Код:
#==============================================================================
# ** A* Pathfinding Script
#------------------------------------------------------------------------------
# Script by : RPG (aka Cowlol)
# Last Update : September 26th, 2008
# Version : 1.4
# Contact Information : ArePeeGee on AIM
#------------------------------------------------------------------------------
# A relatively efficient implementation of the A* pathfinding algorithm.
# For more information on A*, check the following links:
# 1. http://www.policyalmanac.org/games/aStarTutorial.htm
# 2. http://www-cs-students.stanford.edu/~amitp/gameprog.html
#------------------------------------------------------------------------------
# Usage:
#
# First you have to add this script somewhere under the default scripts
# (and above main), I assume you know how to add a new script section and
# paste this script there. I don't know much about the SDK thing, but I
# don't think you'll get any trouble when using this scripts with others.
# Note that this script overwrites the move_type_custom method of the
# Game_Character class, any other script that modifies that method
# might clash with this one.
#
# Now, simply create a new instance of the A_Star_Pathfinder class and
# supply it with the required parameters. For example, to have the player
# move to tile (x, y), you could add a script command to a new event
# page and type something like:
#
# goal_node = Node.new(x, y)
# path = A_Star_Pathfinder.new(goal_node)
#
# The constructor can take more information, such as the character
# that will move according to the result of pathfinding (Game_Character,
# map event ID, or -1 for player (default)), and whether the character
# should follow the path right away (true by default, if you set it to
# false, you'll have to call generate_path yourself).
# Here's another example of usage:
#
# node = Node.new(x, y)
# char = event_id # same as char = $game_map.events[event_id]
# path = A_Star_Pathfinder.new(node, char, false)
# # do other stuff
# path.generate_path # and then generate the path
#
# As an alternative, you can call the constructor without parameters,
# and call the setup, calculate_path, and generate_path manually.
# This gives you more control because the setup method allows you to
# specify more options such as methods to call when the path is
# reached or couldn't be found (implemented as Proc objects).
# You can also specify size of the goal area instead of looking for only
# one tile, and indicate whether the character should get as close as
# possible to goal if no path was found. Here's an example of such usage:
#
# path = A_Star_Pathfinder.new
# goal = Node.new(1, 0)
# char = $game_player
# range = 1
# get_close = true
# # lambda creates Procs, an alternative is Proc.new { ... }
# reach = lambda { p "REACHD GOAL!!!" }
# fail = lambda { p "COULDN'T FIND PATH!!!" }
# path.setup(goal, char, range, get_close, reach, fail)
# path.calculate_path
# path.generate_path
#
# If you used earlier versions of this script, you were able to supply
# a limit on the number of pathfinding iterations performed (in case
# you don't want the script to run for too long); this is now specified
# by manually changing the constant ITERATION_LIMIT in A_Star_Pathfinder
# class. A value of -1 (default) means no such limit is used.
#
# Another interesting constant is COLLISION_WAIT, which is set to 5 by
# default. This constant controls a feature that allows the character
# to generate a new path if it was interrupted when following a path.
# For example, a path might have been generated but as the character
# was following it another character moved to block the path, setting
# COLLISION_WAIT to any value bigger than -1 forces the generation of
# another path to get around blocking characters, with the value of
# the constant used to add some waiting between such attempts.
#
# A related constant is COLLISION_LIMIT which imposes a limit on the
# maximum number of times the character should try to find a new path
# in case of collision, this is important because rare map design
# and event movement conditions could result in the character stuck
# trying to generate new paths forever. If you don't care for that,
# you could set it to -1 to disregard the limit.
#
# Starting with version 1.4, characters could be supplied with
# multiple paths. Once the first path is reached or couldn't be
# found, the next path is generated and followed, and so on.
# If you'd rather new paths were followed immediately instead of
# waiting for current path to be followed, you'll have to stop
# all pending paths by calling the stop_all_paths method on the
# character and then creating the new path. You could also just
# stop following the current path by calling the stop_path method.
#
#------------------------------------------------------------------------------
# Version Information:
# - Version 1.4:
# - Characters can now follow multiple paths. Generating another
# path while character is following a path adds the new path
# to a list so that it would be followed after all pending paths
# were followed, instead of overwriting current path.
# - Characters now get stop_path and stop_all_paths methods to
# stop following current path and follow the next one in the
# list, and to stop all paths and empty the list. stop_all_paths
# could be used to imitate the old behavior of overwriting
# current path and following new one immediately.
# - Fixed various bugs caused by the introduction of multiple paths.
# - You can now supply integer values in place of Game_Character,
# the value is the event map ID or -1 for the player character.
# - Version 1.3:
# - Changed collision_wait and limit variables to COLLISION_WAIT
# and ITERATION_LIMIT constants that are changed manually in
# the script and that apply to all pathfinding. I think this
# makes the script neater.
# - Added a COLLISION_LIMIT constant to control number of path-
# finding attempts on collision.
# - Added the ability to specify a goal area instead of single node,
# this is achieved by supplying the setup method with a range of
# tiles around the goal, with 0 (the default) disabling that
# feature. Pathfinding succeeds as soon as a tile within the
# goal's range (see in_range? method) is found.
# - Character can now try to get as close as possible to tile
# if a path wasn't found.
# - Switched to a zlib/libpng license for terms of use, which
# is mostly a more formal version of the old terms.
# - Version 1.2:
# - Fixed a recursive bug with tiles with directional passability,
# thanks to Twin Matrix for pointing it out!
# - Removed the cache pass feature because it was useless.
# - Version 1.1:
# - Added a mechanism to prevent the generated path from being
# blocked by other characters. When such a collision happens,
# the character will try to generate a new path to goal. This
# can be turned off if you set collision_wait to -1
# - Now you can provide blocks to be called when the path is
# reached or if no path is found.
# - Added the cache pass flag to allow generating passability
# information in a Table for faster access. This was inspired
# by a post by Anaryu at
# http://www.rmxp.org/forums/showthread.php?t=16589
# - Better documentation
# - Version 1.0:
# - Initial release version.
#------------------------------------------------------------------------------
# Known bugs:
#
# - Slower than Eivien's pathfinder at:
# http://www.rmxp.org/forums/showthread.php?t=24242
# this is not really a bug but I'm interested in learning more
# about efficient implementations of A*.
# - Found a bug or have some ideas for the next version? Tell me on AIM!
#------------------------------------------------------------------------------
# Terms of Use:
#
# I'm releasing this script under a zlib/libpng license which means
# you can use it any way you like as long as you don't claim it as
# your own and keep the following notice unchanged. If you have any
# questions or problems regarding this script, feel free to contact me.
#
# Copyright (c) 2007 Firas Assad
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must
# not claim that you wrote the original software. If you use this
# software in a product, an acknowledgment in the product
# documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and
# must not be misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any
# source distribution.
#
#
#==============================================================================
#==============================================================================
# ** Node
#------------------------------------------------------------------------------
# A node represents part of the path generated by the pathfinder,
# It corrosponds to a single tile
#==============================================================================
class Node
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :x # x coordinate of current node
attr_accessor :y # y coordinate of current node
attr_accessor :parent # parent node
attr_accessor :g # cost of getting to this node
attr_accessor :h # distance to goal (heuristic)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, parent = nil, g = 0, h = 0)
@x = x
@y = y
@parent = parent
@g = g
@h = h
end
#--------------------------------------------------------------------------
# * The Total 'Cost' at This Node (AKA f(n))
#--------------------------------------------------------------------------
def cost
# f(n) = g(n) + h(n)
return @g + @h
end
#--------------------------------------------------------------------------
# * Two Nodes Are Equal If They Are on the Same Tile
#--------------------------------------------------------------------------
def ==(other)
return false unless other and other.is_a?(Node)
return true if other.x == @x and other.y == @y
return false
end
#--------------------------------------------------------------------------
# * Check If Another Node is Within This Node's Range
#--------------------------------------------------------------------------
def in_range?(other, range)
# Get absolute value of difference
abs_sx = (@x - other.x).abs
abs_sy = (@y - other.y).abs
return abs_sx + abs_sy <= range
end
end
#==============================================================================
# ** A_Star_Pathfinder
#------------------------------------------------------------------------------
# This class generates a path using the A* algorithm. Not a very good
# implementation but I'm still proud of it.
#==============================================================================
class A_Star_Pathfinder
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
ITERATION_LIMIT = -1 # Maximum number of loop iterations before
# the pathfinder gives up. -1 for infinity.
COLLISION_WAIT = 5 # No. of frames to wait before attempting to
# find another path in case of collision;
# -1 disables such collision behevior.
COLLISION_LIMIT = 30 # Maximum number of attempts to find another
# path in case of collision. -1 for infinity.
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :goal_node # the goal!
attr_reader :character # character looking for a path
attr_reader :found # was the path found?
attr_reader :route # the route returned after
# calling generate_path
attr_accessor :range # Size of goal area
attr_accessor :get_close # If true and no path is found then
# get as close as possible.
attr_accessor :reach_method # Proc called when goal is reached
attr_accessor :fail_method # Proc called when no path is found
attr_accessor :original_goal_node # goal node before pathfinding
attr_accessor :collision_counter # counter for the number of times path
# was obstructed and re-generated
#--------------------------------------------------------------------------
# * Object Initialization
# goal_node : A Node representing the end point
# char : The character that'd use the result of pathfinding,
# either a Game_Character, event ID, or -1 for player
# run : If true, the path is also generated
#--------------------------------------------------------------------------
def initialize(goal_node = nil, char = -1, run = true)
# If no goal node is provided, this acts as a default constructor that
# takes no parameters and does nothing. Useful if you do things manually
unless goal_node
return
end
# Setup variables
setup(goal_node, char)
# Find the optimal path
calculate_path
# We're done, time to generate the path
generate_path if run
end
#--------------------------------------------------------------------------
# * Setup Initial Values for Variables
# goal_node : A Node representing the end point
# character : The character that'd use the result of pathfinding
# range : The size of the goal area, 0 means the goal is the
# node, 1 means within 1 tile around goal, etc.
# close : If true the character will try to get as close as
# possible to path if it isn't found.
# reach : A Proc that will be called when the goal is reached
# fail : A proc that will be called if no path was found
#--------------------------------------------------------------------------
def setup(goal_node, character, range = 0, close = false,
reach = nil, fail = nil)
@original_goal_node = Node.new(goal_node.x, goal_node.y)
@goal_node = Node.new(goal_node.x, goal_node.y)
@character = A_Star_Pathfinder.int_to_character(character)
unless @character
raise "A_Star_Pathfinder Error : Invalid Character"
end
@start_node = Node.new(@character.x, @character.y)
@range = range
@get_close = close
@reach_method = reach
@fail_method = fail
@open_list = Array.new # List of nodes to be checked,
# implemented as a binary heap
@open_list.push(@start_node)
@closed_list = Hash.new # Set of nodes already checked, this
# is a hash of arrays of [x, y] pairs
# representing map tiles
@found = false
# Saves node with lowest h in case we want to get close to it
@nearest = Node.new(0, 0, 0, -1)
end
#--------------------------------------------------------------------------
# * Search For the Optimal Path
#--------------------------------------------------------------------------
def calculate_path
iterations_counter = 0
# Only do calculation if goal is actually passable, unless we only
# need to get close or within range
if @character.passable?(@goal_node.x, @goal_node.y, 0) or
@get_close or
@range > 0
until @open_list.empty?
iterations_counter = iterations_counter + 1
# Prevents script hanging
Graphics.update if (iterations_counter % 200 == 0)
# If we hit the iteration limit, exit
if ITERATION_LIMIT != -1 and iterations_counter >= ITERATION_LIMIT
@found = false
break
end
# Get the node with lowest cost and add it to the closed list
@current_node = find_lowest_cost
@closed_list[[@current_node.x, @current_node.y]] = @current_node
if @current_node == @goal_node or
(@range > 0 and @goal_node.in_range?(@current_node, @range))
# We reached goal, exit the loop!
@original_goal_node = @goal_node
@goal_node = @current_node
@found = true
break
else # if not goal
# Keep track of the node with the lowest cost so far
if @current_node.h < @nearest.h or @nearest.h < 1
@nearest = @current_node
end
# Get adjacent nodes and check if they can be added to the open list
adjacent_nodes = get_adjacent_nodes(@current_node)
for adj_node in adjacent_nodes
if skip_node?(adj_node)
# Node already exists in one of the lists, skip it
next
end
# Add node to open list following the binary heap conventions
heap_add(@open_list, adj_node)
end
end
end
end
# If no path was found, see if we can get close to goal
unless @found
if @get_close and @nearest.h > 0
@goal_node = @nearest
setup(@goal_node, @character, @range, @get_close, @reach_method,
@fail_method)
calculate_path
else
# Call the fail method if one is provided
if @fail_method
@fail_method.call
end
end
end
end
#--------------------------------------------------------------------------
# * Return Game_Character Object From Integer Arguments
# char : If -1, the player character is returned; for other integers,
# map event with ID matching the integer is returned
#--------------------------------------------------------------------------
def self.int_to_character(char)
if char.is_a?(Integer)
if char == -1
char = $game_player
else
char = $game_map.events[char]
end
end
return char
end
#--------------------------------------------------------------------------
# * Add an Item to the Binary Heap (for open_list). This is Based on
# Algorithm Here: http://www.policyalmanac.org/games/binaryHeaps.htm
# array : Array to add the node to
# item : Item to add!
#--------------------------------------------------------------------------
def heap_add(array, item)
# Add the item to the end of the array
array.push(item)
# m is the index of the 'current' item
heap_update(array, array.size - 1)
end
#--------------------------------------------------------------------------
# * Make Sure the Item at Index is in the Right Place
# array : Array to update
# index : Index of the item
#--------------------------------------------------------------------------
def heap_update(array, index)
m = index
while m > 0
# If current item's cost is less than parent's
if array[m].cost <= array[m / 2].cost
# Swap them so that lowest cost bubbles to top
temp = array[m / 2]
array[m / 2] = array[m]
array[m] = temp
m /= 2
else
break
end
end
end
#--------------------------------------------------------------------------
# * Remove an Item from the Binary Heap (for open_list) & Return it.
# This is Based on Algorithm Here:
# http://www.policyalmanac.org/games/binaryHeaps.htm
# array : Array to remove the node from
#--------------------------------------------------------------------------
def heap_remove(array)
if array.empty?
return nil
end
#Get original first element
first = array[0]
# Replace first element with last one
last = array.slice!(array.size - 1)
if array.empty?
return last
else
array[0] = last
end
v = 0 # Stores a smaller child, if any
# Loop until no more swapping is needed
while true
u = v
# If both children exist
if 2 * u + 1 < array.size
v = 2 * u if array[2 * u].cost <= array[u].cost
v = 2 * u + 1 if array[2 * u + 1].cost <= array[v].cost
# If only one child exists
elsif 2 * u < array.size
v = 2 * u if array[2 * u].cost <= array[u].cost
end
# If at least one child is less than parent, swap them
if u != v
temp = array[u]
array[u] = array[v]
array[v] = temp
else
break
end
end
# Return the original first node (which was removed)
return first
end
#--------------------------------------------------------------------------
# * Can We Skip This Node? (because it already exists in a list)
# node : Node to check
#--------------------------------------------------------------------------
def skip_node?(node)
skip_node = false
copy = @open_list.index(node)
if copy
#If the existing copy is 'better' than the new one, skip new node
if @open_list[copy].cost <= node.cost
skip_node = true
else
# Otherwise swap them, making sure heap is in right order
@open_list[copy] = node
heap_update(@open_list, copy)
skip_node = true
end
end
# The closed list is a hash so this is relatively easier
if @closed_list[[node.x, node.y]]
# If the existing copy is 'better' than the new one
if @closed_list[[node.x, node.y]].cost <= node.cost
skip_node = true
else
# Update the existing node
@closed_list[[node.x, node.y]] = node
end
end
# Return the result
return skip_node
end
#--------------------------------------------------------------------------
# * Find Node With Lowest Cost on the Open List
#--------------------------------------------------------------------------
def find_lowest_cost
# Just return top of the heap
return heap_remove(@open_list)
end
#--------------------------------------------------------------------------
# * Distance Between Two Points (Heuristic)
#--------------------------------------------------------------------------
def distance(x1, y1, x2, y2)
# A simple heuristic value (Manhattan distance)
return ((x1 - x2).abs + (y1 - y2).abs)
end
#--------------------------------------------------------------------------
# * Get a List of Adjacent Nodes
# node : The 'center' node
#--------------------------------------------------------------------------
def get_adjacent_nodes(node)
# Array to hold the nodes
nodes = Array.new
# Right
new_x = node.x + 1
new_y = node.y
add_node(nodes, new_x, new_y, node)
# Left
new_x = node.x - 1
new_y = node.y
# Down
add_node(nodes, new_x, new_y, node)
new_x = node.x
new_y = node.y + 1
add_node(nodes, new_x, new_y, node)
# Up
new_x = node.x
new_y = node.y - 1
add_node(nodes, new_x, new_y, node)
return nodes
end
#--------------------------------------------------------------------------
# * Add a Node to an Array
#--------------------------------------------------------------------------
def add_node(array, x, y, parent)
direction = get_direction(x, y, parent.x, parent.y)
if @character.passable?(parent.x, parent.y, direction)
# The cost of movement one step to a new tile is always 1
g = parent.g + 1
# The heuristic is simply the distance
h = distance(x, y, @goal_node.x, @goal_node.y)
new_node = Node.new(x, y, parent, g, h)
array.push(new_node)
end
end
#--------------------------------------------------------------------------
# * Get Direction From a Point to Another
#--------------------------------------------------------------------------
def get_direction(x1, y1, x2, y2)
# If first point is to the ... of the second
if x1 > x2 # right
return 6
elsif x1 < x2 # left
return 4
elsif y1 > y2 # bottom
return 2
elsif y1 < y2 # top
return 8
end
# Otherwise they are on the same position
return 0
end
#--------------------------------------------------------------------------
# * Generate the Path by Following Parents and Return it
# as RPG::MoveRoute
# follow : If true the path is assigned to the character as a
# forced move route.
#--------------------------------------------------------------------------
def generate_path(follow = true)
# There's no path to generate if no path was found
if !@found
return
end
# Create a new move route that isn't repeatable
@route = RPG::MoveRoute.new
@route.repeat = false
# Generate path by starting from goal and following parents
node = @goal_node
code = 0 # Movement code for RPG::MoveCommand
while node.parent
# Get direction from parent to node as RPG::MoveCommand
direction = get_direction(node.parent.x, node.parent.y, node.x, node.y)
case direction
when 2 # Up
code = 4
when 4 # Left
code = 3
when 6 # Right
code = 2
when 8 # Down
code = 1
end
# Add movement code to the start of the array
@route.list.unshift(RPG::MoveCommand.new(code)) if code != 0
node = node.parent
end
# If the path should be assigned to the character
if follow and !@route.list.empty?
@character.add_path(self)
end
# Return the constructed RPG::MoveRoute
return @route
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# Just make the move_route variables public
#==============================================================================
class Game_Character
attr_accessor :move_route_forcing
attr_accessor :move_route
attr_accessor :a_star_paths # all the paths assigned to character
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
# Alias to add path variable, 'stack level too deep' error is prevented
# since $@ (error locations) is set after player presses F12
unless $@
alias :a_star_pathfinder_old_initialize :initialize
end
def initialize
a_star_pathfinder_old_initialize
@a_star_paths = []
end
#--------------------------------------------------------------------------
# * Add a Path to be Followed by Character
#--------------------------------------------------------------------------
def add_path(path)
path.collision_counter = 0
@a_star_paths.push(path)
if @a_star_paths.size == 1
force_move_route(path.route)
end
end
#--------------------------------------------------------------------------
# * Stop Custom Movement
#--------------------------------------------------------------------------
def stop_custom_movement
if @move_route
@move_route_index = @move_route.list.size
# The move route is no longer forced (moving ended)
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
end
#--------------------------------------------------------------------------
# * Follow Next Path, if Any
#--------------------------------------------------------------------------
def follow_next_path
stop_custom_movement
@a_star_paths.shift
if @a_star_paths[0]
# Setup path again to reflect any changes since original creation
goal = @a_star_paths[0].original_goal_node
char = @a_star_paths[0].character
range = @a_star_paths[0].range
close = @a_star_paths[0].get_close
reach = @a_star_paths[0].reach_method
fail = @a_star_paths[0].fail_method
@a_star_paths[0].setup(goal, char, range, close, reach, fail)
@a_star_paths[0].calculate_path
@a_star_paths[0].generate_path(false)
force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
end
end
#--------------------------------------------------------------------------
# * Stop Following Current Path
#--------------------------------------------------------------------------
def stop_path
if @a_star_paths[0]
stop_custom_movement
follow_next_path
end
end
#--------------------------------------------------------------------------
# * Stop All Generated Paths
#--------------------------------------------------------------------------
def stop_all_paths
stop_custom_movement
@a_star_paths = []
end
#--------------------------------------------------------------------------
# * Move Type : Custom (move event, pattern, etc.)
# Note: The script overwrites this method, which _might_ lead to
# compatibility problems with other scripts. You can remove this
# method to fix any such problem, but the character won't be able
# to detect the need to recalculate the path.
#--------------------------------------------------------------------------
def move_type_custom
# Interrupt if not stopping
if jumping? or moving?
return
end
# For each move command starting from the index
while @move_route_index < @move_route.list.size
# Get the move command at index
command = @move_route.list[@move_route_index]
# If command code is 0 (end of list)
if command.code == 0
# If [repeat action] option is ON
if @move_route.repeat
# Reset move route index to the top of the list
@move_route_index = 0
end
# If [repeat action] option is OFF
unless @move_route.repeat
# If move route is forced and not repeating
if @move_route_forcing and not @move_route.repeat
# The move route is no longer forced (moving ended)
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
### CODE ADDED HERE ############################################################
# If there was a path to follow and we reached goal
if @a_star_paths[0]
if self.x == @a_star_paths[0].goal_node.x and
y == @a_star_paths[0].goal_node.y
# Call the reach method if one was provided
if @a_star_paths[0].reach_method
@a_star_paths[0].reach_method.call
end
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
end
# Clear stop count
@stop_count = 0
end
return
end # if command.code == 0
# For move commands (from move down to jump)
if command.code <= 14
# Branch by command code
case command.code
when 1 # Move down
move_down
when 2 # Move left
move_left
when 3 # Move right
move_right
when 4 # Move up
move_up
when 5 # Move lower left
move_lower_left
when 6 # Move lower right
move_lower_right
when 7 # Move upper left
move_upper_left
when 8 # Move upper right
move_upper_right
when 9 # Move at random
move_random
when 10 # Move toward player
move_toward_player
when 11 # Move away from player
move_away_from_player
when 12 # 1 step forward
move_forward
when 13 # 1 step backward
move_backward
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
### CODE ADDED HERE ############################################################
# If there's a path but it couldn't be followed (probably because
# another character blocked it)
if @a_star_paths[0] and
A_Star_Pathfinder::COLLISION_WAIT >= 0 and
(A_Star_Pathfinder::COLLISION_LIMIT < 0 or
@a_star_paths[0].collision_counter <= A_Star_Pathfinder::COLLISION_LIMIT)
# Setup path again to update starting location.
# original goal node is used because pathfinding changes
# the goal node to current node
goal = @a_star_paths[0].original_goal_node
char = @a_star_paths[0].character
range = @a_star_paths[0].range
close = @a_star_paths[0].get_close
reach = @a_star_paths[0].reach_method
fail = @a_star_paths[0].fail_method
counter = @a_star_paths[0].collision_counter
# Find another path to goal
@a_star_paths[0] = A_Star_Pathfinder.new
@a_star_paths[0].setup(goal, char, range, close, reach, fail)
@a_star_paths[0].calculate_path
@a_star_paths[0].generate_path(false)
@a_star_paths[0].collision_counter = counter + 1
force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
# Wait a bit before starting to follow the new path
@wait_count = A_Star_Pathfinder::COLLISION_WAIT
return
elsif @a_star_paths[0]
# If collision wait is -1 or reached collision limit,
# stop character and call any fail method
@move_route_index = @move_route.list.size
if @a_star_paths[0].fail_method
@a_star_paths[0].fail_method.call
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
return
end
# Advance index
@move_route_index += 1
return
end # if command.code <= 14
# If waiting
if command.code == 15
# Set wait count (from provided parameter)
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end # if command.code == 15
# If direction change (turning) command
if command.code >= 16 and command.code <= 26
# Branch by command code
case command.code
when 16 # Turn down
turn_down
when 17 # Turn left
turn_left
when 18 # Turn right
turn_right
when 19 # Turn up
turn_up
when 20 # Turn 90° right
turn_right_90
when 21 # Turn 90° left
turn_left_90
when 22 # Turn 180°
turn_180
when 23 # Turn 90° right or left
turn_right_or_left_90
when 24 # Turn at Random
turn_random
when 25 # Turn toward player
turn_toward_player
when 26 # Turn away from player
turn_away_from_player
end
@move_route_index += 1
return
end # if command.code >= 16 and command.code <= 26
# If other command (commands that don't 'return')
if command.code >= 27
# Branch by command code
case command.code
when 27 # Switch ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # Switch OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # Change speed
@move_speed = command.parameters[0]
when 30 # Change freq
@move_frequency = command.parameters[0]
when 31 # Move animation ON
@walk_anime = true
when 32 # Move animation OFF
@walk_anime = false
when 33 # Stop animation ON
@step_anime = true
when 34 # Stop animation OFF
@step_anime = false
when 35 # Direction fix ON
@direction_fix = true
when 36 # Direction fix OFF
@direction_fix = false
when 37 # Through ON
@through = true
when 38 # Through OFF
@through = false
when 39 # Always on top ON
@always_on_top = true
when 40 # Always on top OFF
@always_on_top = false
when 41 # Change Graphic
# Can't change into a tile
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
# Update direction
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
# Update frame
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # Change Opacity
@opacity = command.parameters[0]
when 43 # Change Blending
@blend_type = command.parameters[0]
when 44 # Play SE
$game_system.se_play(command.parameters[0])
when 45 # Script
result = eval(command.parameters[0])
end
# Update move_route_index and move to next move command in the list
@move_route_index += 1
end # if command.code >= 27
end # while @move_route_index < @move_route.list.size
end
end
Социальные закладки