EQ2EMu/EQ2/source/WorldServer/Zone/pathfinder_interface.h
Image 2de73b6b83 Support for BestZ / Line of Sight / navmesh pathing
Fixes #46

EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target

navmesh support for pathfinding
2020-04-05 23:29:43 -04:00

81 lines
1.5 KiB
C++

#pragma once
#include "map.h"
#include <list>
class Client;
class Seperator;
enum PathingPolyFlags
{
PathingNormal = 1,
PathingWater = 2,
PathingLava = 4,
PathingZoneLine = 8,
PathingPvP = 16,
PathingSlime = 32,
PathingIce = 64,
PathingVWater = 128,
PathingGeneralArea = 256,
PathingPortal = 512,
PathingPrefer = 1024,
PathingDisabled = 2048,
PathingAll = 65535,
PathingNotDisabled = PathingAll ^ PathingDisabled
};
struct PathfinderOptions
{
PathfinderOptions() {
flags = PathingNotDisabled;
smooth_path = true;
step_size = 10.0f;
flag_cost[0] = 1.0f;
flag_cost[1] = 3.0f;
flag_cost[2] = 5.0f;
flag_cost[3] = 1.0f;
flag_cost[4] = 2.0f;
flag_cost[5] = 2.0f;
flag_cost[6] = 4.0f;
flag_cost[7] = 1.0f;
flag_cost[8] = 0.1f;
flag_cost[9] = 0.1f;
offset = 3.25f;
}
int flags;
bool smooth_path;
float step_size;
float flag_cost[10];
float offset;
};
class IPathfinder
{
public:
struct IPathNode
{
IPathNode(const glm::vec3 &p) {
pos = p;
teleport = false;
}
IPathNode(bool tp) {
teleport = tp;
}
glm::vec3 pos;
bool teleport;
};
typedef std::list<IPathNode> IPath;
IPathfinder() { }
virtual ~IPathfinder() { }
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck, int flags = PathingNotDisabled) = 0;
virtual IPath FindPath(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck, const PathfinderOptions& opts) = 0;
virtual glm::vec3 GetRandomLocation(const glm::vec3 &start) = 0;
static IPathfinder *Load(const std::string &zone);
};