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[Theo] Pathfinder
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
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[Theo] Pathfinder
Compativel com: RMVXAce
Compatibilidade :excelente
Facilidade de uso: fácil
Lag gerado: nulo
Compatibilidade :excelente
Facilidade de uso: fácil
Lag gerado: nulo
Para que serve o script
É o famoso pathfinder, ele permite que um evento/personagem trace a rota mais curto para um destino, desviando dos obstáculos.
Script
- Código:
#==============================================================================
# TheoAllen - A* Pathfinding
# Version : 1.0
# Language : English
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Contact :
#------------------------------------------------------------------------------
# *> http://www.rpgmakerid.com
# *> http://www.rpgmakervxace.net
# *> http://www.theolized.com
#==============================================================================
($imported ||= {})[:Theo_Pathfinding] = true
#===============================================================================
# Change Logs:
# ------------------------------------------------------------------------------
# 2015.01.08 - English translation
# 2015.01.07 - Added A* Pathfinding
# - Map loop support pathfinding
# 2015.01.06 - Finished
# 2014.05.08 - Initial prototype
#===============================================================================
=begin
=================================
*) Introduction :
---------------------------------
This script simply for determine the shortest path from started from a
character position to target coodrinate.
=================================
*) How to use :
---------------------------------
Simply put the script below material.
----------------------
*) SCRIPT CALL
----------------------
- find_path(x,y)
Use this script call in set move route. Where (x,y) are the target coordinate.
If path not found, character won't move.
- goto_event(id)
Use this script call in set move route. Where id is event id
- goto_player
Use this script call in set move route to make an event go to the player
position.
----------------------
*) EVENT COMMENT
----------------------
<chase player>.
Use this tag in event comment to make player chase the event. It behave like
autonomous movement.
<stop chase>
script
</stop chase>
Use this tag if you want to stop the event from chasing the player. Script
is a valid ruby script to determine stop condition. For example, if you have
safe zone marked by region ID 1, you could add comment like this
<stop chase>
$game_player.region_id == 1
</stop chase>
=================================
*) Important notes :
---------------------------------
Chase player is still experimental. There's a chance that there will be
discovered bugs. This pathfinding is exluce the diagonal movement and only
support 4 direction at the moment. And there's a chance that it won't work
in pixel movement as well.
=================================
*) Terms of use :
---------------------------------
Credit me, TheoAllen. You are free to edit this script by your own. As long
as you don't claim it's yours. For commercial purpose, don't forget to give me
a free copy of the game.
=end
#===============================================================================
# Below this line is sacred place to visit. Unless you have enough skill,
# do not try to enter or any risk is yours.
#===============================================================================
#===============================================================================
# ** Pathfinding Queue
#===============================================================================
class Pathfinding_Queue
#----------------------------------------------------------------------------
# * Initialize
#----------------------------------------------------------------------------
def initialize(tx, ty, first_node)
@astar = !$game_map.any_loop?
@tx = tx
@ty = ty
clear
@front_queue.push(first_node)
@range_cache = {}
end
#----------------------------------------------------------------------------
# * Range
#----------------------------------------------------------------------------
def range(node)
unless @range_cache[node]
range_x = node.x - @tx
range_y = node.y - @ty
@range_cache[node] = Math.sqrt((range_x**2) + (range_y**2))
end
return @range_cache[node]
end
#----------------------------------------------------------------------------
# * Push
#----------------------------------------------------------------------------
def push(new_node, parent_node)
if @astar && range(new_node) < range(parent_node)
@front_queue.push(new_node)
@front_queue.sort! {|a,b| range(a) <=> range(b)}
else
@back_queue.push(new_node)
end
end
#----------------------------------------------------------------------------
# * Shift
#----------------------------------------------------------------------------
def shift
result = @front_queue.shift
return result if result
return @back_queue.shift
end
#----------------------------------------------------------------------------
# * Empty
#----------------------------------------------------------------------------
def empty?
@front_queue.empty? && @back_queue.empty?
end
#----------------------------------------------------------------------------
# * Clear
#----------------------------------------------------------------------------
def clear
@front_queue = []
@back_queue = []
end
end
#===============================================================================
# ** MapNode
#===============================================================================
class MapNode
#----------------------------------------------------------------------------
# * Public attributes
#----------------------------------------------------------------------------
attr_accessor :parent
attr_accessor :visited
attr_reader :expanded
attr_reader :nodes
attr_reader :x
attr_reader :y
#----------------------------------------------------------------------------
# * Initialize
#----------------------------------------------------------------------------
def initialize(x,y)
@x, @y = x, y
@nodes = {}
@visited = false
@expanded = false
end
#----------------------------------------------------------------------------
# * Expand node
#----------------------------------------------------------------------------
def expand_node(mapnodes, char)
dir = [2,4,6,8]
dir.each do |d|
next unless char.pathfinding_passable?(@x, @y, d)
xpos = $game_map.round_x_with_direction(@x, d)
ypos = $game_map.round_y_with_direction(@y, d)
key = [xpos, ypos]
next_node = mapnodes[key]
if next_node.nil?
next_node = MapNode.new(xpos, ypos)
mapnodes[key] = next_node
elsif next_node.visited
next
end
next_node.parent = self
self.nodes[d] = next_node
end
@expanded = true
end
#----------------------------------------------------------------------------
# * Get Parent Direction
#----------------------------------------------------------------------------
def get_parent_dir
parent.nodes.index(self)
end
end
#===============================================================================
# ** Game_Map
#===============================================================================
class Game_Map
def any_loop?
loop_horizontal? || loop_vertical?
end
end
#===============================================================================
# ** Game_Character
#===============================================================================
class Game_Character
#----------------------------------------------------------------------------
# * Find path (x, y)
# Do not set clear to true in move route script
#----------------------------------------------------------------------------
def find_path(tx, ty, clear = false)
return if x == tx && y == ty
return unless [2,4,6,8].any? {|dir| passable?(tx, ty, dir)}
# Initialize
@move_code = nil
@mapnodes = {}
@target_findx = tx
@target_findy = ty
# Make first node to check
first_node = MapNode.new(self.x, self.y)
first_node.expand_node(@mapnodes, self)
first_node.visited = true
@mapnodes[[self.x, self.y]] = first_node
@queue = Pathfinding_Queue.new(tx, ty, first_node)
# breadth first seach iteration
until @queue.empty?
bfsearch(@queue.shift)
end
# Execute move code
if clear
unless @move_code
process_route_end
return
end
route = RPG::MoveRoute.new
route.repeat = false
route.list = @move_code
force_move_route(route)
elsif @move_code
mv_list = @move_route.list.clone
insert_index = @move_route_index
@move_code.each do |li|
mv_list.insert(insert_index, li)
insert_index += 1
end
@move_route.list = mv_list
@move_route_index -= 1
end
@target_findx = @target_findy = nil
end
#----------------------------------------------------------------------------
# * Breadth First Search
#----------------------------------------------------------------------------
def bfsearch(node)
dir = [2,4,6,8]
dir.shuffle.each do |d|
next_node = node.nodes[d]
next unless next_node
next if next_node.visited
if next_node.x == @target_findx && next_node.y == @target_findy
@move_code = generate_route(next_node)
@queue.clear
return
end
next_node.expand_node(@mapnodes, self) unless next_node.expanded
next_node.visited = true
@queue.push(next_node, node)
end
end
#----------------------------------------------------------------------------
# * Generate move command list based on node
#----------------------------------------------------------------------------
def generate_route(node)
list = []
while node.parent
command = RPG::MoveCommand.new
command.code = node.get_parent_dir/2
list.unshift(command)
node = node.parent
end
return list
end
#----------------------------------------------------------------------------
# * Chase character
#----------------------------------------------------------------------------
def goto_character(char, clear = false)
return unless char
find_path(char.x, char.y, clear)
end
#----------------------------------------------------------------------------
# * Chase player
#----------------------------------------------------------------------------
def goto_player(clear = false)
goto_character($game_player, clear)
end
#----------------------------------------------------------------------------
# * Chase event
#----------------------------------------------------------------------------
def goto_event(id, clear = false)
goto_character($game_map.events[id], clear)
end
#----------------------------------------------------------------------------
# * Target point?
#----------------------------------------------------------------------------
def target_point?(x, y)
@target_findx == x && @target_findy == y
end
#----------------------------------------------------------------------------
# * Pathfinding Passable?
#----------------------------------------------------------------------------
def pathfinding_passable?(x, y, d)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
if target_point?(x2, y2)
return true if @through
return map_passable?(x, y, d) && map_passable?(x2, y2, reverse_dir(d))
end
passable?(x, y, d)
end
end
#===============================================================================
# ** Game_Event
#===============================================================================
class Game_Event
#----------------------------------------------------------------------------
# * Regular expression for chase player
#----------------------------------------------------------------------------
REGX_ChasePlayer = /<chase[\s_]player>/i
REGX_ChaseCondS = /<stop[\s_]chase>/i
REGX_ChaseCondE = /<\/stop[\s_]chase>/i
#----------------------------------------------------------------------------
# * Alias : Setup page settings
#----------------------------------------------------------------------------
alias theo_pathfind_setup_page_settings setup_page_settings
def setup_page_settings
theo_pathfind_setup_page_settings
init_chase_variables
return unless @list
load = false
@list.each do |cmd|
next unless [108, 408].include?(cmd.code)
case cmd.parameters[0]
when REGX_ChasePlayer
setup_chase($game_player, 45)
when REGX_ChaseCondS
load = true
@chase_condition = ""
next
when REGX_ChaseCondE
load = false
else
if load
@chase_condition += cmd.parameters[0]
end
end
end
end
#----------------------------------------------------------------------------
# * Init chase variables
#----------------------------------------------------------------------------
def init_chase_variables
@target_object = nil
@path_refresh_rate = 0
@path_refresh_count = 0
@chase_condition = "false"
@player_lastpost = []
end
#----------------------------------------------------------------------------
# * Setup chase
#----------------------------------------------------------------------------
def setup_chase(char, rate)
@target_object = char
@path_refresh_rate = rate
end
#----------------------------------------------------------------------------
# * Alias : Update
#----------------------------------------------------------------------------
alias theo_pathfind_update update
def update
theo_pathfind_update
return unless @target_object
return if $game_map.interpreter.running?
@path_refresh_count -= 1
return if @path_refresh_count > 0 || moving? || playerpos_not_changed?
update_pathfinding
end
#----------------------------------------------------------------------------
# * Update pathfinding
#----------------------------------------------------------------------------
def update_pathfinding
@path_refresh_count = @path_refresh_rate
@player_lastpost = [$game_player.x, $game_player.y]
unless eval(@chase_condition)
goto_character(@target_object, true)
else
process_route_end
end
end
#----------------------------------------------------------------------------
# * Player position not changed?
#----------------------------------------------------------------------------
def playerpos_not_changed?
@player_lastpost == [$game_player.x, $game_player.y]
end
end
Créditos
TheoAllen
Re: [Theo] Pathfinder
mano enfia isso no Netace pô, agora quero ver neguinhos ficar atras de pedra mandando skills nos mobs ahsjhdjashdjshd
Kies- Diva
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