C# Class fBaseXtensions.Navigation.Navigation

Cache of all values Navigation related
Show file Open project: herbfunk/Funky

Public Properties

Property Type Description
CurrentDungeonExplorer DungeonExplorer
lastFoundSafeSpot System.DateTime
vlastSafeSpot System.Vector3

Public Methods

Method Description
AttemptFindSafeSpot ( System.Vector3 &safespot, System.Vector3 LOS, PointCheckingFlags flags ) : bool

Searches for a safespot

AttemptToReuseLastLocationFound ( ) : System.Vector3
CanRayCast ( System.Vector3 vStartLocation, System.Vector3 vDestination, NavCellFlags NavType = NavCellFlags.None, bool UseSearchGridProvider = false ) : bool

Ray Cast -- if no navcellflags parameter is given then it will use Navigator.Raycast -- else it uses ZetaDia.Physics.Raycast to test navcellflags

CheckPointAgainstBlockedDirection ( GridPoint point ) : bool
CheckVectorFlags ( System.Vector3 currentPos, System.Vector3 targetPos, PointCheckingFlags flags ) : bool
CurrentAreaValid ( ) : bool
FindDirection ( System.Vector3 vStartLocation, System.Vector3 vTargetLocation, bool inRadian = false ) : float
FindLocationBehindObject ( CacheObject obj ) : System.Vector3
FindZigZagTargetLocation ( System.Vector3 vTargetLocation, float fDistanceOutreach, bool bRandomizeDistance = false, bool bRandomizeStart = false ) : System.Vector3
IsInTown ( ) : bool
NormalizeRadian ( float radian ) : float
ObstaclePrioritizeCheck ( float range = 20f ) : void

Checks bots movement flags then prioritizes all objects that are considered to be blocking.

PrintDungeonExplorerNode ( DungeonNode node ) : string

Private Methods

Method Description
GroupingFinishBehavior ( ) : void
IsVectorBlocked ( System.Vector3 location ) : bool

Checks if the position is total blocked from adjacent movements either by objects or non navigation

RefreshMovementCache ( ) : void
RefreshNavigationBlocked ( ) : void

Bots Position is blocked from adjacent movement -- Updated whenever searching for a safe location!

UpdateLocationsBlocked ( ) : void

Method Details

AttemptFindSafeSpot() public method

Searches for a safespot
public AttemptFindSafeSpot ( System.Vector3 &safespot, System.Vector3 LOS, PointCheckingFlags flags ) : bool
safespot System.Vector3
LOS System.Vector3
flags PointCheckingFlags
return bool

AttemptToReuseLastLocationFound() public method

public AttemptToReuseLastLocationFound ( ) : System.Vector3
return System.Vector3

CanRayCast() public static method

Ray Cast -- if no navcellflags parameter is given then it will use Navigator.Raycast -- else it uses ZetaDia.Physics.Raycast to test navcellflags
public static CanRayCast ( System.Vector3 vStartLocation, System.Vector3 vDestination, NavCellFlags NavType = NavCellFlags.None, bool UseSearchGridProvider = false ) : bool
vStartLocation System.Vector3
vDestination System.Vector3
NavType NavCellFlags
UseSearchGridProvider bool
return bool

CheckPointAgainstBlockedDirection() public method

public CheckPointAgainstBlockedDirection ( GridPoint point ) : bool
point GridPoint
return bool

CheckVectorFlags() public static method

public static CheckVectorFlags ( System.Vector3 currentPos, System.Vector3 targetPos, PointCheckingFlags flags ) : bool
currentPos System.Vector3
targetPos System.Vector3
flags PointCheckingFlags
return bool

CurrentAreaValid() public method

public CurrentAreaValid ( ) : bool
return bool

FindDirection() public static method

public static FindDirection ( System.Vector3 vStartLocation, System.Vector3 vTargetLocation, bool inRadian = false ) : float
vStartLocation System.Vector3
vTargetLocation System.Vector3
inRadian bool
return float

FindLocationBehindObject() public method

public FindLocationBehindObject ( CacheObject obj ) : System.Vector3
obj fBaseXtensions.Cache.Internal.Objects.CacheObject
return System.Vector3

FindZigZagTargetLocation() public method

public FindZigZagTargetLocation ( System.Vector3 vTargetLocation, float fDistanceOutreach, bool bRandomizeDistance = false, bool bRandomizeStart = false ) : System.Vector3
vTargetLocation System.Vector3
fDistanceOutreach float
bRandomizeDistance bool
bRandomizeStart bool
return System.Vector3

IsInTown() public static method

public static IsInTown ( ) : bool
return bool

NormalizeRadian() public static method

public static NormalizeRadian ( float radian ) : float
radian float
return float

ObstaclePrioritizeCheck() public method

Checks bots movement flags then prioritizes all objects that are considered to be blocking.
public ObstaclePrioritizeCheck ( float range = 20f ) : void
range float
return void

PrintDungeonExplorerNode() public static method

public static PrintDungeonExplorerNode ( DungeonNode node ) : string
node DungeonNode
return string

Property Details

CurrentDungeonExplorer public static property

public static DungeonExplorer CurrentDungeonExplorer
return DungeonExplorer

lastFoundSafeSpot public property

public DateTime,System lastFoundSafeSpot
return System.DateTime

vlastSafeSpot public property

public Vector3,System vlastSafeSpot
return System.Vector3