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https://github.com/gooba42/adventureland.git
synced 2026-10-14 18:39:27 -05:00
safe_move!
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+239
-7
@@ -141,6 +141,13 @@ function can_attack(target) // also works for priests/heal
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}
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function can_heal(t){return can_attack(t);}
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function is_moving(entity)
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{
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if(entity.me && smart.moving) return true;
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if(entity.moving) return true;
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return false;
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}
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function attack(target)
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{
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if(safeties && mssince(last_attack)<400) return;
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@@ -278,7 +285,7 @@ function get_nearest_hostile(args) // mainly as an example [08/02/17]
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for(id in parent.entities)
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{
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var current=parent.entities[id];
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if(current.type!="character" || current.rip || current.invincible) continue;
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if(current.type!="character" || current.rip || current.invincible || current.npc) continue;
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if(current.party && character.party==current.party) continue;
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if(args.friendship && in_arr(current.owner,parent.friends)) continue;
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if(args.exclude && in_arr(current.name,args.exclude)) continue; // get_nearest_hostile({exclude:["Wizard"]}); Thanks
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@@ -467,24 +474,249 @@ function load_code(name,onerror) // onerror can be a function that will be execu
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document.getElementsByTagName("head")[0].appendChild(library);
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}
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var smart={
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moving:false,
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map:"main",x:0,y:0,
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on_done:function(){},
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plot:null,
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edge:20,
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use_town:false,
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prune:{
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smooth:true,
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map:true,
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},
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flags:{}
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};
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function smart_move(destination,on_done) // despite the name, smart_move isn't very smart or efficient, it's up to the players to implement a better movement method [05/02/17]
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{
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smart.map="";
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if("x" in destination)
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{
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smart.map=destination.map||character.map;
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smart.x=destination.x;
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smart.y=destination.y;
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}
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else if("to" in destination)
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else if("to" in destination || "map" in destination)
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{
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if(G.monsters[destination.to])
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{
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for(var name in G.maps)
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(G.maps[name].monsters||[]).forEach(function(pack){
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if(pack.type!=destination.to) return;
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if(pack.boundaries) // boundaries: for phoenix, mvampire
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{
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pack.last=pack.last||0;
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var boundary=pack.boundaries[pack.last%pack.boundaries.length];
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pack.last++;
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smart.map=boundary[0];
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smart.x=(boundary[1]+boundary[3])/2;
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smart.y=(boundary[2]+boundary[4])/2;
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}
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else if(pack.boundary)
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{
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var boundary=pack.boundary;
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smart.map=name;
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smart.x=(boundary[0]+boundary[2])/2;
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smart.y=(boundary[1]+boundary[3])/2;
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}
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});
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}
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else if(G.maps[destination.to||destination.map])
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{
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smart.map=destination.to||destination.map;
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smart.x=G.maps[smart.map].spawns[0][0];
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smart.y=G.maps[smart.map].spawns[0][1];
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}
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else if(destination.to=="upgrade" || destination.to=="compound") smart.map="main",smart.x=-204,smart.y=-129;
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else if(destination.to=="exchange") smart.map="main",smart.x=-26,smart.y=-432;
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}
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else if("spawn" in destination)
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if(!smart.map)
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{
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game_log("Unrecognized","#CF5B5B");
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return;
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}
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smart.moving=true;
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smart.plot=[]; smart.flags={}; smart.searching=smart.found=false;
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smart.on_done=on_done||function(){};
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}
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var queue=[],visited={},start=0,best=null;
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var moves=[[0,15],[0,-15],[15,0],[-15,0]];
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function plot(index)
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{
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if(index==-1) return;
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plot(queue[index].i); // Recursively back-tracks the path we came from
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smart.plot.push(queue[index]);
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}
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function qpush(node)
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{
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// If we haven't visited this location, adds the location to the queue
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if(smart.prune.map && smart.flags.map && node.map!=smart.map) return;
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if(visited[node.map+"-"+node.x+"-"+node.y]) return;
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if(!node.i) node.i=start; // set the index, to aid the plot function
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queue.push(node);
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visited[node.map+"-"+node.x+"-"+node.y]=true;
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}
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function smooth_path()
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{
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var i=0,j;
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while(i<smart.plot.length)
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{
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// Assume the path ahead is [i] [i+1] [i+2] - This routine checks whether [i+1] could be skipped
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// The resulting path is smooth rather than rectangular and bumpy
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// Try adding "function smooth_path(){}" or "smart.prune.smooth=false;" to your Code
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while(i+2<smart.plot.length && smart.plot[i].map==smart.plot[i+1].map && smart.plot[i].map==smart.plot[i+1].map &&
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can_move({map:smart.plot[i].map,x:smart.plot[i].x,y:smart.plot[i].y,going_x:smart.plot[i+2].x,going_y:smart.plot[i+2].y}))
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smart.plot.splice(i+1,1);
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i++;
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}
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}
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function bfs()
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{
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var timer=new Date(),result=null,optimal=true;
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while(start<queue.length)
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{
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var current=queue[start];
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if(current.map==smart.map)
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{
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smart.flags.map=true;
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if(abs(current.x-smart.x)+abs(current.y-smart.y)<smart.edge)
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{
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result=start;
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break;
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}
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else if(best===null || abs(current.x-smart.x)+abs(current.y-smart.y)<abs(queue[best].x-smart.x)+abs(queue[best].y-smart.y))
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{
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best=start;
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}
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}
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else if(current.map!=smart.map)
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{
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if(smart.prune.map && smart.flags.map) {start++; continue;}
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G.maps[current.map].doors.forEach(function(door){
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if(simple_distance({x:door[0]+door[2]/2,y:door[1]+door[2]},{x:current.x,y:current.y})<45)
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qpush({map:door[4],x:G.maps[door[4]].spawns[door[5]||0][0],y:G.maps[door[4]].spawns[door[5]||0][1],transport:true,s:door[5]||0});
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});
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G.maps[current.map].npcs.forEach(function(npc){
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if(npc.id=="transporter" && simple_distance({x:npc.position[0],y:npc.position[1]},{x:current.x,y:current.y})<75)
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{
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for(var place in G.npcs.transporter.places)
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{
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qpush({map:place,x:G.maps[place].spawns[G.npcs.transporter.places[place]][0],y:G.maps[place].spawns[G.npcs.transporter.places[place]][1],transport:true,s:G.npcs.transporter.places[place]});
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}
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}
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});
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}
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if(smart.use_town) qpush({map:current.map,x:G.maps[current.map].spawns[0][0],y:G.maps[current.map].spawns[0][1],town:true}); // "town"
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shuffle(moves);
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moves.forEach(function(m){
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var new_x=parseInt(current.x+m[0]),new_y=parseInt(current.y+m[1]);
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// utilise can_move - game itself uses can_move too - smart_move is slow as can_move checks all the lines at each step
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if(can_move({map:current.map,x:current.x,y:current.y,going_x:new_x,going_y:new_y}))
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qpush({map:current.map,x:new_x,y:new_y});
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});
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start++;
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if(mssince(timer)>(!parent.is_hidden()&&40||500)) return;
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}
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if(result===null) result=best,optimal=false;
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if(result===null)
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{
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game_log("Path not found!","#CF575F");
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smart.on_done(false);
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smart.moving=false;
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}
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else
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{
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plot(result);
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smart.found=true;
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if(smart.prune.smooth) smooth_path();
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if(optimal) game_log("Path found!","#C882D1");
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else game_log("Path found~","#C882D1");
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// game_log(queue.length);
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parent.d_text("Yes!",character,{color:"#58D685"});
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}
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}
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function start_pathfinding()
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{
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smart.searching=true;
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queue=[],visited={},start=0,best=null;
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qpush({x:character.real_x,y:character.real_y,map:character.map,i:-1});
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game_log("Searching for a path...","#89D4A2");
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bfs();
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}
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function continue_pathfinding()
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{
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bfs();
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}
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function smart_move_logic()
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{
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if(!smart.moving) return;
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if(!smart.searching && !smart.found)
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{
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start_pathfinding();
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}
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else if(!smart.found)
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{
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if(Math.random()<0.1)
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{
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move(character.real_x+Math.random()*0.0002-0.0001,character.real_y+Math.random()*0.0002-0.0001);
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parent.d_text(shuffle(["Hmm","...","???","Definitely left","No right!","Is it?","I can do this!","I think ...","What If","Should be","I'm Sure","Nope","Wait a min!","Oh my"])[0],character,{color:shuffle(["#68B3D1","#D06F99","#6ED5A3","#D2CF5A"])[0]});
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}
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continue_pathfinding();
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}
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else if(!character.moving && can_walk(character))
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{
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if(!smart.plot.length)
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{
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smart.on_done(true);
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smart.moving=false;
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return;
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}
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var current=smart.plot[0];
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smart.plot.splice(0,1);
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// game_log(JSON.stringify(current));
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if(current.town)
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{
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use("town");
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}
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else if(current.door)
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{
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use("door",character.map,current.num);
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}
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else if(current.transport)
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{
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parent.socket.emit("transport",{to:current.map,s:current.s});
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// use("transporter",current.map);
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}
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else if(character.map==current.map && can_move_to(current.x,current.y))
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{
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move(current.x,current.y);
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}
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else
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{
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game_log("Lost the path...","#CF5B5B");
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smart_move(smart,smart.on_done);
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}
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}
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}
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setInterval(function(){smart_move_logic();},80);
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//safety flags
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var last_loot=new Date(0);
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var last_attack=new Date(0);
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var last_potion=new Date(0);
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var last_transport=new Date(0);
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