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Old 01-27-2010, 06:03 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
Default Plugin::RandomRoam()

For anyone interested, I created a new plugin to play with on my server that I thought others might like to try out. It requires that you are running server code of revision 1175 or later to have access to the new quest objects I recently added.

Here are the steps to add this plugin to your server:

1. Open notepad, or whatever text editor you prefer.

2. Copy and paste the following code into Notepad:
Code:
#NOTE: These functions require the globals.pl file for use of the val() plugin

#Usage: plugin::RandomRoam(MaxXVariance, MaxYVariance, MaxZVariance, LoSMobSize);
# MaxXVariance - Sets the max X variance to travel 
# MaxYVariance - Sets the max Y variance to travel 
# MaxZVariance - Sets the max Z variance to travel.  This field is optional and default is 15.
# LoSMobSize - Sets the size of the mob LoS check.  This field is optional and default is 5.
# The LoS check basically looks from your NPC to an imaginary NPC of the LoSMobSize size to see if LoS exists

sub RandomRoam {

	my $npc = plugin::val('$npc');
	my $MaxXVariance = $_[0];
	my $MaxYVariance = $_[1];
	my $MaxZVariance = $_[2];
	my $LoSMobSize = $_[3];

	#Set the Max Z Variance to 15 if no 3rd argument is set
	if(!$MaxZVariance){
		$MaxZVariance = 15;
	}
	
	#Set the LoS Check Mob Size to 5 if no 4th argument is set
	if(!$LoSMobSize){
		$LoSMobSize = 5;
	}
	
	# Don't try to roam if already engaged in combat!
	if ($npc->IsEngaged() != 1) {

		#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

			#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);
			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 - $MaxZVariance + 1) && $OrigZ < ($NewZ + $MaxZVariance - 1)) {
				my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $NewZ, $LoSMobSize);
				#Check LoS to the new random Loc
				if ($LoS_Check) {
					quest::moveto($NewX, $NewY, $NewZ, -1, 1);
				}
			}
		}
	}
}

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

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

		#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

			#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);
				}
			}
		}
	}
}


#Usage: plugin::RandomSwim(MaxXVariance, MaxYVariance, WaterSurfaceZ);

sub RandomSwim {

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

		#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

			#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);
			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 && $NewZ < $WaterSurfaceZ) {
				my $SwimZ = plugin::RandomRange($NewZ, $WaterSurfaceZ);
				my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $SwimZ, 5);
				#Check LoS to the new random Loc
				if ($LoS_Check) {
					#if($npc->GetFlyMode() != 1) {
					#	$npc->SetFlyMode(1);
					#}
					quest::moveto($NewX, $NewY, $SwimZ, -1, 1);
				}
			}
		}
	}
}

#Usage: my @DestArray = plugin::CalcDestFromHeading(Heading, Distance, [Mob, MaxZDiff]);
# This plugin calculates the destination X and Y loc based on heading and distance
# Heading is the heading you want to calculate destination X Y Z from
# Distance is the distance you want for the destination X and Y from the source
# Mob is an optional field to allow any mob to be set, but $npc is default
# MaxZDiff is the max height difference from the source mob's Z you want to calculate the destination from.
#
# The output array can be used as follows:
# my $DestX = $DestArray[0];
# my $DestY = $DestArray[1];
# my $DestZ = $DestArray[2];

sub CalcDestFromHeading {

	my $npc = plugin::val('$npc');
	my $Heading = $_[0];
	my $Distance = $_[1];
	my $Mob = $_[2];
	my $MaxZDiff = $_[3];
	
	if (!$Distance) { return; }
	if (!$Mob) { $Mob = $npc; }
	if (!$MaxZDiff) { $MaxZDiff = 50; }
	
		my $ReverseHeading = 256 - $Heading;
		my $ConvertAngle = $ReverseHeading * 1.40625;
		if ($ConvertAngle <= 270) {
			$ConvertAngle = $ConvertAngle + 90;
		}
		else {
			$ConvertAngle = $ConvertAngle - 270;
		}
		my $Radian = $ConvertAngle * (3.1415927 / 180);

		my $CircleX = $Distance * cos($Radian);
		my $CircleY = $Distance * sin($Radian);
		my $DestX = $CircleX + $Mob->GetX();
		my $DestY = $CircleY + $Mob->GetY();
		my $DestZ = $Mob->FindGroundZ($DestX, $DestY, $MaxZDiff);
		my @DestArray = ($DestX, $DestY, $DestZ);
		return @DestArray;
}

return 1;	#This line is required at the end of every plugin file in order to use it
3. Save that file to your server /plugins/ folder and name it "randomroam.pl".

4. Do a #questreload and the new plugin should be ready for use


What this plugin does is to pick a random location around the NPC's Spawn Point, and if it has LoS to that spot, it will path there. This works similar to the roambox stuff, but it doesn't require that you get actual locs around the NPC(s) that you want to use it. It also does LoS checks, so it knows if it can move there or not. This means that it should work for random roaming just about anywhere. It would be ideal in open outdoor areas, but should technically work indoors as well.

Here is an example script of an NPC using the RandomRoam() plugin:

Code:
sub EVENT_SPAWN {
	#Set a random timer between 5 and 30
	my $StartMove = int(rand(25)) + 5;
	quest::settimer("roam", $StartMove);
}

sub EVENT_TIMER {
	if ($timer eq "roam") {
		quest::stoptimer("roam");
		plugin::RandomRoam(100, 100);
		my $NextMove = int(rand(25)) + 5;
		quest::settimer("roam", $NextMove);
	}
}
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Last edited by trevius; 08-31-2010 at 11:13 PM..
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