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Khas Pathfinder(길찾기 스크립트)

by 찬잎 posted Jul 10, 2015
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링크 : http://arcthunder.blogspot.kr/p/rpg-maker.html

예제 : http://www.mediafire.com/download/xu9i56yi6dpsc4b/%5BACE%5D%5BEN%5D+Khas+Pathfinder+1.0.rar


스크립트

---------------------------------------------------------------------------------------------------------------------

#-------------------------------------------------------------------------------

# * [ACE] Khas Pathfinder

#-------------------------------------------------------------------------------

# * By Khas Arcthunder - arcthunder.site40.net

# * Version: 1.0 EN

# * Released on: 28/02/2012

#

#-------------------------------------------------------------------------------

# * Terms of Use

#-------------------------------------------------------------------------------

# When using any Khas script, you agree with the following terms:

# 1. You must give credit to Khas;

# 2. All Khas scripts are licensed under a Creative Commons license;

# 3. All Khas scripts are for non-commercial projects. If you need some script 

#    for your commercial project (I accept requests for this type of project), 

#    send an email to nilokruch@live.com with your request;

# 4. All Khas scripts are for personal use, you can use or edit for your own 

#    project, but you are not allowed to post any modified version;

# 5. You can’t give credit to yourself for posting any Khas script;

# 6. If you want to share a Khas script, don’t post the script or the direct 

#    download link, please redirect the user to arcthunder.site40.net

# 7. You are not allowed to convert any of Khas scripts to another engine, 

#    such converting a RGSS3 script to RGSS2 or something of that nature.

# Check all terms at http://arcthunder.site40.net/terms/

#

#-------------------------------------------------------------------------------

# * Features

#-------------------------------------------------------------------------------

# Smart pathfinding

# Fast Algorithm

# Easy to use

# Plug'n'Play

# Game_Character objects compatible

# Log tool

#

#-------------------------------------------------------------------------------

# * Instructions

#-------------------------------------------------------------------------------

# Use the following code inside the "Call Script" box:

# find_path(id,fx,fy)

# Runs the pathfinder.

# id => An integer, use -1 for game player, 0 for the event that the command

# will be called and X for event ID X.

# fx => X destination

# fy => Y destination

#

# find_path(id,fx,fy,true)

# Call this command if you want the game to wait the moving character.

#

# If you want to enable Pathfinder's logs, set "Log" constant to true.

#

#-------------------------------------------------------------------------------

# * Register

#-------------------------------------------------------------------------------

$khas_awesome = [] if $khas_awesome.nil?

$khas_awesome << ["Pathfinder",1.0]

#-------------------------------------------------------------------------------

# * Script

#-------------------------------------------------------------------------------

class Game_Interpreter

  def find_path(char,fx,fy,wait=false)

    $game_map.refresh if $game_map.need_refresh

    character = get_character(char)

    return if character.nil?

    return unless Path_Core.runnable?(character,fx,fy)

    path = Path_Core.run(character,fx,fy)

    return if path.nil?

    route = RPG::MoveRoute.new

    route.repeat = false

    route.wait = wait

    route.skippable = true

    route.list = []

    path << 0x00

    path.each { |code| route.list << RPG::MoveCommand.new(code)}

    character.force_move_route(route)

    @moving_character = character if wait

  end

end

class Path

  attr_accessor :axis

  attr_accessor :from

  attr_accessor :cost

  attr_accessor :dir

  def initialize(x,y,f,c,d)

    @axis = [x,y]

    @from = f

    @cost = c

    @dir = d

  end

end

module Path_Core

  Log = false

  Directions = {[1,0] => 3,[-1,0] => 2,[0,-1] => 4,[0,1] => 1}

  def self.runnable?(char,x,y)

    return false unless $game_map.valid?(x,y)

    return false if char.collide_with_characters?(x,y)

    $game_map.all_tiles(x,y).each { |id|

    flag = $game_map.tileset.flags[id]

    next if flag & 0x10 != 0

    return flag & 0x0f != 0x0f}

    return false

  end

  def self.run(char,fx,fy)

    return nil if char.x == fx && char.y == fy

    st = Time.now

    @char = char

    @start = Path.new(@char.x,@char.y,nil,0,nil)

    @finish = Path.new(fx,fy,nil,0,nil)

    @list = []

    @queue = []

    @preference = ((@char.x-fx).abs > (@char.y-fy).abs ? 0x0186aa : 0x01d)

    class << @list

      def new_path?(path_class)

        for path in self

          return false if path.axis == path_class.axis

        end

        return true

      end

    end

    class << @queue

      def new_path?(path_class)

        for path in self

          return false if path.axis == path_class.axis

        end

        return true

      end

    end

    if @preference & 0x02 == 0x02

      @queue << Path.new(@char.x,@char.y+1,@start,1,[0,1]) if @char.passable?(@char.x,@char.y,2)

      @queue << Path.new(@char.x,@char.y-1,@start,1,[0,-1]) if @char.passable?(@char.x,@char.y,8)

      @queue << Path.new(@char.x+1,@char.y,@start,1,[1,0]) if @char.passable?(@char.x,@char.y,6)

      @queue << Path.new(@char.x-1,@char.y,@start,1,[-1,0]) if @char.passable?(@char.x,@char.y,4)

      @list << @start

      loop do

        break if @queue.empty?

        @cpath = @queue[0]

        if @cpath.axis == @finish.axis

          @finish.cost = @cpath.cost

          @finish.from = @cpath

          break

        end

        @list << @cpath

        @path_array = []

        p1 = Path.new(@cpath.axis[0]+1,@cpath.axis[1],@cpath,@cpath.cost+1,[1,0])

        p2 = Path.new(@cpath.axis[0]-1,@cpath.axis[1],@cpath,@cpath.cost+1,[-1,0])

        p3 = Path.new(@cpath.axis[0],@cpath.axis[1]+1,@cpath,@cpath.cost+1,[0,1])

        p4 = Path.new(@cpath.axis[0],@cpath.axis[1]-1,@cpath,@cpath.cost+1,[0,-1])

        @path_array << p3 if @char.passable?(@cpath.axis[0],@cpath.axis[1],2) && @list.new_path?(p3) && @queue.new_path?(p3)

        @path_array << p4 if @char.passable?(@cpath.axis[0],@cpath.axis[1],8) && @list.new_path?(p4) && @queue.new_path?(p4)

        @path_array << p1 if @char.passable?(@cpath.axis[0],@cpath.axis[1],6) && @list.new_path?(p1) && @queue.new_path?(p1)

        @path_array << p2 if @char.passable?(@cpath.axis[0],@cpath.axis[1],4) && @list.new_path?(p2) && @queue.new_path?(p2)

        @path_array.each { |path| @queue << path }

        @queue.delete(@cpath)

      end

    else

      @queue << Path.new(@char.x+1,@char.y,@start,1,[1,0]) if @char.passable?(@char.x,@char.y,6)

      @queue << Path.new(@char.x-1,@char.y,@start,1,[-1,0]) if @char.passable?(@char.x,@char.y,4)

      @queue << Path.new(@char.x,@char.y+1,@start,1,[0,1]) if @char.passable?(@char.x,@char.y,2)

      @queue << Path.new(@char.x,@char.y-1,@start,1,[0,-1]) if @char.passable?(@char.x,@char.y,8)

      @list << @start

      loop do

        break if @queue.empty?

        @cpath = @queue[0]

        if @cpath.axis == @finish.axis

          @finish.cost = @cpath.cost

          @finish.from = @cpath

          break

        end

        @list << @cpath

        @path_array = []

        p1 = Path.new(@cpath.axis[0]+1,@cpath.axis[1],@cpath,@cpath.cost+1,[1,0])

        p2 = Path.new(@cpath.axis[0]-1,@cpath.axis[1],@cpath,@cpath.cost+1,[-1,0])

        p3 = Path.new(@cpath.axis[0],@cpath.axis[1]+1,@cpath,@cpath.cost+1,[0,1])

        p4 = Path.new(@cpath.axis[0],@cpath.axis[1]-1,@cpath,@cpath.cost+1,[0,-1])

        @path_array << p1 if @char.passable?(@cpath.axis[0],@cpath.axis[1],6) && @list.new_path?(p1) && @queue.new_path?(p1)

        @path_array << p2 if @char.passable?(@cpath.axis[0],@cpath.axis[1],4) && @list.new_path?(p2) && @queue.new_path?(p2)

        @path_array << p3 if @char.passable?(@cpath.axis[0],@cpath.axis[1],2) && @list.new_path?(p3) && @queue.new_path?(p3)

        @path_array << p4 if @char.passable?(@cpath.axis[0],@cpath.axis[1],8) && @list.new_path?(p4) && @queue.new_path?(p4)

        @path_array.each { |path| @queue << path }

        @queue.delete(@cpath)

      end

    end

    if @finish.from.nil?

      return nil

    else

      steps = [@finish.from]

      loop do

        cr = steps[-1]

        if cr.cost == 1

          @result = []

          steps.each { |s| @result << Directions[s.dir]}

          break

        else

          steps << cr.from

        end

      end

      self.print_log(Time.now-st) if Log

      return @result.reverse

    end

  end

  def self.print_log(time)

    print "\n--------------------\n"

    print "Khas Pathfinder\n"

    print "Time: #{time}\n"

    print "Size: #{@result.size}\n"

    print "--------------------\n"

  end

end





사용조건은 크레딧에 Khas 이름을 넣는 것입니다.

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