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| Quests::Plugins & Mods Completed plugins for public use as well as modifications. |
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01-28-2010, 09:58 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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
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01-28-2010, 11:41 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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This is really top notch work. I added both plugins to PEQ's repo and will play around with it in overthere I think 
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01-28-2010, 06:01 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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.
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01-28-2010, 06:19 PM
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Hill Giant
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Join Date: Nov 2007
Posts: 198
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Thank you Trevius!
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