Here is my latest modifications to these path tools. The main change is that RandomRoam now allows for an optional Z variance setting as well as an optional LoS mob size setting.
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);
}
}
}
}
}
return 1; #This line is required at the end of every plugin file in order to use it