#===============================================================================# Pathfinding & Event formations# By Jet10985(Jet) & Venima#===============================================================================# This script will allow you to use a pathfinder to move players or events.# Modification: This script will also allow you to use a pathfinder which # incorporates formation handling.# This script has: 2 customization options.## Modifications:# Pathfinder:# Goal location may now be inpassable, pathfinder will still reach it.# Pathfinder still works "as intended" when the move route is set to repeat.# Added parameter: distance (explained below).# Added parameter: jump (set to true if the moves should be jumps instead of# walking).# Added parameter: commonEvent (provide the common event id for the pathfinder# to run the event before each move (useful for adding sound or effects to # movements)# Added parameters: # catchup (provide a value to indicate how far from the target the event # should be before it speeds up its movement)# catchupSpeed (provide a value for the speed when catching up)# normalSpeed (provide a value for the speed after its caught up)# Note: Pathfinder is a bit more processor heavy when used with a repeating # move route (it was useless before, so this is only a benefit)# Formations:# Added find_formation_path function# Added turn_with_player function##===============================================================================# Overwritten Methods:# None#-------------------------------------------------------------------------------# Aliased methods:# None#================================================================================begin=============================================================================== Instructions:=============================================================================== Standard pathfinder:-------------------------------------------------------------------------------To move a player or event, use this in a move route's "Script..." command:find_path(x, y, distance = 0, jump = false, commonEvent = 0, catchup = 0, catchupSpeed = 5, normalSpeed = 4)x is the target xy is the targey ydistance is set to 0 by default and can be omitted to keep the default value.While x and y represent the target location, the event will only be moved up to the specified distance from the target. This makes it easier to have an event follow the player, without getting in the player's way. This could be used as an alternative to following, except it works on any events, not just party members.jump is set to false by default and can be omitted. Jump specifies that instead of the event "moving" to the target, the event will make small "jumps" to the target. If you specify jump, you cannot omit any previous parameters.commonEvent is set to 0 by default and can be omitted. This specifies the id of a common event that you want executed before each move step. Currentlythis only applies to repeating paths. When set to 0, no common event is called.If you specify commonEvent you cannot omit any previous parameters.catchup is set to 0 by default and can be omitted. Catchup specifies that ifthe event is equal to or past the catchup distance, they will move faster to "catch up". Their speed becomes the catchUp speed. Once caught up, they will return to the normalSpeed. If you specify catchup you cannot omit any previous parameters.catchupSpeed is set to 5 by default and can be omitted. It is used when catchup is specified to a value above 0. (see catchup for details). If you specify catchupSpeed you cannot omit any previous parameters.normalSpeed is set to 5 by default and can be omitted. It is used when catchup is specified to a value above 0. (see catchup for details). If you specify normalSpeed you cannot omit any previous parameters.Running the script outside of a move route (as a standalone script call)has two extra parameters after x and y called "ev" and "wait" but has no commonEvent or catcup parameters.find_path(x, y, ev = 0, wait = false, distance = 0, jump = false)ev is set to 0 by default and can be omitted like so: find_path(9, 4).Ev represents which character is to be moved. -1 is the player, 0 is thecalling event, and anything above is an event on the map whose ID is the ev.wait is set to false by default and can be omitted like so: find_path(9, 4) or find_path(9, 4, -1)find_path(x, y) or find_path(x, y, ev)wait specifies if the player will have to wait for the move route to finishto start moving again.------------------------------------------------------------------------------- Examples:Example of following the player at a distance:In event's custom move route or specified move route (on repeat): find_path($game_player.x, $game_player.y, 3) Example of an event following an event with id 2 and catching up: find_path($game_events[2].x, $game_events[2].y, 0, false, 0, 3)=============================================================================== Formation handling:-------------------------------------------------------------------------------To move an event using a formation use this in a move route:find_formation_path(followId, shiftX, shiftY, catchup = FORM_CATCHUP_DIST, catchupSpeed = 5, normalSpeed = 4) followId is the character that this event is in formation with. -1 = player,0 = current event (although this is pointless) and above 0 is the event id.shiftX is the relational x position from the followId character WHEN that character faces "down". If you enter -1, this event will move to the left if its facing down, or right if its facing up.shiftY is the relational y position from the followId character WHEN thatcharacter faces "down". If you enter -1, this event will move above if its facing down, or below if it's facing up.catchup's default value is specified by the parameter FORM_CATCHUP_DIST andcan be omitted. This specifies how far behind this event can get before it speeds up to catch up.catchupSpeed's default value is 5 and can be omitted. This specifies how fast this event will move when it's "catching up". If you specify catchupSpeed, you cannot omit any previous parameters.normalSpeed's default value is 4 and can be omitted. This specifies how fast this event will move when it isn't "catching up". If you specify normalSpeed, you cannot omit any previous parameters.You also have another command for formations:Entering "turn_with_leader" as a separate script after find_formation_pathwill cause the event to turn the same way the player is turned after arriving at their formation position.Entering "turn_with_leader(1)" will turn the same way as event with id 1.Turn_with_leader also has a second optional parameter. Entering "left" or -1will turn this event left of the leader's direction, entering "right" or 1will turn this event right of the leader's direction, and entering "back" or 2 will turn this event opposite of the leader's direction. Again, if you specify this parameter, you cannot omit the previous one. ------------------------------------------------------------------------------- Examples:Example of 2 events acting similar to followers behind the player:In a repeating move-route for Event 01:find_formation_path(-1,0,-1)In a repeating move_route for Event 02:find_formation_path(1,0,-1)Example of an event covering the player's back 2 spaces away:In a repeating move-route:find_formation_path(-1,0,-2)turn_with_leader(-1,"back")Example of an event with a formation determined by in-game variables:In a repeating move-route:find_formation_path(-1, $game_variables[1], $game_variables[2])=end#===============================================================================# Customisation options below:#===============================================================================module Venima module Formations # FORM_CATCHUP_DIST = 3 endendmodule Jet module Pathfinder # While mainly for coders, you may change this value to allow the # pathfinder more time to find a path. 1000 is default, as it is enough for # a 100x100 MAZE so, yeah. # Note from Venima, you probably don't want to change this value too much MAXIMUM_ITERATIONS = 500 endend#===============================================================================# Customisation end#===============================================================================class Node include Comparable attr_accessor :point, :parent, :cost, :cost_estimated def initialize(point) @point = point @cost = 0 @cost_estimated = 0 @on_path = false @parent = nil end def mark_path @on_path = true @parent.mark_path if @parent end def total_cost cost + cost_estimated end def <=>(other) total_cost <=> other.total_cost end def ==(other) point == other.point endendclass Point attr_accessor :x, :y def initialize(x, y) @x, @y = x, y end def ==(other) return false unless Point === other @x == other.x && @y == other.y end def distance(other) (@x - other.x).abs + (@y - other.y).abs end def relative(xr, yr) Point.new(x + xr, y + yr) endendclass Game_Map def each_neighbor(node, char = $game_player) x = node.point.x y = node.point.y nodes = [] 4.times {|i| i += 1 new_x = round_x_with_direction(x, i * 2) new_y = round_y_with_direction(y, i * 2) next unless char.passable?(x, y, i * 2) #removed line below (technically, if your goal is an inpassable block, # e.g. an event, you can still reach it) #next unless char.passable?(new_x, new_y, 10 - i * 2) nodes.push(Node.new(Point.new(new_x, new_y))) } nodes end def find_path(tx, ty, sx, sy, dist, jump, maxIter = Jet::Pathfinder::MAXIMUM_ITERATIONS, char = $game_player) start = Node.new(Point.new(sx, sy)) goal = Node.new(Point.new(tx, ty)) return [] if start == goal or (dist > 0 and start.point.distance(goal.point) <= dist) return [] if ![2, 4, 6, 8].any? {|i| char.passable?(tx, ty, i) } return [] if char.collide_with_characters?(tx,ty) open_set = [start] closed_set = [] path = [] iterations = 0 loop do return [] if iterations == maxIter iterations += 1 current = open_set.min return [] unless current each_neighbor(current, char).each {|node| if node == goal or (dist > 0 and node.point.distance(goal.point) <= dist) node.parent = current node.mark_path return recreate_path(node, jump) end next if closed_set.include?(node) cost = current.cost + 1 if open_set.include?(node) if cost < node.cost node.parent = current node.cost = cost end else open_set << node node.parent = current node.cost = cost node.cost_estimated = node.point.distance(goal.point) end } closed_set << open_set.delete(current) end end def recreate_path(node, jump) path = [] hash = {[1, 0] => 6, [-1, 0] => 4, [0, 1] => 2, [0, -1] => 8} until node.nil? pos = node.point node = node.parent next if node.nil? ar = [pos.x <=> node.point.x, pos.y <=> node.point.y] if jump path.push(RPG::MoveCommand.new(14,ar)) else path.push(RPG::MoveCommand.new(hash[ar] / 2)) end end return path endendclass Game_Character #modified function (added handling for repeated move route (recalculates path # each step so it doesn't just loop it's old path route and will revalidate # if x or y changes, will follow variable value if x and y are set to it) def find_path(x, y, dist = 0, jump = false, commonEvent = 0, catchup = 0, catchupSpeed = 5, normalSpeed = 4, maxIter = Jet::Pathfinder::MAXIMUM_ITERATIONS) path = $game_map.find_path(x, y, self.x, self.y, dist, jump, maxIter).reverse if !@move_route.repeat @move_route.list.delete_at(@move_route_index) @move_route.list.insert(@move_route_index, *path) @move_route_index -= 1 elsif path.length > 0 if commonEvent > 0 $game_temp.reserve_common_event(commonEvent) end if catchup > 0 if @move_speed < catchupSpeed && path.length >= catchup process_move_command(RPG::MoveCommand.new(29,[catchupSpeed])) elsif @move_speed >= catchupSpeed && path.length < 2 process_move_command(RPG::MoveCommand.new(29,[normalSpeed])) end end process_move_command(path[0]) @move_route_index -= 1 end #return path[path.length-1].cost if path.length > 0 return path.length end def get_character(i) if i == -1 return $game_player end if i == 0 return $game_map.events[@event_id] end if i > 0 return $game_map.events[i] end end def find_formation_path(followId, shiftX, shiftY, catchup = Venima::Formations::FORM_CATCHUP_DIST, catchupSpeed = 5, normalSpeed = 4) x = shift_follow_x(followId, shiftX, shiftY) y = shift_follow_y(followId, shiftX, shiftY) if find_path(x,y,0,false,0,catchup,catchupSpeed,normalSpeed, 100) == 0 char = get_character(followId) find_path(char.x,char.y,5,false,0,catchup,catchupSpeed,normalSpeed, 200) end end def shift_follow_x(followId, shiftX, shiftY) char = get_character(followId) case char.direction when 2 return char.x + shiftX when 4 return char.x - shiftY when 6 return char.x + shiftY when 8 return char.x + shiftX end return char.x end def shift_follow_y(followId, shiftX, shiftY) char = get_character(followId) case char.direction when 2 return char.y + shiftY when 4 return char.y + shiftX when 6 return char.y + shiftX when 8 return char.y - shiftY end return char.y end def turn_with_leader(eventId = -1, dirmod = "") dir = get_character(eventId).direction mod = 0 if dirmod == "left" || dirmod == -1 case dir when 2 set_direction(4) when 4 set_direction(8) when 6 set_direction(8) when 8 set_direction(4) end elsif dirmod == "right" || dirmod == 1 case dir when 2 set_direction(6) when 4 set_direction(2) when 6 set_direction(2) when 8 set_direction(6) end elsif dirmod == "back" || dirmod == 2 case dir when 2 set_direction(8) when 4 set_direction(6) when 6 set_direction(4) when 8 set_direction(2) end else set_direction(dir) end endendclass Game_Interpreter #modified line below (added distance parameter) def find_path(x, y, ev = 0, wait = false, dist = 0, jump = false) char = get_character(ev) #modified line below (added distance parameter) path = $game_map.find_path(x, y, char.x, char.y, dist, jump) path.reverse! path.push(RPG::MoveCommand.new(0)) route = RPG::MoveRoute.new route.list = path route.wait = wait route.skippable = true route.repeat = false char.force_move_route(route) endend