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OpenDiablo2/d2core/d2map/d2mapengine/walk_mesh.go

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package d2mapengine
import (
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2astar"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
func (m *MapEngine) RegenerateWalkPaths() {
for subTileY := 0; subTileY < m.size.Height*5; subTileY++ {
tileY := int(float64(subTileY) / 5.0)
for subTileX := 0; subTileX < m.size.Width*5; subTileX++ {
tileX := int(float64(subTileX) / 5.0)
tile := m.TileAt(tileX, tileY)
isBlocked := false
for _, floor := range tile.Floors {
tileData := m.GetTileData(int32(floor.Style), int32(floor.Sequence), d2enum.Floor)
if tileData == nil {
continue
}
tileSubAttributes := tileData.GetSubTileFlags(subTileX%5, subTileY%5)
isBlocked = isBlocked || tileSubAttributes.BlockWalk
if isBlocked {
break
}
}
if !isBlocked {
for _, wall := range tile.Walls {
tileData := m.GetTileData(int32(wall.Style), int32(wall.Sequence), wall.Type)
if tileData == nil {
continue
}
tileSubAttributes := tileData.GetSubTileFlags(subTileX%5, subTileY%5)
isBlocked = isBlocked || tileSubAttributes.BlockWalk
if isBlocked {
break
}
}
}
index := subTileX + (subTileY * m.size.Width * 5)
m.walkMesh[index] = d2common.PathTile{
Walkable: !isBlocked,
X: float64(subTileX) / 5.0,
Y: float64(subTileY) / 5.0,
}
ySkew := m.size.Width * 5
if !isBlocked && subTileY > 0 && m.walkMesh[index-ySkew].Walkable {
m.walkMesh[index].Up = &m.walkMesh[index-ySkew]
m.walkMesh[index-ySkew].Down = &m.walkMesh[index]
}
if !isBlocked && subTileX > 0 && m.walkMesh[index-1].Walkable {
m.walkMesh[index].Left = &m.walkMesh[index-1]
m.walkMesh[index-1].Right = &m.walkMesh[index]
}
if !isBlocked && subTileX > 0 && subTileY > 0 && m.walkMesh[(index-ySkew)-1].Walkable {
m.walkMesh[index].UpLeft = &m.walkMesh[(index-ySkew)-1]
m.walkMesh[(index-ySkew)-1].DownRight = &m.walkMesh[index]
}
if !isBlocked && subTileY > 0 && subTileX < (m.size.Width*5)-1 && m.walkMesh[(index-ySkew)+1].Walkable {
m.walkMesh[index].UpRight = &m.walkMesh[(index-ySkew)+1]
m.walkMesh[(index-ySkew)+1].DownLeft = &m.walkMesh[index]
}
}
}
}
// Finds a walkable path between two points
func (m *MapEngine) PathFind(startX, startY, endX, endY float64) (path []d2astar.Pather, distance float64, found bool) {
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startTileX := int(math.Floor(startX))
startTileY := int(math.Floor(startY))
if !m.TileExists(startTileX, startTileY) {
return
}
startSubtileX := int((startX - float64(int(startX))) * 5)
startSubtileY := int((startY - float64(int(startY))) * 5)
startNodeIndex := ((startSubtileY + (startTileY * 5)) * m.size.Width * 5) + startSubtileX + ((startTileX) * 5)
if startNodeIndex < 0 || startNodeIndex >= len(m.walkMesh) {
return
}
startNode := &m.walkMesh[startNodeIndex]
endTileX := int(math.Floor(endX))
endTileY := int(math.Floor(endY))
if !m.TileExists(endTileX, endTileY) {
return
}
endSubtileX := int((endX - float64(int(endX))) * 5)
endSubtileY := int((endY - float64(int(endY))) * 5)
endNodeIndex := ((endSubtileY + (endTileY * 5)) * m.size.Width * 5) + endSubtileX + ((endTileX) * 5)
if endNodeIndex < 0 || endNodeIndex >= len(m.walkMesh) {
return
}
endNode := &m.walkMesh[endNodeIndex]
path, distance, found = d2astar.Path(startNode, endNode, 80)
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if path != nil {
// Reverse the path to fit what the game expects.
for i := len(path)/2-1; i >= 0; i-- {
opp := len(path)-1-i
path[i], path[opp] = path[opp], path[i]
}
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path = path[1:]
}
return
}