diff options
Diffstat (limited to '')
-rw-r--r-- | src/Mobs/AggressiveMonster.cpp | 7 | ||||
-rw-r--r-- | src/Mobs/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/Mobs/Monster.cpp | 440 | ||||
-rw-r--r-- | src/Mobs/Monster.h | 91 | ||||
-rw-r--r-- | src/Mobs/Path.cpp | 365 | ||||
-rw-r--r-- | src/Mobs/Path.h | 151 | ||||
-rw-r--r-- | src/Mobs/Pig.cpp | 1 | ||||
-rw-r--r-- | src/Mobs/Sheep.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/Skeleton.cpp | 21 | ||||
-rw-r--r-- | src/Mobs/Skeleton.h | 5 | ||||
-rw-r--r-- | src/Mobs/Villager.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/Wolf.cpp | 9 | ||||
-rw-r--r-- | src/Mobs/Zombie.cpp | 23 | ||||
-rw-r--r-- | src/Mobs/Zombie.h | 8 |
14 files changed, 839 insertions, 288 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index 526b39e39..d0fb79f6d 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -37,10 +37,7 @@ void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt) } } - if (!IsMovingToTargetPosition()) - { - MoveToPosition(m_Target->GetPosition()); - } + MoveToPosition(m_Target->GetPosition()); } } @@ -100,7 +97,7 @@ void cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt) { return; } - + // Setting this higher gives us more wiggle room for attackrate m_AttackInterval = 0.0; m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0); diff --git a/src/Mobs/CMakeLists.txt b/src/Mobs/CMakeLists.txt index 7a291dcf2..ffbcdf3ea 100644 --- a/src/Mobs/CMakeLists.txt +++ b/src/Mobs/CMakeLists.txt @@ -24,6 +24,7 @@ SET (SRCS Mooshroom.cpp PassiveAggressiveMonster.cpp PassiveMonster.cpp + Path.cpp Pig.cpp Rabbit.cpp Sheep.cpp @@ -62,6 +63,7 @@ SET (HDRS Ocelot.h PassiveAggressiveMonster.h PassiveMonster.h + Path.h Pig.h Rabbit.h Sheep.h diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 55d83302a..9df5bd930 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -13,7 +13,7 @@ #include "../Chunk.h" #include "../FastRandom.h" - +#include "Path.h" @@ -74,8 +74,12 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A , m_EMState(IDLE) , m_EMPersonality(AGGRESSIVE) , m_Target(nullptr) - , m_bMovingToDestination(false) + , m_Path(nullptr) + , m_IsFollowingPath(false) + , m_GiveUpCounter(0) + , m_TicksSinceLastPathReset(1000) , m_LastGroundHeight(POSY_TOINT) + , m_JumpCoolDown(0) , m_IdleInterval(0) , m_DestroyTimer(0) , m_MobType(a_MobType) @@ -94,8 +98,9 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A , m_DropChanceLeggings(0.085f) , m_DropChanceBoots(0.085f) , m_CanPickUpLoot(true) + , m_TicksSinceLastDamaged(100) , m_BurnsInDaylight(false) - , m_RelativeWalkSpeed(1.0) + , m_RelativeWalkSpeed(1) { if (!a_ConfigName.empty()) { @@ -116,89 +121,137 @@ void cMonster::SpawnOn(cClientHandle & a_Client) -void cMonster::TickPathFinding() +bool cMonster::TickPathFinding(cChunk & a_Chunk) { - const int PosX = POSX_TOINT; - const int PosY = POSY_TOINT; - const int PosZ = POSZ_TOINT; - - std::vector<Vector3d> m_PotentialCoordinates; - m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ)); - - static const struct // Define which directions to try to move to + if (!m_IsFollowingPath) { - int x, z; - } gCrossCoords[] = + return false; + } + if (m_TicksSinceLastPathReset < 1000) { - { 1, 0}, - {-1, 0}, - { 0, 1}, - { 0, -1}, - } ; - - if ((PosY - 1 < 0) || (PosY + 2 >= cChunkDef::Height) /* PosY + 1 will never be true if PosY + 2 is not */) + // No need to count beyond 1000. 1000 is arbitary here. + ++m_TicksSinceLastPathReset; + } + + if (ReachedFinalDestination()) { - // Too low/high, can't really do anything - FinishPathFinding(); - return; + StopMovingToPosition(); + return false; } - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) + if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big. { - if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ))) + /* If we reached the last path waypoint, + Or if we haven't re-calculated for too long. + Interval is proportional to distance squared, and its minimum is 10. + (Recalculate lots when close, calculate rarely when far) */ + if ( + ((GetPosition() - m_PathFinderDestination).Length() < 0.25) || + ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength()))) + ) { - continue; + ResetPathFinding(); } + } - BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ); - BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ); - BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ); - int LowestY = FindFirstNonAirBlockPosition(gCrossCoords[i].x + PosX, gCrossCoords[i].z + PosZ); - BLOCKTYPE BlockAtLowestY = (LowestY >= cChunkDef::Height) ? E_BLOCK_AIR : m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ); + 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); + } - if ( - (!cBlockInfo::IsSolid(BlockAtY)) && - (!cBlockInfo::IsSolid(BlockAtYP)) && - (!IsBlockLava(BlockAtLowestY)) && - (BlockAtLowestY != E_BLOCK_CACTUS) && - (PosY - LowestY < FALL_DAMAGE_HEIGHT) - ) + switch (m_Path->Step(a_Chunk)) + { + case ePathFinderStatus::PATH_NOT_FOUND: { - m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ)); + StopMovingToPosition(); // Give up pathfinding to that destination. + break; } - else if ( - (cBlockInfo::IsSolid(BlockAtY)) && - (BlockAtY != E_BLOCK_CACTUS) && - (!cBlockInfo::IsSolid(BlockAtYP)) && - (!cBlockInfo::IsSolid(BlockAtYPP)) && - (BlockAtY != E_BLOCK_FENCE) && - (BlockAtY != E_BLOCK_FENCE_GATE) - ) + case ePathFinderStatus::CALCULATING: { - m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ)); + // Pathfinder needs more time + break; + } + case ePathFinderStatus::PATH_FOUND: + { + if (--m_GiveUpCounter == 0) + { + ResetPathFinding(); // Try to calculate a path again. + return false; + } + else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? + { + m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); + m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. + } + return true; } } - if (!m_PotentialCoordinates.empty()) + return false; +} + + + + + +void cMonster::MoveToWayPoint(cChunk & a_Chunk) +{ + if (m_JumpCoolDown == 0) { - Vector3f ShortestCoords = m_PotentialCoordinates.front(); - for (std::vector<Vector3d>::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr) + if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) { - Vector3f Distance = m_FinalDestination - ShortestCoords; - Vector3f Distance2 = m_FinalDestination - *itr; - if (Distance.SqrLength() > Distance2.SqrLength()) + if ( + (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) || + (IsSwimming() && (m_GiveUpCounter < 15)) + ) { - ShortestCoords = *itr; + m_bOnGround = false; + m_JumpCoolDown = 20; + // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport + AddPosY(1.6); // Jump!! + SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed. + SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect. } } - - m_Destination = ShortestCoords; - m_Destination.z += 0.5f; - m_Destination.x += 0.5f; } else { - FinishPathFinding(); + --m_JumpCoolDown; + } + + Vector3d Distance = m_NextWayPointPosition - GetPosition(); + if ((Distance.x != 0) || (Distance.z != 0)) + { + Distance.y = 0; + Distance.Normalize(); + + if (m_bOnGround) + { + Distance *= 2.5f; + } + else if (IsSwimming()) + { + Distance *= 1.3f; + } + else + { + // Don't let the mob move too much if he's falling. + Distance *= 0.25f; + } + // Apply walk speed: + Distance *= m_RelativeWalkSpeed; + /* Reduced default speed. + Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence + better pathfinding. */ + Distance *= 0.5; + AddSpeedX(Distance.x); + AddSpeedZ(Distance.z); } } @@ -206,47 +259,92 @@ void cMonster::TickPathFinding() -void cMonster::MoveToPosition(const Vector3d & a_Position) +bool cMonster::EnsureProperDestination(cChunk & a_Chunk) { - FinishPathFinding(); + cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z); + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return false; + } + + int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width; + int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width; + + // 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; + } + - m_FinalDestination = a_Position; - m_bMovingToDestination = true; - TickPathFinding(); + // 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; } -bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords) + + +void cMonster::MoveToPosition(const Vector3d & a_Position) { - return (std::find(m_TraversedCoordinates.begin(), m_TraversedCoordinates.end(), a_Coords) != m_TraversedCoordinates.end()); + m_FinalDestination = a_Position; + m_IsFollowingPath = true; } -bool cMonster::ReachedDestination() +void cMonster::StopMovingToPosition() { - if ((m_Destination - GetPosition()).Length() < 0.5f) - { - return true; - } - - return false; + m_IsFollowingPath = false; } -bool cMonster::ReachedFinalDestination() + +void cMonster::ResetPathFinding(void) { - if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange) + m_TicksSinceLastPathReset = 0; + if (m_Path != nullptr) { - return true; + delete m_Path; + m_Path = nullptr; } - - return false; } @@ -256,10 +354,11 @@ bool cMonster::ReachedFinalDestination() void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); + GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT); 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)) { @@ -268,73 +367,36 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) return; } + if (m_TicksSinceLastDamaged < 100) + { + ++m_TicksSinceLastDamaged; + } if ((m_Target != nullptr) && m_Target->IsDestroyed()) { m_Target = nullptr; } - // Burning in daylight - HandleDaylightBurning(a_Chunk); - - if (m_bMovingToDestination) + // Process the undead burning in daylight. + HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk)); + if (TickPathFinding(*Chunk)) { - if (m_bOnGround) + /* 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 (DoesPosYRequireJump((int)floor(m_Destination.y))) - { - m_bOnGround = false; - - // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport - AddPosY(1.2); // Jump!! - } - } - - Vector3d Distance = m_Destination - GetPosition(); - if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move - { - Distance.y = 0; - Distance.Normalize(); - - if (m_bOnGround) - { - Distance *= 2.5f; - } - else if (IsSwimming()) - { - Distance *= 1.3f; - } - else - { - // Don't let the mob move too much if he's falling. - Distance *= 0.25f; - } - - // Apply walk speed: - Distance *= m_RelativeWalkSpeed; - - AddSpeedX(Distance.x); - AddSpeedZ(Distance.z); - - // It's too buggy! - /* - if (m_EMState == ESCAPING) - { - // Runs Faster when escaping :D otherwise they just walk away - SetSpeedX (GetSpeedX() * 2.f); - SetSpeedZ (GetSpeedZ() * 2.f); - } - */ + // 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(); + m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is. } else { - if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate - { - FinishPathFinding(); - } - else - { - TickPathFinding(); // We have reached the next point in our path, calculate another point - } + MoveToWayPoint(*Chunk); } } @@ -345,13 +407,13 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { case IDLE: { - // If enemy passive we ignore checks for player visibility + // If enemy passive we ignore checks for player visibility. InStateIdle(a_Dt); break; } case CHASING: { - // If we do not see a player anymore skip chasing action + // If we do not see a player anymore skip chasing action. InStateChasing(a_Dt); break; } @@ -360,7 +422,6 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) InStateEscaping(a_Dt); break; } - case ATTACKING: break; } // switch (m_EMState) @@ -370,6 +431,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) + void cMonster::SetPitchAndYawFromDestination() { Vector3d FinalDestination = m_FinalDestination; @@ -377,38 +439,36 @@ void cMonster::SetPitchAndYawFromDestination() { if (m_Target->IsPlayer()) { - FinalDestination.y = ((cPlayer *)m_Target)->GetStance(); + FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1; } else { - FinalDestination.y = GetHeight(); + FinalDestination.y = m_Target->GetPosY() + GetHeight(); } } Vector3d Distance = FinalDestination - GetPosition(); - if (Distance.SqrLength() > 0.1f) { - { - double Rotation, Pitch; - Distance.Normalize(); - VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); - SetHeadYaw(Rotation); - SetPitch(-Pitch); - } + double Rotation, Pitch; + Distance.Normalize(); + VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); + SetHeadYaw(Rotation); + SetPitch(-Pitch); + } - { - Vector3d BodyDistance = m_Destination - GetPosition(); - double Rotation, Pitch; - Distance.Normalize(); - VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); - SetYaw(Rotation); - } + { + Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); + double Rotation, Pitch; + BodyDistance.Normalize(); + VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); + SetYaw(Rotation); } } + void cMonster::HandleFalling() { if (m_bOnGround) @@ -460,7 +520,6 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ) - bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { if (!super::DoTakeDamage(a_TDI)) @@ -476,6 +535,7 @@ bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) if (a_TDI.Attacker != nullptr) { m_Target = a_TDI.Attacker; + m_TicksSinceLastDamaged = 0; } return true; } @@ -641,7 +701,7 @@ void cMonster::EventLosePlayer(void) void cMonster::InStateIdle(std::chrono::milliseconds a_Dt) { - if (m_bMovingToDestination) + if (m_IsFollowingPath) { return; // Still getting there } @@ -661,14 +721,8 @@ void cMonster::InStateIdle(std::chrono::milliseconds a_Dt) if ((Dist.SqrLength() > 2) && (rem >= 3)) { Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z); - - int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z); - - if (IsNextYPosReachable(NextHeight)) - { - Destination.y = NextHeight; - MoveToPosition(Destination); - } + Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z); + MoveToPosition(Destination); } } } @@ -692,7 +746,7 @@ void cMonster::InStateChasing(std::chrono::milliseconds a_Dt) void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); - + if (m_Target != nullptr) { Vector3d newloc = GetPosition(); @@ -771,7 +825,7 @@ AString cMonster::MobTypeToString(eMonsterType a_MobType) return g_MobTypeNames[i].m_lcName; } } - + // Not found: return ""; } @@ -866,7 +920,7 @@ cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type) case mtWolf: return mfHostile; case mtZombie: return mfHostile; case mtZombiePigman: return mfHostile; - + case mtInvalidType: break; } ASSERT(!"Unhandled mob type"); @@ -1041,7 +1095,7 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) a_Drops.push_back(GetEquippedHelmet()); } } - + if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) { if (!GetEquippedChestplate().IsEmpty()) @@ -1049,7 +1103,7 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) a_Drops.push_back(GetEquippedChestplate()); } } - + if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) { if (!GetEquippedLeggings().IsEmpty()) @@ -1057,7 +1111,7 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) a_Drops.push_back(GetEquippedLeggings()); } } - + if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) { if (!GetEquippedBoots().IsEmpty()) @@ -1087,50 +1141,62 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel) -void cMonster::HandleDaylightBurning(cChunk & a_Chunk) +void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) { if (!m_BurnsInDaylight) { return; } - + int RelY = POSY_TOINT; if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } - - int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width; - int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width; - if (!a_Chunk.IsLightValid()) { m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); return; } + if (!IsOnFire() && WouldBurn) + { + // Burn for 100 ticks, then decide again + StartBurning(100); + } +} + + + + +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; if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime - !IsOnFire() && // Not already burning GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining ) { - // Burn for 100 ticks, then decide again - StartBurning(100); + return true; } + return false; } + cMonster::eFamily cMonster::GetMobFamily(void) const { return FamilyFromType(m_MobType); } - - - - diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 21ed0c25a..a2295777a 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -10,11 +10,12 @@ - - class cClientHandle; class cWorld; +// Fwd: cPath +enum class ePathFinderStatus; +class cPath; @@ -60,8 +61,9 @@ public: virtual void OnRightClicked(cPlayer & a_Player) override; + /** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly + Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export - virtual bool ReachedDestination(void); // tolua_begin eMonsterType GetMobType(void) const { return m_MobType; } @@ -158,19 +160,25 @@ public: protected: - /* ======= PATHFINDING ======= */ - /** A pointer to the entity this mobile is aiming to reach */ cEntity * m_Target; + cPath * m_Path; // TODO unique ptr + + /** Stores if mobile is currently moving towards the ultimate, final destination */ + bool m_IsFollowingPath; + + /* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */ + int m_GiveUpCounter; + int m_TicksSinceLastPathReset; + /** Coordinates of the next position that should be reached */ - Vector3d m_Destination; + Vector3d m_NextWayPointPosition; + /** Coordinates for the ultimate, final destination. */ Vector3d m_FinalDestination; - /** Returns if the ultimate, final destination has been reached */ - bool ReachedFinalDestination(void); - /** Stores if mobile is currently moving towards the ultimate, final destination */ - bool m_bMovingToDestination; + /** Coordinates for the ultimate, final destination last given to the pathfinder. */ + Vector3d m_PathFinderDestination; /** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does) If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1 @@ -178,44 +186,50 @@ protected: If no suitable position is found, returns cChunkDef::Height. */ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); - /** Returns if a monster can actually reach a given height by jumping or walking */ - inline bool IsNextYPosReachable(int a_PosY) - { - return ( - (a_PosY <= POSY_TOINT) || - DoesPosYRequireJump(a_PosY) - ); - } + /** Returns if the ultimate, final destination has been reached */ + bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } + + /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */ + bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); } + /** Returns if a monster can reach a given height by jumping */ inline bool DoesPosYRequireJump(int a_PosY) { return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); } - /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */ - std::vector<Vector3i> m_TraversedCoordinates; - /** Returns if coordinate is in the traversed list */ - bool IsCoordinateInTraversedList(Vector3i a_Coords); + /** Finds the next place to go by calculating a path and setting the m_NextWayPointPosition variable for the next block to head to + This is based on the ultimate, final destination and the current position, as well as the A* algorithm, and any environmental hazards + 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. */ + void ResetPathFinding(void); + + /** Stops pathfinding + Calls ResetPathFinding and sets m_IsFollowingPath to false */ + void StopMovingToPosition(); - /** Finds the next place to go - This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */ - void TickPathFinding(void); - /** Finishes a pathfinding task, be it due to failure or something else */ - inline void FinishPathFinding(void) - { - m_TraversedCoordinates.clear(); - m_bMovingToDestination = false; - } /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */ void SetPitchAndYawFromDestination(void); - /* =========================== */ - /* ========= FALLING ========= */ - virtual void HandleFalling(void); int m_LastGroundHeight; - - /* =========================== */ + int m_JumpCoolDown; std::chrono::milliseconds m_IdleInterval; std::chrono::milliseconds m_DestroyTimer; @@ -239,10 +253,11 @@ protected: float m_DropChanceLeggings; float m_DropChanceBoots; bool m_CanPickUpLoot; + int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player? - void HandleDaylightBurning(cChunk & a_Chunk); + void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn); + bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk); bool m_BurnsInDaylight; - double m_RelativeWalkSpeed; /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/ diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp new file mode 100644 index 000000000..8abbc4cac --- /dev/null +++ b/src/Mobs/Path.cpp @@ -0,0 +1,365 @@ + +#include "Globals.h" + +#include <cmath> + +#include "Path.h" +#include "../Chunk.h" + +#define DISTANCE_MANHATTAN 0 // 1: More speed, a bit less accuracy 0: Max accuracy, less speed. +#define HEURISTICS_ONLY 0 // 1: Much more speed, much less accurate. +#define CALCULATIONS_PER_STEP 60 // Higher means more CPU load but faster path calculations. +// The only version which guarantees the shortest path is 0, 0. + +enum class eCellStatus {OPENLIST, CLOSEDLIST, NOLIST}; +struct cPathCell +{ + Vector3i m_Location; // Location of the cell in the world. + int m_F, m_G, m_H; // F, G, H as defined in regular A*. + eCellStatus m_Status; // Which list is the cell in? Either non, open, or closed. + cPathCell * m_Parent; // Cell's parent, as defined in regular A*. + bool m_IsSolid; // Is the cell an air or a solid? Partial solids are currently considered solids. +}; + + + + + +bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2) +{ + return a_Cell1->m_F > a_Cell2->m_F; +} + + + + + +/* cPath implementation */ +cPath::cPath( + cChunk & a_Chunk, + const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, + double a_BoundingBoxWidth, double a_BoundingBoxHeight, + int a_MaxUp, int a_MaxDown +) : + m_Destination(a_EndingPoint.Floor()), + m_Source(a_StartingPoint.Floor()), + m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint + m_Chunk(&a_Chunk) +{ + // TODO: if src not walkable OR dest not walkable, then abort. + // Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable + + if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid) + { + m_Status = ePathFinderStatus::PATH_NOT_FOUND; + return; + } + + m_Status = ePathFinderStatus::CALCULATING; + m_StepsLeft = a_MaxSteps; + + ProcessCell(GetCell(a_StartingPoint), nullptr, 0); + m_Chunk = nullptr; +} + + + + + +cPath::~cPath() +{ + if (m_Status == ePathFinderStatus::CALCULATING) + { + FinishCalculation(); + } +} + + + + + +ePathFinderStatus cPath::Step(cChunk & a_Chunk) +{ + m_Chunk = &a_Chunk; + + if (m_Status != ePathFinderStatus::CALCULATING) + { + return m_Status; + } + + if (m_StepsLeft == 0) + { + FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND); + } + else + { + --m_StepsLeft; + int i; + for (i = 0; i < CALCULATIONS_PER_STEP; ++i) + { + if (Step_Internal()) // Step_Internal returns true when no more calculation is needed. + { + break; // if we're here, m_Status must have changed either to PATH_FOUND or PATH_NOT_FOUND. + } + } + } + + m_Chunk = nullptr; + return m_Status; +} + + + + + +bool cPath::IsSolid(const Vector3i & a_Location) +{ + ASSERT(m_Chunk != nullptr); + + auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z); + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return true; + } + m_Chunk = Chunk; + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + int RelX = a_Location.x - m_Chunk->GetPosX() * cChunkDef::Width; + int RelZ = a_Location.z - m_Chunk->GetPosZ() * cChunkDef::Width; + + m_Chunk->GetBlockTypeMeta(RelX, a_Location.y, RelZ, BlockType, BlockMeta); + if ((BlockType == E_BLOCK_FENCE) || (BlockType == E_BLOCK_FENCE_GATE)) + { + GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over. + } + if (BlockType == E_BLOCK_STATIONARY_WATER) + { + GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over. + } + + return cBlockInfo::IsSolid(BlockType); +} + + + + + +bool cPath::Step_Internal() +{ + cPathCell * CurrentCell = OpenListPop(); + + // Path not reachable, open list exauhsted. + if (CurrentCell == nullptr) + { + FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND); + ASSERT(m_Status == ePathFinderStatus::PATH_NOT_FOUND); + return true; + } + + // Path found. + if ( + (CurrentCell->m_Location == m_Destination + Vector3i(0, 0, 1)) || + (CurrentCell->m_Location == m_Destination + Vector3i(1, 0, 0)) || + (CurrentCell->m_Location == m_Destination + Vector3i(-1, 0, 0)) || + (CurrentCell->m_Location == m_Destination + Vector3i(0, 0, -1)) || + (CurrentCell->m_Location == m_Destination + Vector3i(0, -1, 0)) + ) + { + do + { + m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. + CurrentCell = CurrentCell->m_Parent; + } while (CurrentCell != nullptr); + + FinishCalculation(ePathFinderStatus::PATH_FOUND); + return true; + } + + // Calculation not finished yet, process a currentCell by inspecting all neighbors. + + // Check North, South, East, West on all 3 different heights. + int i; + for (i = -1; i <= 1; ++i) + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10); + } + + // Check diagonals on mob's height only. + int x, z; + for (x = -1; x <= 1; x += 2) + { + for (z = -1; z <= 1; z += 2) + { + // This condition prevents diagonal corner cutting. + if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) + { + // This prevents falling of "sharp turns" e.g. a 1x1x20 rectangle in the air which breaks in a right angle suddenly. + if (GetCell(CurrentCell->m_Location + Vector3i(x, -1, 0))->m_IsSolid && GetCell(CurrentCell->m_Location + Vector3i(0, -1, z))->m_IsSolid) + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 0, z), CurrentCell, 14); // 14 is a good enough approximation of sqrt(10 + 10). + } + } + } + } + + return false; +} + + + + + +void cPath::FinishCalculation() +{ + for (auto && pair : m_Map) + { + delete pair.second; + } + + m_Map.clear(); + m_OpenList = std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics>{}; +} + + + + + +void cPath::FinishCalculation(ePathFinderStatus a_NewStatus) +{ + m_Status = a_NewStatus; + FinishCalculation(); +} + + + + + +void cPath::OpenListAdd(cPathCell * a_Cell) +{ + a_Cell->m_Status = eCellStatus::OPENLIST; + m_OpenList.push(a_Cell); + #ifdef COMPILING_PATHFIND_DEBUGGER + si::setBlock(a_Cell->m_Location.x, a_Cell->m_Location.y, a_Cell->m_Location.z, debug_open, SetMini(a_Cell)); + #endif +} + + + + + +cPathCell * cPath::OpenListPop() // Popping from the open list also means adding to the closed list. +{ + if (m_OpenList.size() == 0) + { + return nullptr; // We've exhausted the search space and nothing was found, this will trigger a PATH_NOT_FOUND status. + } + + cPathCell * Ret = m_OpenList.top(); + m_OpenList.pop(); + Ret->m_Status = eCellStatus::CLOSEDLIST; + #ifdef COMPILING_PATHFIND_DEBUGGER +si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debug_closed, SetMini(Ret)); + #endif + return Ret; +} + + + + + +void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost) +{ + cPathCell * cell = GetCell(a_Location); + if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid) + { + ProcessCell(cell, a_Parent, a_Cost); + } +} + + + + + +void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta) +{ + // Case 1: Cell is in the closed list, ignore it. + if (a_Cell->m_Status == eCellStatus::CLOSEDLIST) + { + return; + } + if (a_Cell->m_Status == eCellStatus::NOLIST) // Case 2: The cell is not in any list. + { + // Cell is walkable, add it to the open list. + // Note that non-walkable cells are filtered out in Step_internal(); + // Special case: Start cell goes here, gDelta is 0, caller is NULL. + a_Cell->m_Parent = a_Caller; + if (a_Caller != nullptr) + { + a_Cell->m_G = a_Caller->m_G + a_GDelta; + } + else + { + a_Cell->m_G = 0; + } + + // Calculate H. This is A*'s Heuristics value. + #if DISTANCE_MANHATTAN == 1 + // Manhattan distance. DeltaX + DeltaY + DeltaZ. + a_Cell->m_H = 10 * (abs(a_Cell->m_Location.x-m_Destination.x) + abs(a_Cell->m_Location.y-m_Destination.y) + abs(a_Cell->m_Location.z-m_Destination.z)); + #else + // Euclidian distance. sqrt(DeltaX^2 + DeltaY^2 + DeltaZ^2), more precise. + a_Cell->m_H = static_cast<decltype(a_Cell->m_H)>((a_Cell->m_Location - m_Destination).Length() * 10); + #endif + + #if HEURISTICS_ONLY == 1 + a_Cell->m_F = a_Cell->m_H; // Greedy search. https://en.wikipedia.org/wiki/Greedy_search + #else + a_Cell->m_F = a_Cell->m_H + a_Cell->m_G; // Regular A*. + #endif + + OpenListAdd(a_Cell); + return; + } + + // Case 3: Cell is in the open list, check if G and H need an update. + int NewG = a_Caller->m_G + a_GDelta; + if (NewG < a_Cell->m_G) + { + a_Cell->m_G = NewG; + a_Cell->m_H = a_Cell->m_F + a_Cell->m_G; + a_Cell->m_Parent = a_Caller; + } + +} + + + + + +cPathCell * cPath::GetCell(const Vector3i & a_Location) +{ + // Create the cell in the hash table if it's not already there. + cPathCell * Cell; + if (m_Map.count(a_Location) == 0) // Case 1: Cell is not on any list. We've never checked this cell before. + { + Cell = new cPathCell(); + Cell->m_Location = a_Location; + m_Map[a_Location] = Cell; + Cell->m_IsSolid = IsSolid(a_Location); + Cell->m_Status = eCellStatus::NOLIST; + #ifdef COMPILING_PATHFIND_DEBUGGER + #ifdef COMPILING_PATHFIND_DEBUGGER_MARK_UNCHECKED + si::setBlock(a_Location.x, a_Location.y, a_Location.z, debug_unchecked, Cell->m_IsSolid ? NORMAL : MINI); + #endif + #endif + return Cell; + } + else + { + return m_Map[a_Location]; + } +} diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h new file mode 100644 index 000000000..0d903adb6 --- /dev/null +++ b/src/Mobs/Path.h @@ -0,0 +1,151 @@ + +#pragma once + +/* Wanna use the pathfinder? Put this in your header file: + +// Fwd: cPath +enum class ePathFinderStatus; +class cPath; + +Put this in your .cpp: +#include "...Path.h" +*/ + +#ifdef COMPILING_PATHFIND_DEBUGGER + /* Note: the COMPILING_PATHFIND_DEBUGGER flag is used by Native/WiseOldMan95 to debug + this class outside of MCServer. This preprocessor flag is never set when compiling MCServer. */ + #include "PathFinderIrrlicht_Head.h" +#endif + +#include <unordered_map> + +//fwd: ../Chunk.h +class cChunk; + +/* Various little structs and classes */ +enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND}; +struct cPathCell; // Defined inside Path.cpp +class compareHeuristics +{ +public: + bool operator()(cPathCell * & a_V1, cPathCell * & a_V2); +}; + +class cPath +{ +public: + /** Creates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life. + + Note that if you have a man-sized mob (1x1x2, zombies, etc), you are advised to call this function without parameters + because the declaration might change in later version of the pathFinder, and a parameter-less call always assumes a man-sized mob. + + If your mob is not man-sized, you are advised to use cPath(width, height), this would be compatible with future versions, + but please be aware that as of now those parameters will be ignored and your mob will be assumed to be man sized. + + @param a_BoundingBoxWidth the character's boundingbox width in blocks. Currently the parameter is ignored and 1 is assumed. + @param a_BoundingBoxHeight the character's boundingbox width in blocks. Currently the parameter is ignored and 2 is assumed. + @param a_MaxUp the character's max jump height in blocks. Currently the parameter is ignored and 1 is assumed. + @param a_MaxDown How far is the character willing to fall? Currently the parameter is ignored and 1 is assumed. */ + /** Attempts to find a path starting from source to destination. + After calling this, you are expected to call Step() once per tick or once per several ticks until it returns true. You should then call getPath() to obtain the path. + Calling this before a path is found resets the current path and starts another search. + @param a_StartingPoint The function expects this position to be the lowest block the mob is in, a rule of thumb: "The block where the Zombie's knees are at". + @param a_EndingPoint "The block where the Zombie's knees want to be". + @param a_MaxSteps The maximum steps before giving up. */ + cPath( + cChunk & a_Chunk, + const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, + double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2, + int a_MaxUp = 1, int a_MaxDown = 1 + ); + + /** Destroys the path and frees its memory. */ + ~cPath(); + + /** Performs part of the path calculation and returns true if the path computation has finished. */ + ePathFinderStatus Step(cChunk & a_Chunk); + + /* Point retrieval functions, inlined for performance. */ + /** Returns the next point in the path. */ + inline Vector3i GetNextPoint() + { + ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); + return m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)]; + } + /** Checks whether this is the last point or not. Never call getnextPoint when this is true. */ + inline bool IsLastPoint() + { + ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); + return (m_CurrentPoint == m_PathPoints.size() - 1); + } + inline bool IsFirstPoint() + { + ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); + return (m_CurrentPoint == 0); + } + /** Get the point at a_index. Remark: Internally, the indexes are reversed. */ + inline Vector3i GetPoint(size_t a_index) + { + ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); + ASSERT(a_index < m_PathPoints.size()); + return m_PathPoints[m_PathPoints.size() - 1 - a_index]; + } + /** Returns the total number of points this path has. */ + inline int GetPointCount() + { + ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); + return m_PathPoints.size(); + } + + struct VectorHasher + { + std::size_t operator()(const Vector3i & a_Vector) const + { + // Guaranteed to have no hash collisions for any 128x128x128 area. Suitable for pathfinding. + int32_t t = 0; + t += (int8_t)a_Vector.x; + t = t << 8; + t += (int8_t)a_Vector.y; + t = t << 8; + t += (int8_t)a_Vector.z; + t = t << 8; + return (size_t)t; + } + }; +private: + + /* General */ + bool IsSolid(const Vector3i & a_Location); // Query our hosting world and ask it if there's a solid at a_location. + bool Step_Internal(); // The public version just calls this version * CALCULATIONS_PER_CALL times. + void FinishCalculation(); // Clears the memory used for calculating the path. + void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status. + + /* Openlist and closedlist management */ + void OpenListAdd(cPathCell * a_Cell); + cPathCell * OpenListPop(); + void ProcessIfWalkable(const Vector3i &a_Location, cPathCell * a_Parent, int a_Cost); + + /* Map management */ + void ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta); + cPathCell * GetCell(const Vector3i & a_location); + + /* Pathfinding fields */ + std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList; + std::unordered_map<Vector3i, cPathCell *, VectorHasher> m_Map; + Vector3i m_Destination; + Vector3i m_Source; + int m_StepsLeft; + + /* Control fields */ + ePathFinderStatus m_Status; + + /* Final path fields */ + size_t m_CurrentPoint; + std::vector<Vector3i> m_PathPoints; + + /* Interfacing with the world */ + cChunk * m_Chunk; // Only valid inside Step()! + #ifdef COMPILING_PATHFIND_DEBUGGER + #include "../path_irrlicht.cpp" + #endif +}; diff --git a/src/Mobs/Pig.cpp b/src/Mobs/Pig.cpp index edd4d9de4..56d6abfd5 100644 --- a/src/Mobs/Pig.cpp +++ b/src/Mobs/Pig.cpp @@ -90,7 +90,6 @@ void cPig::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (m_Attachee->IsPlayer() && (m_Attachee->GetEquippedWeapon().m_ItemType == E_ITEM_CARROT_ON_STICK)) { MoveToPosition((m_Attachee->GetPosition()) + (m_Attachee->GetLookVector()*10)); - m_bMovingToDestination = true; } } } diff --git a/src/Mobs/Sheep.cpp b/src/Mobs/Sheep.cpp index c0cdec035..ec24f167e 100644 --- a/src/Mobs/Sheep.cpp +++ b/src/Mobs/Sheep.cpp @@ -98,7 +98,7 @@ void cSheep::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (m_TimeToStopEating > 0) { - m_bMovingToDestination = false; // The sheep should not move when he's eating + StopMovingToPosition(); m_TimeToStopEating--; if (m_TimeToStopEating == 0) diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index 331c8e8ad..f99404669 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -37,7 +37,7 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) else { AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); - + } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomArmorDropItem(a_Drops, LootingLevel); @@ -48,25 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) -void cSkeleton::MoveToPosition(const Vector3d & a_Position) -{ - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement - if ( - !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) - ) - { - m_bMovingToDestination = false; - return; - } - - super::MoveToPosition(a_Position); -} - - - - - void cSkeleton::Attack(std::chrono::milliseconds a_Dt) { m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate; diff --git a/src/Mobs/Skeleton.h b/src/Mobs/Skeleton.h index 9c49c52fb..1b6ce4bf2 100644 --- a/src/Mobs/Skeleton.h +++ b/src/Mobs/Skeleton.h @@ -11,19 +11,18 @@ class cSkeleton : public cAggressiveMonster { typedef cAggressiveMonster super; - + public: cSkeleton(bool IsWither); CLASS_PROTODEF(cSkeleton) virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override; - virtual void MoveToPosition(const Vector3d & a_Position) override; virtual void Attack(std::chrono::milliseconds a_Dt) override; virtual void SpawnOn(cClientHandle & a_ClientHandle) override; virtual bool IsUndead(void) override { return true; } - + bool IsWither(void) const { return m_bIsWither; } private: diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp index 6f647ac18..e4953d546 100644 --- a/src/Mobs/Villager.cpp +++ b/src/Mobs/Villager.cpp @@ -156,7 +156,7 @@ void cVillager::HandleFarmerPrepareFarmCrops() void cVillager::HandleFarmerTryHarvestCrops() { // Harvest the crops if the villager isn't moving and if the crops are closer then 2 blocks. - if (!m_bMovingToDestination && (GetPosition() - m_CropsPos).Length() < 2) + if (!m_IsFollowingPath && (GetPosition() - m_CropsPos).Length() < 2) { // Check if the blocks didn't change while the villager was walking to the coordinates. BLOCKTYPE CropBlock = m_World->GetBlock(m_CropsPos.x, m_CropsPos.y, m_CropsPos.z); diff --git a/src/Mobs/Wolf.cpp b/src/Mobs/Wolf.cpp index b3eefdf79..3c2ec1520 100644 --- a/src/Mobs/Wolf.cpp +++ b/src/Mobs/Wolf.cpp @@ -5,6 +5,7 @@ #include "../World.h" #include "../Entities/Player.h" #include "../Items/ItemHandler.h" +#include "Broadcaster.h" @@ -83,13 +84,13 @@ void cWolf::OnRightClicked(cPlayer & a_Player) SetIsTame(true); SetOwner(a_Player.GetName(), a_Player.GetUUID()); m_World->BroadcastEntityStatus(*this, esWolfTamed); - m_World->BroadcastParticleEffect("heart", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5); + m_World->GetBroadcaster().BroadcastParticleEffect("heart", static_cast<Vector3f>(GetPosition()), Vector3f{}, 0, 5); } else { // Taming failed m_World->BroadcastEntityStatus(*this, esWolfTaming); - m_World->BroadcastParticleEffect("smoke", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5); + m_World->GetBroadcaster().BroadcastParticleEffect("smoke", static_cast<Vector3f>(GetPosition()), Vector3f{}, 0, 5); } } } @@ -137,7 +138,7 @@ void cWolf::OnRightClicked(cPlayer & a_Player) } } } - + m_World->BroadcastEntityMetadata(*this); } @@ -203,7 +204,7 @@ void cWolf::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } else if (IsSitting()) { - m_bMovingToDestination = false; + StopMovingToPosition(); } } diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp index 63042e252..fa4ac855d 100644 --- a/src/Mobs/Zombie.cpp +++ b/src/Mobs/Zombie.cpp @@ -37,26 +37,3 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer) AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } - - - - - -void cZombie::MoveToPosition(const Vector3d & a_Position) -{ - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement - if ( - !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) - ) - { - m_bMovingToDestination = false; - return; - } - - super::MoveToPosition(a_Position); -} - - - - diff --git a/src/Mobs/Zombie.h b/src/Mobs/Zombie.h index 809c2a6fe..47a9f1904 100644 --- a/src/Mobs/Zombie.h +++ b/src/Mobs/Zombie.h @@ -10,17 +10,15 @@ class cZombie : public cAggressiveMonster { typedef cAggressiveMonster super; - + public: cZombie(bool a_IsVillagerZombie); CLASS_PROTODEF(cZombie) - - virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override; - virtual void MoveToPosition(const Vector3d & a_Position) override; + virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override; virtual bool IsUndead(void) override { return true; } - + bool IsVillagerZombie(void) const { return m_IsVillagerZombie; } bool IsConverting (void) const { return m_IsConverting; } |