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// set a leash to path back to spawn even if have target
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if (spawnDistance >= 55)
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// (50 yalms)
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if (Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) >= 3025)
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{
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this.isMovingToSpawn = true;
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this.target = null;
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this.lastMoveUpdate = this.lastMoveUpdate.AddSeconds(-5);
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this.hasMoved = false;
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ClearPositionUpdates();
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}
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}
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@ -260,7 +266,8 @@ namespace FFXIVClassic_Map_Server.Actors
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var player = target as Player;
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// deaggro if zoning/logging
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if (player.playerSession.isUpdatesLocked || player.isZoneChanging || player.isZoning)
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// todo: player.isZoning seems to be busted
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if (player.playerSession.isUpdatesLocked)
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{
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target = null;
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ClearPositionUpdates();
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@ -268,7 +275,7 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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Player closestPlayer = null;
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float closestPlayerDistance = 1000.0f;
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float closestPlayerDistanceSq = 1000.0f;
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// dont bother checking for any in-range players if going back to spawn
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if (!this.isMovingToSpawn)
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@ -280,19 +287,20 @@ namespace FFXIVClassic_Map_Server.Actors
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var player = actor as Player;
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// skip if zoning/logging
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if (player != null && player.isZoning || player.isZoning || player.playerSession.isUpdatesLocked)
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// todo: player.isZoning seems to be busted
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if (player != null && player.playerSession.isUpdatesLocked)
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continue;
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// find distance between self and target
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var distance = Utils.Distance(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
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var distanceSq = Utils.DistanceSquared(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
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int maxDistance = player == target ? 27 : 10;
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int maxDistanceSq = player == target ? 900 : 100;
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// check target isnt too far
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// todo: create cone thing for IsFacing
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if (distance <= maxDistance && distance <= closestPlayerDistance && (IsFacing(player) || true))
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if (distanceSq <= maxDistanceSq && distanceSq <= closestPlayerDistanceSq && (IsFacing(player) || true))
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{
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closestPlayerDistance = distance;
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closestPlayerDistanceSq = distanceSq;
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closestPlayer = player;
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foundActor = true;
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}
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@ -306,12 +314,12 @@ namespace FFXIVClassic_Map_Server.Actors
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if (!hasMoved)
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{
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// todo: include model size and mob specific distance checks
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if (closestPlayerDistance >= 3)
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if (closestPlayerDistanceSq >= 9)
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{
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FollowTarget(closestPlayer, 2.4f, 5);
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FollowTarget(closestPlayer, 2.5f, 4);
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}
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// too close, spread out
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else if (closestPlayerDistance <= 0.64f)
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else if (closestPlayerDistanceSq <= 0.85f)
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{
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QueuePositionUpdate(target.FindRandomPointAroundActor(0.65f, 0.85f));
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}
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@ -328,14 +336,15 @@ namespace FFXIVClassic_Map_Server.Actors
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// time elapsed since last move update
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var diffMove = (DateTime.Now - lastMoveUpdate);
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// todo: modifier for DelayBeforeRoamToSpawn
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// player disappeared
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if (diffMove.Seconds >= 5 && !foundActor)
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if (!foundActor && diffMove.Seconds >= 5)
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{
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// dont path if havent moved before
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if (oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
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if (!hasMoved && oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
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{
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// check within spawn radius
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this.isAtSpawn = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 25.0f;
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this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 625.0f;
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// make sure we have no target
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if (this.target == null)
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@ -346,10 +355,11 @@ namespace FFXIVClassic_Map_Server.Actors
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PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.8f);
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}
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// within spawn range, find a random point
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else if (diffMove.Seconds >= 15 && !hasMoved)
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else if (diffMove.Seconds >= 15)
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{
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// pick a random point within 10 yalms or spawn
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PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.5f, 7, 10.5f);
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// todo: polyRadius isnt euclidean distance..
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// pick a random point within 10 yalms of spawn
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PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.5f, 7, 2.5f);
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// face destination
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if (positionUpdates.Count > 0)
|
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|
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@ -8,82 +8,10 @@ using SharpNav;
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using SharpNav.Pathfinding;
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using SharpNav.Crowds;
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using SharpNav.IO;
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using FFXIVClassic.Common;
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namespace FFXIVClassic_Map_Server.utils
|
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{
|
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public class Vector3
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{
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public float X;
|
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public float Y;
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public float Z;
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public static Vector3 Zero = new Vector3();
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public Vector3(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
|
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}
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public Vector3()
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{
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X = 0.0f;
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Y = 0.0f;
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Z = 0.0f;
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}
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public Vector3(SharpNav.Geometry.Vector3 vec)
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{
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X = vec.X;
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Y = vec.Y;
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Z = vec.Z;
|
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}
|
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|
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public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
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{
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Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
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newVec.X += rhs.X;
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newVec.Y += rhs.Y;
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newVec.Z += rhs.Z;
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return newVec;
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}
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public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
|
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}
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public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
|
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}
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public static Vector3 operator *(float scalar, Vector3 rhs)
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{
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return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
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}
|
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public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
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}
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public float Length()
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{
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return (float)Math.Sqrt(this.LengthSquared());
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}
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|
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public float LengthSquared()
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{
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return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
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}
|
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public static float Dot(Vector3 lhs, Vector3 rhs)
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{
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return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
|
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}
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}
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class NavmeshUtils
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{
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@ -96,8 +24,13 @@ namespace FFXIVClassic_Map_Server.utils
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|
||||
public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string filePath)
|
||||
{
|
||||
var serialiser = new SharpNav.IO.Json.NavMeshJsonSerializer();
|
||||
return serialiser.Deserialize(System.IO.Path.Combine("../../navmesh/", filePath));
|
||||
SharpNav.IO.NavMeshSerializer serializer;
|
||||
if (System.IO.Path.GetExtension(filePath) == ".snb")
|
||||
serializer = new SharpNav.IO.Binary.NavMeshBinarySerializer();
|
||||
else
|
||||
serializer = new SharpNav.IO.Json.NavMeshJsonSerializer();
|
||||
|
||||
return serializer.Deserialize(System.IO.Path.Combine("../../navmesh/", filePath));
|
||||
//return navmesh = new SharpNav.IO.Json.NavMeshJsonSerializer().Deserialize(filePath);
|
||||
}
|
||||
|
||||
@ -105,11 +38,11 @@ namespace FFXIVClassic_Map_Server.utils
|
||||
// Copyright (c) 2013-2016 Robert Rouhani <robert.rouhani@gmail.com> and other contributors (see CONTRIBUTORS file).
|
||||
// Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE
|
||||
|
||||
public static List<Vector3> GetPath(FFXIVClassic_Map_Server.actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f)
|
||||
public static List<Vector3> GetPath(FFXIVClassic_Map_Server.actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f, bool skipToTarget = false)
|
||||
{
|
||||
var navMesh = zone.tiledNavMesh;
|
||||
var navMeshQuery = zone.navMeshQuery;
|
||||
|
||||
|
||||
// no navmesh loaded, run straight to player
|
||||
if (navMesh == null)
|
||||
{
|
||||
@ -166,7 +99,11 @@ namespace FFXIVClassic_Map_Server.utils
|
||||
targetPos = randPoly.Position;
|
||||
}
|
||||
|
||||
smoothPath.Add(new Vector3(iterPos));
|
||||
if (skipToTarget)
|
||||
{
|
||||
return new List<Vector3>() { new Vector3(targetPos.X, targetPos.Y, targetPos.Z) };
|
||||
}
|
||||
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
|
||||
|
||||
//float STEP_SIZE = 0.70f;
|
||||
float SLOP = 0.15f;
|
||||
@ -216,7 +153,7 @@ namespace FFXIVClassic_Map_Server.utils
|
||||
iterPos = targetPos;
|
||||
if (smoothPath.Count < smoothPath.Capacity)
|
||||
{
|
||||
smoothPath.Add(new Vector3(iterPos));
|
||||
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -224,7 +161,7 @@ namespace FFXIVClassic_Map_Server.utils
|
||||
//store results
|
||||
if (smoothPath.Count < smoothPath.Capacity)
|
||||
{
|
||||
smoothPath.Add(new Vector3(iterPos));
|
||||
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user