nilbog |
02-22-2010 03:04 PM |
Quote:
In *many* zones, mobs don't path quite the same as they did on live. That's not so much a bug, really, as the reality of trying to rebuild countless pathing nodes from the limited sources available.
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There's a new method to pathing.. where I could choose a large enough area for them to spawn, and it would include specified x/y/z coordinates of the zone. The pathing can be random though, which might even be better in cases like this.
Will definitely be experimenting with this, so newbie zones and large areas will look better in the future.
Very nice plugin from eqemulator.net written by Trevius. For those who care about scripts...
Code:
#NOTE: These functions require the globals.pl file for use of the val() plugin
#Usage: plugin::RandomRoam(MaxXVariance, MaxYVariance);
sub RandomRoam {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
}
#Usage: plugin::StraightPath(MaxXVariance, MaxYVariance);
sub StraightPath {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX, $OrigX, $OrigX);
if ($NewX == $OrigX) { # If we are using the orignal X, then chose a random Y to go to
if ($CurX == $OrigX) { # If they are moving on the same Axis they are currently on
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewY > $OrigY) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY + 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY - 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
else { # If we are not using the orignal X, then use the original Y instead
if ($CurY == $OrigY) { # If they are moving on the same Axis they are currently on
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $OrigY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewX > $OrigX) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX + 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX - 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
}
}
}
#Usage: plugin::RandomSwim(MaxXVariance, MaxYVariance, WaterSurfaceZ);
sub RandomSwim {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
my $WaterSurfaceZ = $_[2];
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $NewZ < $WaterSurfaceZ) {
my $SwimZ = int(rand($WaterSurfaceZ - $NewZ)) + $NewZ; #Use a random Z between water surface and floor
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $SwimZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $SwimZ, -1, 1);
}
}
}
}
}
return 1; #This line is required at the end of every plugin file in order to use it
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