C# Class fBaseXtensions.Navigation.Navigation

Cache of all values Navigation related
Exibir arquivo 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_oe static_oe property

public static DungeonExplorer CurrentDungeonExplorer
return DungeonExplorer

lastFoundSafeSpot public_oe property

public DateTime,System lastFoundSafeSpot
return System.DateTime

vlastSafeSpot public_oe property

public Vector3,System vlastSafeSpot
return System.Vector3