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Add Dijkstra A* and A* without prefetching pathfind algorithms
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8 changed files with 1540 additions and 1 deletions
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@ -364,6 +364,29 @@ ServerMap & ServerEnvironment::getServerMap()
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return *m_map;
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}
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bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize)
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{
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float distance = pos1.getDistanceFrom(pos2);
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//calculate normalized direction vector
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v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
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(pos2.Y - pos1.Y)/distance,
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(pos2.Z - pos1.Z)/distance);
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//find out if there's a node on path between pos1 and pos2
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for (float i = 1; i < distance; i += stepsize) {
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v3s16 pos = floatToInt(v3f(normalized_vector.X * i,
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normalized_vector.Y * i,
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normalized_vector.Z * i) +pos1,BS);
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MapNode n = getMap().getNodeNoEx(pos);
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if(n.param0 != CONTENT_AIR) {
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return false;
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}
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}
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return true;
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}
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void ServerEnvironment::serializePlayers(const std::string &savedir)
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{
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