I’m currently creating a pathfinding script using SimplePath. It works for the most part, however though, it seems to be confused whenever I jump onto a wedge’s side as it jumps back and fourth as seen in the video below.
As you can see, the npc will keep jumping back and fourth until I go near him which he’ll continue as normally (Although will occasionally jump back for some reason).
--//Defiler
local NPC = script.Parent
local Humanoid = NPC:WaitForChild("Humanoid")
Humanoid.BreakJointsOnDeath = false
NPC.HumanoidRootPart:SetNetworkOwner(nil) --No hacking
--//Services
local Players = game:GetService("Players")
local PFS = game:GetService("PathfindingService")
local Debris = game:GetService("Debris")
--//Pathfinding Stuff
local ServerStorage = game:GetService("ServerStorage")
local SimplePath = require(ServerStorage.SimplePath)
--//AI
local function FindNearestTarget()
local players = {}
local nearest = math.huge
local Target = nil
for _, Player in pairs(Players:GetPlayers()) do
local Character = Player.Character or Player.CharacterAdded:Wait()
local Distance = (NPC.HumanoidRootPart.Position - Character.PrimaryPart.Position).Magnitude
if Distance <= nearest then
table.insert(players,{
Magnitude = Distance,
player = Player
})
end
end
for _, Entry in pairs(players) do
local Mag = Entry.Magnitude
local Plr = Entry.player
if Mag <= nearest then
nearest = Mag
Target = Plr
end
end
return Target
end
game:GetService("RunService").Heartbeat:Connect(function()
local Player = FindNearestTarget()
--//Character
local Player_Char = Player.Character or Player.CharacterAdded:Wait()
local Char_Root = Player_Char.PrimaryPart
local Char_Hum = Player_Char:FindFirstChildWhichIsA("Humanoid")
if Char_Hum.Health <= 1 then
return
end
--//Pathfinding
local Goal = Char_Root.Position
local Path = SimplePath.new(NPC)
Path.Blocked:Connect(function()
Path:Run(Goal)
end)
Path.Reached:Connect(function()
Path:Run(Goal)
end)
Path.Error:Connect(function(errorType)
Path:Run(Goal)
end)
Path:Run(Goal)
end)
local PathfindingService = game:GetService("PathfindingService")
local CollectionService = game:GetService("CollectionService")
local MessagingService = game:GetService("MessagingService")
local RunService = game:GetService("RunService")
local AStar = require(game.ServerScriptService.AStar)
local EnvironmentAnalyzer = require(game.ServerScriptService.EnvironmentAnalyzer)
local PathLearning = require(game.ServerScriptService.PathLearning)
local NPC = {}
NPC.__index = NPC
function NPC.new(character)
local self = setmetatable({}, NPC)
self.character = character
self.humanoid = character:FindFirstChildOfClass("Humanoid")
self.currentPath = nil
self.target = nil
self.pathUpdateRate = 2
self.obstacleDetectionRange = 50
self.pathEfficiencyData = PathLearning.init()
return self
end
function NPC:updatePath(targetPosition)
local path = AStar.calculatePath(self.character.PrimaryPart.Position, targetPosition, self.obstacleDetectionRange)
self.currentPath = path
self:followPath()
end
function NPC:followPath()
if not self.currentPath then return end
for _, waypoint in ipairs(self.currentPath) do
if EnvironmentAnalyzer.detectObstacles(waypoint, self.obstacleDetectionRange) then
self:updatePath(self.target.Position)
return
end
self.character.PrimaryPart.CFrame = CFrame.new(waypoint.Position)
RunService.Heartbeat:Wait()
end
end
function NPC:setTarget(target)
self.target = target
self:updatePath(target.Position)
end
local function tagDynamicObstacles()
for _, object in ipairs(workspace:GetDescendants()) do
if object:IsA("Part") and object.CanCollide then
CollectionService:AddTag(object, "Obstacle")
end
end
end
tagDynamicObstacles()
MessagingService:SubscribeAsync("PathEfficiencyData", function(message)
PathLearning.updateData(message.Data)
end)
local npc = NPC.new(game.Workspace.NPCModel)
npc:setTarget(game.Players.LocalPlayer.Character)
AStar is used for finding the shortest or most efficient path between two points in a game or simulation. It helps characters or objects navigate through a game world.
EnvironmentAnalyzer provides tools for analyzing the game environment. It allows developers to gather information about objects, their properties, and positions in order to create interactive systems or debug their games.
PathLearning focuses on machine learning techniques for pathfinding. It allows developers to train AI agents to learn and navigate through a game environment on their own, making them more intelligent and adaptive.
Create a new script in the “ServerScriptService” folder of your game.
Copy and paste the AStar, EnvironmentAnalyzer, and PathLearning code into the script.
Use the require function to import the modules in your main script or module.
Set up the NPC class and perform pathfinding using the imported modules.
By following these steps, you can set up the AStar, EnvironmentAnalyzer, and PathLearning modules in your game.
Code
local AStar = require(game.ServerScriptService.AStar)
local EnvironmentAnalyzer = require(game.ServerScriptService.EnvironmentAnalyzer)
local PathLearning = require(game.ServerScriptService.PathLearning)
If you’re looking to implement these modules in the Roblox game then here’s how you can approach it
AStar Module:
local AStar = {}
function AStar:new(graph)
local astar = {}
astar.graph = graph
-- Implement other necessary variables and functions
return astar
end
function AStar:calculateHeuristic(node, goal)
-- Calculate the heuristic value between the current node and the goal
end
function AStar:findOptimalPath(start, goal)
-- Implement the A* search algorithm to find the optimal path
end
function AStar:updateCost(node)
-- Update the cost values of the nodes in the graph
end
function AStar:getNeighbors(node)
-- Get the neighboring nodes of a given node
end
return AStar
EnvironmentAnalyzer Module:
local EnvironmentAnalyzer = {}
function EnvironmentAnalyzer:new(gameWorld)
local analyzer = {}
analyzer.gameWorld = gameWorld
-- Implement other necessary variables and functions
return analyzer
end
function EnvironmentAnalyzer:detectObstacles()
-- Detect and identify obstacles in the game world
end
function EnvironmentAnalyzer:identifyWalkableAreas()
-- Identify the walkable areas in the game world
end
function EnvironmentAnalyzer:calculateDistance(point1, point2)
-- Calculate the distance between two points in the game world
end
return EnvironmentAnalyzer
PathLearning Module:
local PathLearning = {}
function PathLearning:new()
local learning = {}
learning.successfulPaths = {}
learning.unsuccessfulPaths = {}
-- Implement other necessary variables and functions
return learning
end
function PathLearning:storeSuccessfulPath(path)
-- Store information about a successful path taken by the NPC
end
function PathLearning:storeUnsuccessfulPath(path)
-- Store information about an unsuccessful path taken by the NPC
end
function PathLearning:updatePathPreferences()
-- Update the preferences for selecting paths based on past experiences
end
return PathLearning
Now you can use the require function to run these modules !
local AStar = require(game.ServerScriptService.AStar)
local EnvironmentAnalyzer = require(game.ServerScriptService.EnvironmentAnalyzer)
local PathLearning = require(game.ServerScriptService.PathLearning)
For example, if you have the AStar module, you might use its functions like this:
local AStar = require(game.ServerScriptService.AStar)
-- Call a function from the AStar module
local path = AStar.FindPath(startPosition, endPosition)
Similarly, if you have the EnvironmentAnalyzer module, you might use it like this:
local EnvironmentAnalyzer = require(game.ServerScriptService.EnvironmentAnalyzer)
-- Access a variable from the EnvironmentAnalyzer module
local environmentType = EnvironmentAnalyzer.GetEnvironmentType(player)
And if you have the PathLearning module, you might use it like this:
local PathLearning = require(game.ServerScriptService.PathLearning)
-- Call a function from the PathLearning module
PathLearning.LearnPath(player, path)
Remember to replace startPosition, endPosition, and player with the appropriate values or variables in your game. Additionally, ensure that the module scripts are located in the correct folder and that you have the necessary permissions to access them which is in ServerScriptService
function PathLearning:printSuccessfulPaths()
for i, path in ipairs(self.successfulPaths) do
print("Successful Path " .. i .. ": " .. path)
end
end
function PathLearning:printUnsuccessfulPaths()
for i, path in ipairs(self.unsuccessfulPaths) do
print("Unsuccessful Path " .. i .. ": " .. path)
end
end
For the EnvironmentAnalyzer module:
function EnvironmentAnalyzer:analyzeEnvironment()
self:detectObstacles()
self:identifyWalkableAreas()
-- Implement other necessary analysis functions
end
function EnvironmentAnalyzer:printObstacles()
for i, obstacle in ipairs(self.obstacles) do
print("Obstacle " .. i .. ": " .. obstacle)
end
end
function EnvironmentAnalyzer:printWalkableAreas()
for i, area in ipairs(self.walkableAreas) do
print("Walkable Area " .. i .. ": " .. area)
end
end
For the AStar module:
function AStar:printOptimalPath(path)
for i, node in ipairs(path) do
print("Node " .. i .. ": " .. node)
end
end
These functions add some basic functionality to each module that allows you to print or analyze the stored data. You can expand these functions as well
Yes, there is documentation available for A* pathfinding, environmental analysis, and path learning in Roblox.
A* Pathfinding: The Roblox Developer Hub provides documentation on implementing A* pathfinding in Roblox games using the PathfindingService module. )
Environmental Analyzer: The environmental analyzer in Roblox allows you to analyze the surroundings of a character or object in a game. You can use this feature to detect nearby objects, obstacles, or other environmental elements.
Path Learning: Path learning involves teaching characters or objects in a game to navigate through a specific path or learn from their environment. While there isn’t a specific module or documentation dedicated to path learning in Roblox, you can use a combination of scripting, AI, and data storage techniques to implement path learning in your game.
Please note that the links provided will direct you to the specific sections of the Roblox Developer Hub where you can find detailed information and examples on implementing A* pathfinding and using the environmental analyzer in your Roblox games.