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:
Tahir Akhlaq 2017-06-11 02:29:08 +01:00
parent 872e56f8f9
commit c70cf022b7
9 changed files with 145 additions and 121 deletions

View File

@ -70,6 +70,7 @@
<Compile Include="STA_INIFile.cs" />
<Compile Include="SubPacket.cs" />
<Compile Include="Utils.cs" />
<Compile Include="Vector3.cs" />
</ItemGroup>
<ItemGroup>
<None Include="app.config" />

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@ -0,0 +1,74 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic.Common
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
}
}

View File

@ -340,6 +340,7 @@
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<Folder Include="actors\chara\ai\" />
<Folder Include="navmesh\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

View File

@ -40,7 +40,7 @@ namespace FFXIVClassic_Map_Server.Actors
public string className;
public List<LuaParam> classParams;
public List<utils.Vector3> positionUpdates = new List<utils.Vector3>();
public List<Vector3> positionUpdates = new List<Vector3>();
public DateTime lastMoveUpdate;
public Actor target;
@ -158,12 +158,16 @@ namespace FFXIVClassic_Map_Server.Actors
if (hasMoved)
{
var pos = positionUpdates[0];
positionUpdates.Remove(pos);
if (this is Character)
((Character)this).OnPath(ref pos);
positionX = pos.X;
positionY = pos.Y;
positionZ = pos.Z;
//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
positionUpdates.RemoveAt(0);
}
lastMoveUpdate = DateTime.Now;
return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
@ -609,10 +613,10 @@ namespace FFXIVClassic_Map_Server.Actors
rotation = (float)dRot;
}
public void QueuePositionUpdate(utils.Vector3 pos)
public void QueuePositionUpdate(Vector3 pos)
{
if (positionUpdates == null)
positionUpdates = new List<utils.Vector3>();
positionUpdates = new List<Vector3>();
positionUpdates.Add(pos);
this.hasMoved = true;
@ -620,7 +624,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void QueuePositionUpdate(float x, float y, float z)
{
QueuePositionUpdate(new utils.Vector3(x, y, z));
QueuePositionUpdate(new Vector3(x, y, z));
}
public void ClearPositionUpdates()
@ -628,7 +632,7 @@ namespace FFXIVClassic_Map_Server.Actors
positionUpdates.Clear();
}
public utils.Vector3 FindRandomPointAroundActor(float minRadius, float maxRadius)
public Vector3 FindRandomPointAroundActor(float minRadius, float maxRadius)
{
var angle = Program.Random.NextDouble() * Math.PI * 2;
var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
@ -636,7 +640,7 @@ namespace FFXIVClassic_Map_Server.Actors
float x = (float)(radius * Math.Cos(angle));
float z = (float)(radius * Math.Sin(angle));
return new utils.Vector3(positionX + x, positionY, positionZ + z);
return new Vector3(positionX + x, positionY, positionZ + z);
}
}
}

View File

@ -33,23 +33,20 @@ namespace FFXIVClassic_Map_Server.actors.area
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)
: base(id, zoneName, regionId, classPath, bgmDay, bgmNight, bgmBattle, isIsolated, isInn, canRideChocobo, canStealth, isInstanceRaid)
{
var navMeshName = loadNavMesh ? zoneName + ".snb" : "";
if (navMeshName != "")
if (loadNavMesh)
{
try
{
tiledNavMesh = utils.NavmeshUtils.LoadNavmesh(tiledNavMesh, navMeshName);
tiledNavMesh = utils.NavmeshUtils.LoadNavmesh(tiledNavMesh, zoneName + ".snb");
navMeshQuery = new SharpNav.NavMeshQuery(tiledNavMesh, 100);
if (tiledNavMesh != null)
if (tiledNavMesh != null && tiledNavMesh.Tiles[0].PolyCount > 0)
Program.Log.Info($"Loaded navmesh for {zoneName}");
}
catch (Exception e)
{
Program.Log.Error(e.Message);
}
}
}

View File

@ -119,8 +119,8 @@ namespace FFXIVClassic_Map_Server.Actors
public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
{
var pos = new utils.Vector3(positionX, positionY, positionZ);
var dest = new utils.Vector3(x, y, z);
var pos = new Vector3(positionX, positionY, positionZ);
var dest = new Vector3(x, y, z);
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
@ -156,11 +156,11 @@ namespace FFXIVClassic_Map_Server.Actors
if (path.Count == 1)
Program.Log.Info($"mypos: {positionX} {positionY} {positionZ} | targetPos: {x} {y} {z} | step {stepSize} | maxPath {maxPath} | polyRadius {polyRadius}");
//Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
}
}
public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25)
public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25, float radius = 0.0f)
{
var player = target as Player;
@ -202,13 +202,20 @@ namespace FFXIVClassic_Map_Server.Actors
this.moveState = player.moveState;
this.moveSpeeds = player.moveSpeeds;
PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath);
PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath, radius);
}
}
public void OnPath()
public void OnPath(ref Vector3 point)
{
// todo: lua function onPath in mob script
if (positionUpdates != null && positionUpdates.Count > 0)
{
if (point == positionUpdates[positionUpdates.Count - 1])
{
var myPos = new Vector3(positionX, positionY, positionZ);
//point = NavmeshUtils.GetPath((Zone)zone, myPos, point, 0.35f, 1, 0.000001f, true)?[0];
}
}
}
public void Update(double deltaTime)
@ -234,22 +241,21 @@ namespace FFXIVClassic_Map_Server.Actors
if (diffTime.Milliseconds >= deltaTime)
{
bool foundActor = false;
bool despawnOutOfRange = false;
var targId = target != null ? actorId : 0;
// leash back to spawn
if (!isMovingToSpawn && this.oldPositionX != 0.0f && this.oldPositionY != 0.0f && this.oldPositionZ != 0.0f)
{
var spawnDistance = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ);
//var spawnDistanceSq = Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ);
// todo: actual spawn leash and modifiers read from table
// set a leash to path back to spawn even if have target
if (spawnDistance >= 55)
// (50 yalms)
if (Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) >= 3025)
{
this.isMovingToSpawn = true;
this.target = null;
this.lastMoveUpdate = this.lastMoveUpdate.AddSeconds(-5);
this.hasMoved = false;
ClearPositionUpdates();
}
}
@ -260,7 +266,8 @@ namespace FFXIVClassic_Map_Server.Actors
var player = target as Player;
// deaggro if zoning/logging
if (player.playerSession.isUpdatesLocked || player.isZoneChanging || player.isZoning)
// todo: player.isZoning seems to be busted
if (player.playerSession.isUpdatesLocked)
{
target = null;
ClearPositionUpdates();
@ -268,7 +275,7 @@ namespace FFXIVClassic_Map_Server.Actors
}
Player closestPlayer = null;
float closestPlayerDistance = 1000.0f;
float closestPlayerDistanceSq = 1000.0f;
// dont bother checking for any in-range players if going back to spawn
if (!this.isMovingToSpawn)
@ -280,19 +287,20 @@ namespace FFXIVClassic_Map_Server.Actors
var player = actor as Player;
// skip if zoning/logging
if (player != null && player.isZoning || player.isZoning || player.playerSession.isUpdatesLocked)
// todo: player.isZoning seems to be busted
if (player != null && player.playerSession.isUpdatesLocked)
continue;
// find distance between self and target
var distance = Utils.Distance(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
var distanceSq = Utils.DistanceSquared(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
int maxDistance = player == target ? 27 : 10;
int maxDistanceSq = player == target ? 900 : 100;
// check target isnt too far
// todo: create cone thing for IsFacing
if (distance <= maxDistance && distance <= closestPlayerDistance && (IsFacing(player) || true))
if (distanceSq <= maxDistanceSq && distanceSq <= closestPlayerDistanceSq && (IsFacing(player) || true))
{
closestPlayerDistance = distance;
closestPlayerDistanceSq = distanceSq;
closestPlayer = player;
foundActor = true;
}
@ -306,12 +314,12 @@ namespace FFXIVClassic_Map_Server.Actors
if (!hasMoved)
{
// todo: include model size and mob specific distance checks
if (closestPlayerDistance >= 3)
if (closestPlayerDistanceSq >= 9)
{
FollowTarget(closestPlayer, 2.4f, 5);
FollowTarget(closestPlayer, 2.5f, 4);
}
// too close, spread out
else if (closestPlayerDistance <= 0.64f)
else if (closestPlayerDistanceSq <= 0.85f)
{
QueuePositionUpdate(target.FindRandomPointAroundActor(0.65f, 0.85f));
}
@ -328,14 +336,15 @@ namespace FFXIVClassic_Map_Server.Actors
// time elapsed since last move update
var diffMove = (DateTime.Now - lastMoveUpdate);
// todo: modifier for DelayBeforeRoamToSpawn
// player disappeared
if (diffMove.Seconds >= 5 && !foundActor)
if (!foundActor && diffMove.Seconds >= 5)
{
// dont path if havent moved before
if (oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
if (!hasMoved && oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
{
// check within spawn radius
this.isAtSpawn = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 25.0f;
this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 625.0f;
// make sure we have no target
if (this.target == null)
@ -346,10 +355,11 @@ namespace FFXIVClassic_Map_Server.Actors
PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.8f);
}
// within spawn range, find a random point
else if (diffMove.Seconds >= 15 && !hasMoved)
else if (diffMove.Seconds >= 15)
{
// pick a random point within 10 yalms or spawn
PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.5f, 7, 10.5f);
// todo: polyRadius isnt euclidean distance..
// pick a random point within 10 yalms of spawn
PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.5f, 7, 2.5f);
// face destination
if (positionUpdates.Count > 0)

View File

@ -8,82 +8,10 @@ using SharpNav;
using SharpNav.Pathfinding;
using SharpNav.Crowds;
using SharpNav.IO;
using FFXIVClassic.Common;
namespace FFXIVClassic_Map_Server.utils
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public Vector3(SharpNav.Geometry.Vector3 vec)
{
X = vec.X;
Y = vec.Y;
Z = vec.Z;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
}
class NavmeshUtils
{
@ -96,8 +24,13 @@ namespace FFXIVClassic_Map_Server.utils
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));
}
}
}