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Wall pass Protection
Discussion on Wall pass Protection within the CO2 Private Server forum part of the Conquer Online 2 category.
08/08/2012, 02:51
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#1
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Join Date: Aug 2010
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Wall pass Protection
I have code like this:
PHP Code:
suse.X = X;
suse.Y = Y;
attack.X = X;
attack.Y = Y;
for (int xs = 0; xs < attack.X; xs++)
{
for (int ys = 0; ys < attack.Y; ys++)
{
if (attacker.Owner.Map.Floor[xs, ys,MapObjectType.InvalidCast,null])
break;
}
}
that thing wont work, I have used it for Dragon Whirl, but still they can pass it in the wall(eg. Guild War Wall) you guys hope good idea how to make it work? thanks ....
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08/08/2012, 06:00
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#2
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Join Date: Dec 2010
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You're setting the attack.X & Y to the X and Y first, then looping but not changing it.
In the loop set the attack.X & Y to the xs and ys, only if its valid.
Code:
for (int xs = attack.X; xs < X; xs++)
{
for (int ys = attack.Y; ys < Y; ys++)
{
if (attacker.Owner.Map.Floor[xs, ys,MapObjectType.InvalidCast,null])
break;
else {
attack.X = xs;
attack.Y = ys;
}
}
}
Something like that, ish.
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08/09/2012, 15:18
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#3
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@ Kin: What you do there is just get the farthest good coordinates in a radius calculated with the given X and Y.... which is far from right. You should use DDA Line algorithm or Bresenham's algorithm to compute the line where your character should move then get some coordinates that are valid.
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08/09/2012, 16:41
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#4
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Join Date: Dec 2010
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Quote:
Originally Posted by -impulse-
@ Kin: What you do there is just get the farthest good coordinates in a radius calculated with the given X and Y.... which is far from right. You should use DDA Line algorithm or Bresenham's algorithm to compute the line where your character should move then get some coordinates that are valid.
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Well, yeah.
I just modified what he had to make a bit more sense.
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08/09/2012, 23:09
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#5
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Join Date: Jul 2005
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From a geometry standpoint, this is a fairly simple problem.
#1: Create a line (drop in start x/y, end x/y to produce the line formula)
#2: Run a for loop for the distance traveled iterating along the line
#3: Check each coord generated versus dmap
As soon as an coord iteration hits an invalid coord then you can break the loop and this is the maximum distance you can travel along that direction. Use the coords of previous iteration as your stop location as you've run into something here.
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08/11/2012, 13:01
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#6
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Posts: 343
Received Thanks: 21
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Quote:
Originally Posted by -impulse-
@ Kin: What you do there is just get the farthest good coordinates in a radius calculated with the given X and Y.... which is far from right. You should use DDA Line algorithm or Bresenham's algorithm to compute the line where your character should move then get some coordinates that are valid.
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Thank You Very Much Impulse as always.
@pro4never: Thank You Pro you given me a very good hint.
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08/19/2012, 05:49
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#7
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Join Date: Aug 2010
Posts: 343
Received Thanks: 21
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What I have did is like this:
PHP Code:
aInLineAlgorithm algo = new aInLineAlgorithm(attacker.X, attacker.Y, attack.X, attack.Y, 4, aInLineAlgorithm.Algorithm.DDA);
foreach (var coord in algo.getCoords)
{
Console.WriteLine("Coord X and Y: " + coord.X.ToString() + " , " + coord.Y.ToString());
if (attacker.Owner.Map.Floor[coord.X, coord.Y, MapObjectType.InvalidCast, null])
break;
}
I have manage to display the coordinate that will pass thru but idk why still can pass thru it.... is there something to add ? because the checking is not working. Thank You Impulse giving me hint.
Regards
Edsel.
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