Scripts/Commands: ".mmap path line" now uses raycast pathfinding
Add "line" optional parameter to ".mmap path" command to use raycast implementation of recast, useful to simulate charge paths.
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+6
-2
@@ -87,6 +87,10 @@ public:
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if (para && strcmp(para, "true") == 0)
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useStraightPath = true;
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bool useStraightLine = false;
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if (para && strcmp(para, "line") == 0)
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useStraightLine = true;
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// unit locations
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float x, y, z;
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player->GetPosition(x, y, z);
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@@ -94,11 +98,11 @@ public:
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// path
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PathGenerator path(target);
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path.SetUseStraightPath(useStraightPath);
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bool result = path.CalculatePath(x, y, z);
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bool result = path.CalculatePath(x, y, z, false, useStraightLine);
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Movement::PointsArray const& pointPath = path.GetPath();
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handler->PSendSysMessage("%s's path to %s:", target->GetName().c_str(), player->GetName().c_str());
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handler->PSendSysMessage("Building: %s", useStraightPath ? "StraightPath" : "SmoothPath");
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handler->PSendSysMessage("Building: %s", useStraightPath ? "StraightPath" : useStraightLine ? "Raycast" : "SmoothPath");
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handler->PSendSysMessage("Result: %s - Length: %zu - Type: %u", (result ? "true" : "false"), pointPath.size(), path.GetPathType());
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G3D::Vector3 const &start = path.GetStartPosition();
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