Lua PathFinder: Difference between revisions

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== Path UserData Object ==
== Path UserData Object ==
'''Path.GetEstimatedPath'''
'''Path:GetEstimatedPath'''
   ( ) -> nil | {
   ( ) -> nil | {
     [1] = { x,y,z }, ...
     [1] = { x,y,z }, ...
Line 23: Line 23:
     So the waypoint table contains 3 different levels of details.</font>
     So the waypoint table contains 3 different levels of details.</font>


'''Path.Next'''
'''Path:Next'''
   ( number pos_x, number pos_y, number pos_z,
   ( number pos_x, number pos_y, number pos_z,
     [, number radius = 0 ]
     [, number radius = 0 ]

Revision as of 18:34, 30 April 2010

Development < Lua Scripting < Lua PathFinder

PathFinder

Spring.RequestPath

 ( string "MoveTypeName" | number moveID,
   number start_x, number start_y, number start_z,
   number end_x,   number end_y,   number end_z
   [, number radius = 8 ]
 ) -> nil | pathObject path (see below)

Path UserData Object

Path:GetEstimatedPath

 ( ) -> nil | {
    [1] = { x,y,z }, ...
  },{
    [1] = startIdxOfDetailedPath,
    [2] = startIdxOfDetailedEstimatedPath1,
    [3] = startIdxOfDetailedEstimatedPath2,
  }
 GetEstimatedPath() returns 2 tables:
   1 table with the waypoints and 1 table with 3 indices (in the waypoint table)
   when a new (more lazy) pathfinding algorithm  begins.
   So the waypoint table contains 3 different levels of details.

Path:Next

 ( number pos_x, number pos_y, number pos_z,
   [, number radius = 0 ]
 ) -> nil | number x, number y, number z