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DO NOT MERGE!
needs careful consideration.
As discussed with dubble on discord, I am submitting this pull request and hoping that someone else can carry on with this work.
The original work was done in december of 2023 so its based on a pretty old dev branch. I simply copied over that stuff to the newest dev branch with minimal changes to the actual gwtoolbox code. I have no idea if it still works.
Recast/Detour and its dependancies are added as plain cpp/h files and added to the cmake build process.
The idea was to build a Navmap window which is using code from Minimap. I had plans to have cool looking GUI so when a user zones in to a new map, they can select a portal or a quest marker to navigate to, it would navigate on the 2D map as well as create in game pathing render.
The in game pathing render would resemble BlishHUD and would use chatgpt triangle strip code, ie convert a vector of points into a dx9 drawable textured 3D line.
Inside this pull request there is the foundation of recast pathfinding, with no actual pathfinding being done yet. The new work on pmap node definitions by tedy are not yet implemented.
Some of my ideas:
GW1 agent radius (+ vision radius?) gets converted into a recast agent with the same radius
Monsters could have their own agents/obstacles. There could be steering behaviors to avoid monsters but this is advanced of course
There could be area cost added to certain polygons (for example icy lakes means pathfinder would avoid that area if it can)
Monster groups could have their vision radius drawn or part of the pathfinding so you can avoid mobs
Navigate towards portals, exit points, quest markers
Dungeon doors will alter the navmesh instantly
Idea to get started:
Maybe dont even bother with the Navmap window, on map load, find a list of portals and let user pick one to navigate to from a dropdown combo box, this is drawn in game and thats it. The other stuff could be added later once everything is stable.
A few images: