Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Plugins & Mods

Quests::Plugins & Mods Completed plugins for public use as well as modifications.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-28-2010, 09:58 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Here is another slightly more complicated plugin similar to the random roam, accept this one will only go in straight lines, North, South, East, or West. It also checks the LoS slightly further than how far it actually plans to move, to help keep NPCs away from walls a little. The main use for this one is indoor areas that line up well with the X Y axis. It still isn't nearly as good as real pathing in indoors, but it can give your NPCs a little life without too much work and without looking too buggy.

To install this plugin, just follow the steps for the previous plugin and name this one's file "straightpath.pl"

Code:
#Usage: plugin::StraightPath(MaxXVariance, MaxYVariance);

sub StraightPath {
	
	my $npc = $_[0];
	my $MaxXVariance = $_[1];
	my $MaxYVariance = $_[2];
	
	# Don't try to roam if already engaged in combat!
	if ($npc->IsEngaged() != 1) {
		#my $AtGuardSpot = 0;	

		#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 == $GuardY) {	#If the NPC has finished walking to the previous given Loc
			#$AtGuardSpot = 1;

			#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);
				}
			}
		}

		#Bool Return option to see the result of if the NPC is at it's new loc or not
		#return $AtGuardSpot;
	}
}

return 1;	#This line is required at the end of every plugin file in order to use it
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #2  
Old 01-28-2010, 11:41 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

This is really top notch work. I added both plugins to PEQ's repo and will play around with it in overthere I think
Reply With Quote
  #3  
Old 01-28-2010, 06:01 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Thanks CD, I thought you might like it I am pretty impressed with how well it works, myself.

I was thinking again about putting something like this into the source, and I think it might be fairly easy. Instead of adding more stuff to NPC settings, I think it makes more sense to just add a command that will automatically create a roambox around an NPC spawn point based on Max X and Y variances from the spawn point. So, you would just target the NPC you want to add a roambox for and type something like "#autoroambox 100 100", and that would set it to update the database for that spawn group to use a roam box with a 100 variance for X and Y.

Unless anyone objects, I can probably just add LoS and Z checks into the roam box code. I don't see any reason not to add it. I haven't really looked into the roam box code much yet, so it might already do it as far as I know, but I doubt it.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #4  
Old 01-28-2010, 06:19 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
Default

Thank you Trevius!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:21 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3