safe_move!

This commit is contained in:
Kaan Soral
2017-02-20 13:29:43 +03:00
committed by GitHub
parent f0ede3270c
commit e1acc392e9
+239 -7
View File
@@ -141,6 +141,13 @@ function can_attack(target) // also works for priests/heal
}
function can_heal(t){return can_attack(t);}
function is_moving(entity)
{
if(entity.me && smart.moving) return true;
if(entity.moving) return true;
return false;
}
function attack(target)
{
if(safeties && mssince(last_attack)<400) return;
@@ -278,7 +285,7 @@ function get_nearest_hostile(args) // mainly as an example [08/02/17]
for(id in parent.entities)
{
var current=parent.entities[id];
if(current.type!="character" || current.rip || current.invincible) continue;
if(current.type!="character" || current.rip || current.invincible || current.npc) continue;
if(current.party && character.party==current.party) continue;
if(args.friendship && in_arr(current.owner,parent.friends)) continue;
if(args.exclude && in_arr(current.name,args.exclude)) continue; // get_nearest_hostile({exclude:["Wizard"]}); Thanks
@@ -467,24 +474,249 @@ function load_code(name,onerror) // onerror can be a function that will be execu
document.getElementsByTagName("head")[0].appendChild(library);
}
var smart={
moving:false,
map:"main",x:0,y:0,
on_done:function(){},
plot:null,
edge:20,
use_town:false,
prune:{
smooth:true,
map:true,
},
flags:{}
};
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]
{
smart.map="";
if("x" in destination)
{
smart.map=destination.map||character.map;
smart.x=destination.x;
smart.y=destination.y;
}
else if("to" in destination)
else if("to" in destination || "map" in destination)
{
}
else if("spawn" in destination)
if(G.monsters[destination.to])
{
for(var name in G.maps)
(G.maps[name].monsters||[]).forEach(function(pack){
if(pack.type!=destination.to) return;
if(pack.boundaries) // boundaries: for phoenix, mvampire
{
pack.last=pack.last||0;
var boundary=pack.boundaries[pack.last%pack.boundaries.length];
pack.last++;
smart.map=boundary[0];
smart.x=(boundary[1]+boundary[3])/2;
smart.y=(boundary[2]+boundary[4])/2;
}
else if(pack.boundary)
{
var boundary=pack.boundary;
smart.map=name;
smart.x=(boundary[0]+boundary[2])/2;
smart.y=(boundary[1]+boundary[3])/2;
}
});
}
else if(G.maps[destination.to||destination.map])
{
smart.map=destination.to||destination.map;
smart.x=G.maps[smart.map].spawns[0][0];
smart.y=G.maps[smart.map].spawns[0][1];
}
else if(destination.to=="upgrade" || destination.to=="compound") smart.map="main",smart.x=-204,smart.y=-129;
else if(destination.to=="exchange") smart.map="main",smart.x=-26,smart.y=-432;
}
if(!smart.map)
{
game_log("Unrecognized","#CF5B5B");
return;
}
smart.moving=true;
smart.plot=[]; smart.flags={}; smart.searching=smart.found=false;
smart.on_done=on_done||function(){};
}
var queue=[],visited={},start=0,best=null;
var moves=[[0,15],[0,-15],[15,0],[-15,0]];
function plot(index)
{
if(index==-1) return;
plot(queue[index].i); // Recursively back-tracks the path we came from
smart.plot.push(queue[index]);
}
function qpush(node)
{
// If we haven't visited this location, adds the location to the queue
if(smart.prune.map && smart.flags.map && node.map!=smart.map) return;
if(visited[node.map+"-"+node.x+"-"+node.y]) return;
if(!node.i) node.i=start; // set the index, to aid the plot function
queue.push(node);
visited[node.map+"-"+node.x+"-"+node.y]=true;
}
function smooth_path()
{
var i=0,j;
while(i<smart.plot.length)
{
// Assume the path ahead is [i] [i+1] [i+2] - This routine checks whether [i+1] could be skipped
// The resulting path is smooth rather than rectangular and bumpy
// Try adding "function smooth_path(){}" or "smart.prune.smooth=false;" to your Code
while(i+2<smart.plot.length && smart.plot[i].map==smart.plot[i+1].map && smart.plot[i].map==smart.plot[i+1].map &&
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}))
smart.plot.splice(i+1,1);
i++;
}
}
function bfs()
{
var timer=new Date(),result=null,optimal=true;
while(start<queue.length)
{
var current=queue[start];
if(current.map==smart.map)
{
smart.flags.map=true;
if(abs(current.x-smart.x)+abs(current.y-smart.y)<smart.edge)
{
result=start;
break;
}
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))
{
best=start;
}
}
else if(current.map!=smart.map)
{
if(smart.prune.map && smart.flags.map) {start++; continue;}
G.maps[current.map].doors.forEach(function(door){
if(simple_distance({x:door[0]+door[2]/2,y:door[1]+door[2]},{x:current.x,y:current.y})<45)
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});
});
G.maps[current.map].npcs.forEach(function(npc){
if(npc.id=="transporter" && simple_distance({x:npc.position[0],y:npc.position[1]},{x:current.x,y:current.y})<75)
{
for(var place in G.npcs.transporter.places)
{
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]});
}
}
});
}
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"
shuffle(moves);
moves.forEach(function(m){
var new_x=parseInt(current.x+m[0]),new_y=parseInt(current.y+m[1]);
// utilise can_move - game itself uses can_move too - smart_move is slow as can_move checks all the lines at each step
if(can_move({map:current.map,x:current.x,y:current.y,going_x:new_x,going_y:new_y}))
qpush({map:current.map,x:new_x,y:new_y});
});
start++;
if(mssince(timer)>(!parent.is_hidden()&&40||500)) return;
}
if(result===null) result=best,optimal=false;
if(result===null)
{
game_log("Path not found!","#CF575F");
smart.on_done(false);
smart.moving=false;
}
else
{
plot(result);
smart.found=true;
if(smart.prune.smooth) smooth_path();
if(optimal) game_log("Path found!","#C882D1");
else game_log("Path found~","#C882D1");
// game_log(queue.length);
parent.d_text("Yes!",character,{color:"#58D685"});
}
}
function start_pathfinding()
{
smart.searching=true;
queue=[],visited={},start=0,best=null;
qpush({x:character.real_x,y:character.real_y,map:character.map,i:-1});
game_log("Searching for a path...","#89D4A2");
bfs();
}
function continue_pathfinding()
{
bfs();
}
function smart_move_logic()
{
if(!smart.moving) return;
if(!smart.searching && !smart.found)
{
start_pathfinding();
}
else if(!smart.found)
{
if(Math.random()<0.1)
{
move(character.real_x+Math.random()*0.0002-0.0001,character.real_y+Math.random()*0.0002-0.0001);
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]});
}
continue_pathfinding();
}
else if(!character.moving && can_walk(character))
{
if(!smart.plot.length)
{
smart.on_done(true);
smart.moving=false;
return;
}
var current=smart.plot[0];
smart.plot.splice(0,1);
// game_log(JSON.stringify(current));
if(current.town)
{
use("town");
}
else if(current.door)
{
use("door",character.map,current.num);
}
else if(current.transport)
{
parent.socket.emit("transport",{to:current.map,s:current.s});
// use("transporter",current.map);
}
else if(character.map==current.map && can_move_to(current.x,current.y))
{
move(current.x,current.y);
}
else
{
game_log("Lost the path...","#CF5B5B");
smart_move(smart,smart.on_done);
}
}
}
setInterval(function(){smart_move_logic();},80);
//safety flags
var last_loot=new Date(0);
var last_attack=new Date(0);
var last_potion=new Date(0);
var last_transport=new Date(0);