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authorworktycho <work.tycho@gmail.com>2015-05-07 22:58:02 +0200
committerworktycho <work.tycho@gmail.com>2015-05-07 22:58:02 +0200
commit011126293b42efad5ccbef912c44418c2437cf78 (patch)
tree278caa29a65bfab2b7a5079adec772c701c11976
parentMerge pull request #1951 from mc-server/BroadcastRefactor (diff)
parentAI - Safer WouldBurnAt() (diff)
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-rw-r--r--src/Mobs/Monster.cpp93
-rw-r--r--src/Mobs/Monster.h10
-rw-r--r--src/Mobs/Path.cpp25
3 files changed, 93 insertions, 35 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 37774b08f..84f58ff85 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -156,6 +156,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
if (m_Path == nullptr)
{
+ if (!EnsureProperDestination(a_Chunk))
+ {
+ StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
+ return false;
+ }
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
}
@@ -199,10 +204,12 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (m_JumpCoolDown == 0)
{
- // We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
- if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
+ if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
- if (IsOnGround() || IsSwimming())
+ if (
+ (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) ||
+ (IsSwimming() && (m_GiveUpCounter < 15))
+ )
{
m_bOnGround = false;
m_JumpCoolDown = 20;
@@ -252,6 +259,63 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
+bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
+{
+ cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z);
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ return false;
+ }
+
+ // If destination in the air, go down to the lowest air block.
+ while (m_FinalDestination.y > 0)
+ {
+ Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y - 1, RelZ, BlockType, BlockMeta);
+ if (cBlockInfo::IsSolid(BlockType))
+ {
+ break;
+ }
+ m_FinalDestination.y -= 1;
+ }
+
+
+ // If destination in water, go up to the highest water block.
+ // If destination in solid, go up to first air block.
+ bool InWater = false;
+ while (m_FinalDestination.y < cChunkDef::Height)
+ {
+ Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y, RelZ, BlockType, BlockMeta);
+ if (BlockType == E_BLOCK_STATIONARY_WATER)
+ {
+ InWater = true;
+ }
+ else if (cBlockInfo::IsSolid(BlockType))
+ {
+ InWater = false;
+ }
+ else
+ {
+ break;
+ }
+ m_FinalDestination.y += 1;
+ }
+ if (InWater)
+ {
+ m_FinalDestination.y -= 1;
+ }
+
+
+ return true;
+}
+
+
+
+
+
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
@@ -292,7 +356,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
- // The mob is dead, but we're still animating the "puff" they leave when they die
+ // The mob is dead, but we're still animating the "puff" they leave when they die.
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
@@ -310,11 +374,19 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
- // Process the undead burning in daylight
+ // Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
- if (m_BurnsInDaylight && WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
+ /* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
+ 1. I am idle
+ 2. I was not hurt by a player recently.
+ Then STOP. */
+ if (
+ m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
+ WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
+ !WouldBurnAt(GetPosition(), *Chunk)
+ )
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
@@ -1098,6 +1170,11 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
+ cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z));
+ if ((Chunk == nullptr) || (!Chunk->IsValid()))
+ {
+ return false;
+ }
int RelX = FloorC(a_Location.x) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelY = FloorC(a_Location.y);
int RelZ = FloorC(a_Location.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
@@ -1121,7 +1198,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}
-
-
-
-
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index c7f38c9f7..a2295777a 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -203,8 +203,18 @@ protected:
Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition
*/
bool TickPathFinding(cChunk & a_Chunk);
+
+ /** Move in a straight line to the next waypoint in the path, will jump if needed. */
void MoveToWayPoint(cChunk & a_Chunk);
+ /** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air.
+ Only the Y coordinate of m_FinalDestination might be changed.
+ 1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column.
+ 2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column.
+ 3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water.
+ Now either 1 or 2 is performed. */
+ bool EnsureProperDestination(cChunk & a_Chunk);
+
/** Resets a pathfinding task, be it due to failure or something else
Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path.
Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index 60f88f525..6fc9e06c3 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -54,31 +54,6 @@ cPath::cPath(
return;
}
- // If destination in water, set water surface as destination.
- cChunk * Chunk = m_Chunk->GetNeighborChunk(m_Destination.x, m_Destination.z);
- if ((Chunk != nullptr) && Chunk->IsValid())
- {
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- int RelX = m_Destination.x - Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = m_Destination.z - Chunk->GetPosZ() * cChunkDef::Width;
- bool inwater = false;
- for (;;)
- {
- Chunk->GetBlockTypeMeta(RelX, m_Destination.y, RelZ, BlockType, BlockMeta);
- if (BlockType != E_BLOCK_STATIONARY_WATER)
- {
- break;
- }
- inwater = true;
- m_Destination+=Vector3d(0, 1, 0);
- }
- if (inwater)
- {
- m_Destination+=Vector3d(0, -1, 0);
- }
- }
-
m_Status = ePathFinderStatus::CALCULATING;
m_StepsLeft = a_MaxSteps;