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Advanced Path-finding for Essentials

1,748
Posts
14
Years
  • I have converted this script: http://forum.chaos-project.com/index.php/topic,9784.0.html to be compatible with Essentials.

    For instructions and a demo, visit the url above.

    Code:
    #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
    # Advanced Pathfinding
    # Author: ForeverZer0
    # Version: 1.1
    # Date: 5.30.2011
    #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
    #
    # Introduction:
    #   This is an advanced an highly intelligent pathfinding system. It allows for
    #   the user to either through script or script call quickly and easily have
    #   events or the game player automatically walk a path to a given set of
    #   coordinates. The system is smart enough to quickly find paths through
    #   relatively complex areas, and adjust on the fly for any obstacle that moves
    #   to block its path. I used the A* algorithm, basic search algorithm used 
    #   often for robotics. More on this algorithm can be read about here:
    #
    #               http://en.wikipedia.org/wiki/A*_search_algorithm
    #
    # Features:
    #   - Fast and intelligent pathfinding
    #   - Easy to use script calls
    #   - Optional "range" parameter can have character find alternate locations
    #     if the preferred one is blocked and they are within the given range.
    #   - Optional callbacks can be given to have something execute if when the
    #     character reaches its goal, or when it fails to do so.
    #
    # Instructions:
    #   - Place script below default scripts, and above "Main".
    #   - Use the following script call:
    #
    #     pathfind(X, Y, CHARACTER, RANGE, SUCCESS_PROC, FAIL_PROC)
    #     
    #     The X and Y are the only required arguments. The others can be omitted.
    #     
    #     X - The x-coordinate to pathfind to.
    #     Y - The y-coordinate to pathfind to.
    #
    #     CHARACTER - Either an instance of the character ($game_player, 
    #                 $game_map.events[ID], etc) or the ID of a character. The ID
    #                 will be the event ID. Use -1 for the game player.
    #
    #     SUCCESS_PROC - A Proc object that will be executed when the player
    #                    reaches the defined coordinates.
    #     FAILURE_PROC - A Proc object that will be executed when the player
    #                    cannot reach the defined coordinates.
    #
    #   - As default, the pathfinder will make 35 attempts to recalculate a route
    #     that gets blocked. This value can be changed in game with the script
    #     call:
    #           $game_map.collision_retry = NUMBER
    #
    #     You can change the default value if desired by looking down to the first
    #     class below in the main script.
    #   - For longer pathfind routes, it is sometimes necessary to reset the 
    #     search limiter. This may cause increased lag when an object blocks the
    #     character from being able to move, but will increase the range that the
    #     system can work with. Use the following script call:
    #
    #         $game_map.search_limiter = NUMBER  (Default 1000)
    #
    #   - If you are experiencing any compatibility problems, go to the Game_Map
    #     class below and set @recalculate_paths to false. This will take away some
    #     of the efficiency of recalculating collisions, but will improve may fix
    #     your problem. 
    #
    # Compatibility:
    #   Highly compatible. May experience issues with Custom Movement scripts,
    #   but even then, it is unlikely.
    #
    # Credits/Thanks:
    #   - ForeverZer0, for the script
    #   - Special thanks to Jragyn for help making the big maze for the demo and
    #     help testing.
    #   - Credit goes to the Peter Hart, Nils Nilsson and Bertram Raphael for the
    #     original search algorithm that was implemented
    #
    #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
    
    #===============================================================================
    # ** Game_Map
    #===============================================================================
    
    class Game_Map
      
      attr_accessor :collision_retry
      attr_accessor :recalculate_paths
      attr_accessor :search_limiter
      
      alias zer0_pathfinding_init initialize
      def initialize
        # Initialize instance variables used for pathfinding.
        @collision_retry = 35
        @recalculate_paths = true
        @search_limiter = 1000
        # Original method
        zer0_pathfinding_init
      end
    end
    
    #===============================================================================
    # ** Interpreter
    #===============================================================================
    
    class Interpreter
      
      def pathfind(x, y, *args)
        args[0] = @event_id if args[0] == nil
        args[1] = 0 if args[1] == nil
        # Add a simpler call for using as a script call
        Pathfind.new(Node.new(x, y), *args)
      end
    end
    
    #==============================================================================
    # ** Pathfind
    #==============================================================================
    
    class Pathfind
    
      attr_reader   :route                  
      attr_accessor :range   
      attr_reader   :goal
      attr_reader   :found
      attr_reader   :character                                
      attr_accessor :success_proc          
      attr_accessor :failure_proc         
      attr_accessor :target    
      attr_accessor :collisions       
      
      def initialize(node, char = -1, range = 0, *callbacks)
        # Set the character. Can either us an ID or an instance of a Game_Character.
        # A value of -1, which is default, is the Game_Player.
        if char.is_a?(Integer)
          @character = (char == -1) ? $game_player : $game_map.events[char]
        elsif char.is_a?(Game_Character)
          @character = char
        end
        # Set forcing flag. Will be disabled for recalculating on the fly.
        @forcing = true
        # Call a public method, since this method may need to be used again,
        # and "initialize" is private.
        setup(node, range, *callbacks)
      end
      
      def setup(node, range = 0, *callbacks)
        # Initialize the node we are trying to get to.
        @target = Node.new(node.x, node.y)
        @goal = @target.clone
        # Set beginning nodes and required variables.
        @start_node = Node.new(@character.x, @character.y)
        @nearest = Node.new(0, 0, 0, -1)
        @range, @found, @collisions = range, false, 0
        # Set callbacks for success and failure if included, else nil.
        @success_proc = callbacks[0]
        @failure_proc= callbacks[1]
        # Initialize sets to track open and closed nodes
        @open_set, @close_set = [@start_node], {}  
        # Find the optimal path
        calculate_path
      end
    
      def calculate_path
        # Only do calculation if goal is actually passable, unless we only
        # need to get close or within range
        if @character.passable?(@goal.x, @goal.y, 0) || @range > 0
          # Initialize counter
          counter, wait = 0, 0
          until @open_set.empty?
    
            counter += 1
            # Give up if pathfinding is taking more than 500 iterations
            if counter >= $game_map.search_limiter
              @found = false
              break
            end
            # Get the node with lowest cost and add it to the closed list
            @current_node = get_current
            @close_set[[@current_node.x, @current_node.y]] = @current_node
            if @current_node == @goal ||
               (@range > 0 && @goal.in_range?(@current_node, @range))
              # We reached goal, exit the loop!
              @target = @goal
              @goal, @found = @current_node, true
              break
            else # if not goal
              # Keep track of the node with the lowest cost so far
              if @current_node.heuristic < @nearest.heuristic || 
                @nearest.heuristic < 1
                @nearest = @current_node
              end
              # Get adjacent nodes and check if they can be added to the open list
              neighbor_nodes(@current_node).each {|neighbor|
                # Skip Node if it already exists in one of the lists.
                next if can_skip?(neighbor)
                # Add node to open list following the binary heap conventions
                @open_set.push(neighbor)
                arrange(@open_set.size - 1)
              }
            end
          end
        end
        # If no path was found, see if we can get close to goal
        unless @found
          if @range > 0 && @nearest.heuristic > 0  
            # Create an alternate path.
            setup(@nearest, @range, @success_proc, @failure_proc)
          elsif @failure_proc != nil && (($game_map.collision_retry == 0) ||
            (@collisions > $game_map.collision_retry))
            # If out of retries, call the Proc for failure if defined 
            @failure_proc.call
          end
        end
        # Create the move route using the generated path
        create_move_route 
      end
    
      def create_move_route
        # There's no path to generate if no path was found
        return if !@found
        # 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
        while node.parent
          # Get direction from parent to node as RPG::MoveCommand
          code = case direction(node.parent.x, node.parent.y, node.x, node.y)
          when 2 then 4 # Up
          when 4 then 3 # Left
          when 6 then 2 # Right
          when 8 then 1 # Down
          else; 0
          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 (@forcing && [email protected]?)
          @collisions = 0
          @character.paths = [] if @character.paths == nil
          @character.paths.push(self) 
          @character.force_move_route(@route) if @character.paths.size == 1
        end
        # Reset forcing flag if needed
        @forcing = true
        # Return the constructed RPG::MoveRoute
        return @route
      end
      
      def arrange(index)
        # Rearrange nodes in the open_set
        while index > 0
          # Break loop unless current item's cost is less than parent's
          break if @open_set[index].score > @open_set[index / 2].score
          # Bring lowest value to the top.
          temp = @open_set[index / 2]
          @open_set[index / 2] = @open_set[index]
          @open_set[index] = temp
          index /= 2
        end
      end
      
      def get_current
        return if @open_set.empty?
        return @open_set[0] if @open_set.size == 1
        # Set current node to local variable and replace it with the last
        current = @open_set[0]
        @open_set[0] = @open_set.pop
        # Loop and rearrange array according to the A* algorithm until done.
        y = 0   
        loop {
          x = y
          # If two children exist
          if 2 * x + 1 < @open_set.size
            if @open_set[2 * x].score <= @open_set[x].score
              y = 2 * x
              if @open_set[2 * x + 1].score <= @open_set[y].score
                y = 2 * x + 1 
              end
            end
          # If only one child exists
          elsif 2 * x < @open_set.size && 
            @open_set[2 * x].score <= @open_set[x].score
            y = 2 * x 
          end
          # Swap a child if it is less than the parent.
          break if x == y
          temp = @open_set[x]
          @open_set[x] = @open_set[y]
          @open_set[y] = temp
        }
        # Return the original first node (which was removed)
        return current
      end
    
      def direction(x1, y1, x2, y2)
        # Return the numerical direction between coordinates.
        return 6 if x1 > x2 # Right
        return 4 if x1 < x2 # Left
        return 2 if y1 > y2 # Bottom
        return 8 if y1 < y2 # Top
        return 0            
      end
      
      def neighbor_nodes(node)
        # Create array to hold the nodes, then check each direction.
        nodes = []
        nodes.push(get_neighbor(node.x + 1, node.y, node)) # Right
        nodes.push(get_neighbor(node.x - 1, node.y, node)) # Left
        nodes.push(get_neighbor(node.x, node.y + 1, node)) # Down
        nodes.push(get_neighbor(node.x, node.y - 1, node)) # Up
        # Remove any nil elements, then return results.
        return nodes.compact
      end
      
      def get_neighbor(x, y, parent)
        # Calculate direction, return new node if passable.
        direction = direction(x, y, parent.x, parent.y)
        if @character.passable?(parent.x, parent.y, direction)
          # The heuristic is simply the distance
          heuristics = ((x - @goal.x).abs + (y - @goal.y).abs)
          return Node.new(x, y, parent, parent.cost + 1, heuristics)
        end
      end
      
      def can_skip?(node)
        # Branch by if node is in either the open or closed set.
        if @open_set.include?(node)
          index = @open_set.index(node)
          return true if @open_set[index].score <= node.score
          # Swap them and update list order
          @open_set[index] = node
          arrange(index)
          return true
        elsif @close_set[[node.x, node.y]] != nil
          # If the existing passed node has a lower score than this one.
          return true if @close_set[[node.x, node.y]].score <= node.score
          # Update the existing node
          @close_set[[node.x, node.y]] = node
        end
        # Return false if no criteria was met.
        return false
      end
    end
    
    #==============================================================================
    # ** Game_Character 
    #==============================================================================
    
    class Game_Character
      
      attr_accessor :paths 
      attr_accessor :move_route_forcing
      attr_accessor :move_route
    
      alias zer0_pathfinding_init initialize
      def initialize(map = nil)
        # Add public instance variable for paths
        @paths = []
        # Original method
        zer0_pathfinding_init(map)
      end
      
      def next_route
        # Stop any custom move route that may be occuring.
        if @move_route != nil
          # Set index and disable forcing of current route
          @move_route_index = @move_route.list.size
          @move_route_forcing = false
          # Reset to what it was originally
          @move_route = @original_move_route
          @move_route_index = @original_move_route_index
          @original_move_route = nil
        end
        # Remove first path from the paths array.
        @paths.shift
        # If there is another path to follow...
        if @paths[0] != nil
          # Setup path again to reflect any changes since original creation
          @forcing = false
          @paths[0].setup(@paths[0].target, @paths[0].range, 
            @paths[0].success_proc, @paths[0].failure_proc)
          force_move_route(@paths[0].route) if @paths[0].found
        end
      end
      
      alias zer0_recalculate_paths_move move_type_custom
      def move_type_custom
        if $game_map.recalculate_paths
          # Interrupt if not stopping
          return if jumping? || moving?
          # Loop until finally arriving at move command list
          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
                  # If there was a path to follow and we reached goal
                  if @paths[0] != nil
                    if self.x == @paths[0].goal.x && 
                      y == @paths[0].goal.y && @paths[0].success_proc
                      # Call success Proc if goal is reached and it is defined.
                      @paths[0].success_proc.call
                    end
                    next_route
                  end
                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 then move_down                 # Move down
              when 2 then move_left                 # Move left
              when 3 then move_right                # Move right
              when 4 then move_up                   # Move up
              when 5 then move_lower_left           # Move lower left
              when 6 then move_lower_right          # Move lower right
              when 7 then move_upper_left           # Move upper left
              when 8 then move_upper_right          # Move upper right
              when 9 then move_random               # Move random
              when 10 then move_toward_player       # Move toward player
              when 11 then move_away_from_player    # Move away from player
              when 12 then move_forward             # Step forward
              when 13 then move_backward            # Step backward
              when 14 then jump(command.parameters[0], command.parameters[1]) # Jump
              end
              # If movement failure occurs when "Ignore If Can't Move" is unchecked. 
              if !@move_route.skippable && !moving? && !jumping?
                # If path is current and collision limit is not reached
                if @paths[0] != nil && 
                  @paths[0].collisions < $game_map.collision_retry
                  # Setup path again to update starting location.
                  # original goal node is used because pathfinding changes
                  # the goal node to current node
                  goal, range = @paths[0].target, @paths[0].range
                  reach = @paths[0].success_proc
                  fail = @paths[0].failure_proc
                  counter = @paths[0].collisions + 1
                  # Find another path to goal
                  @paths[0] = Pathfind.new(goal, self, range, reach, fail)
                  @paths[0].collisions = counter
                  force_move_route(@paths[0].route) if @paths[0].found
                  # Wait a bit before starting to follow the new path
                  @wait_count = 6
                  return
                elsif paths[0] != nil
                  # Call failure Proc if defined and set move index.
                  @move_route_index = @move_route.list.size
                  @paths[0].failure_proc.call if @paths[0].failure_proc != nil
                  next_route
                end
                # End method
                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 then turn_down                      # Turn down
              when 17 then turn_left                      # Turn left
              when 18 then turn_right                     # Turn right
              when 19 then turn_up                        # Turn up
              when 20 then turn_right_90                  # Turn 90° right
              when 21 then turn_left_90                   # Turn 90° left
              when 22 then turn_180                       # Turn 180°
              when 23 then turn_right_or_left_90          # Turn 90° right or left
              when 24 then turn_random                    # Turn at Random
              when 25 then turn_toward_player             # Turn toward player
              when 26 then turn_away_from_player          # Turn away from player
              end
              @move_route_index += 1
              return
            end 
            # 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 then @move_speed = command.parameters[0]     # Change speed
              when 30 then @move_frequency = command.parameters[0] # Change freq
              when 31 then @walk_anime = true                      # Move ON
              when 32 then @walk_anime = false                     # Move OFF
              when 33 then @step_anime = true                      # Stop ON
              when 34 then @step_anime = false                     # Stop OFF
              when 35 then @direction_fix = true                   # Direction ON
              when 36 then @direction_fix = false                  # Direction OFF
              when 37 then @through = true                         # Through ON
              when 38 then @through = false                        # Through OFF
              when 39 then @always_on_top = true                   # On top ON
              when 40 then @always_on_top = false                  # On top OFF
              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 then @opacity = command.parameters[0]        # Change Opacity
              when 43 then @blend_type = command.parameters[0]     # Change Blending
              when 44 then $game_system.se_play(command.parameters[0]) # Play SE
              when 45 then result = eval(command.parameters[0])    # Script
              end
              # Increment move index.
              @move_route_index += 1
            end
          end 
        else
          # Original method
          zer0_recalculate_paths_move
        end
      end 
    end
    
    #==============================================================================
    # ** Node
    #==============================================================================
    
    class Node
    
      attr_accessor :x                      
      attr_accessor :y                       
      attr_accessor :parent                  
      attr_accessor :cost                 
      attr_accessor :heuristic                  
    
      def initialize(x, y, parent = nil, cost = 0, heuristic = 0)
        # Set public instance variables.
        @x, @y, @parent, @cost, @heuristic = x, y, parent, cost, heuristic
      end
    
      def score
        # Return the current "score" of this node
        return @cost + @heuristic
      end
      
      def in_range?(node, range)
        # Return true/false if Nodes are within RANGE of each other.
        return (@x - node.x).abs + (@y - node.y).abs <= range
      end
    
      def ==(node)
        # Returns true/false of whether self and other are equal.
        return ((node.is_a?(Node)) && (node.x == @x) && (node.y == @y))
      end
    end
     
    Last edited:
    1,748
    Posts
    14
    Years
  • how do I actually use it correctly? The directions aren't all that clear...


    Simply put, in your event add a new script similar to this:

    Code:
    x = 25 # X Destination you want your event to be at
    y = 4 # Y Destination you want your event to be at
    id = nil # The ID of the event you want to move (0 for player or nil for the calling event)
    pathfind(x, y, id, 1)

    Change the values with comments to what is needed (and preferably remove the comments if the take more than 1 line of space up)
     
    1,748
    Posts
    14
    Years
  • Yes, here's another example:

    Code:
    x = 25 # X Destination you want your event to be at
    y = 4 # Y Destination you want your event to be at
    id = nil # The ID of the event you want to move (0 for player or nil for the calling event)
    s = Proc.new { $game_switches[success_switch] = true } # On Success
    f = Proc.new { $game_switches[failed_switch] = true } # On Failed
    pathfind(x, y, id, 1, s, f)

    Note that you must change success_switch and failed_switch to your desired switches you want to activate.
     
    133
    Posts
    9
    Years
    • Seen Nov 17, 2018
    This is a decent script, if you want to be lazy with coming up with a moveroute for a cutscene. Would be better if you could actually use the script in an event's autonomous movement, but this isn't what this was designed for, as evident by this error and the demo from the original website.

    Spoiler:
     
    Last edited:
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