#pragma once #include "Path.h" #define WAYPOINT_RADIUS 0.5 /* TODO DOXY style This class wraps cPath. cPath is a "dumb device" - You give it point A and point B, and it returns a full path path. cPathFinder - You give it a constant stream of point A (where you are) and point B (where you want to go), and it tells you where to go next. It manages path recalculation internally, and is much more efficient that calling cPath every step. */ class cPathFinder { public: /** Creates a cPathFinder instance. Each mob should have one cPathFinder throughout its lifetime. @param a_MobWidth The mob width. @param a_MobWidth The mob height. */ cPathFinder(double a_MobWidth, double a_MobHeight); /** Updates the PathFinder's internal state and returns a waypoint. A waypoint is a coordinate which the mob can safely move to from its current position in a straight line. The mob is expected to call this function tick as long as it is following a path. @param a_Chunk The chunk in which the mob is currently at. @param a_Source The mob's position. a_Source's coordinates are expected to be within the chunk given in a_Chunk. @param a_Destination The position the mob would like to reach. If a_ExactPath is true, the PathFinder may modify this. @param a_OutputWaypoint An output parameter: The next waypoint to go to. @param a_DontCare If true, the mob doesn't care where to go, and the Pathfinder may modify a_Destination. This should usually be false. An exception is a wandering idle mob which doesn't care about its final destination. In the future, idle mobs shouldn't use A* at all. Returns an ePathFinderStatus. ePathFinderStatus:CALCULATING - The PathFinder is still processing a path. Nothing was written to a_OutputWaypoint. The mob should probably not move. ePathFinderStatus:PATH_FOUND - The PathFinder has found a path to the target. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint. ePathFinderStatus:NEARBY_FOUND - The PathFinder did not find a destination to the target but did find a nearby spot. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint. ePathFinderStatus:PATH_NOT_FOUND - The PathFinder did not find a destination to the target. Nothing was written to a_OutputWaypoint. The mob should probably not move. Note: Once NEARBY_FOUND is returned once, subsequent calls return PATH_FOUND. */ ePathFinderStatus GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare = false); private: /** The width of the Mob which owns this PathFinder. */ double m_Width; /** The height of the Mob which owns this PathFinder. */ double m_Height; /** The current cPath instance we have. This is discarded and recreated when a path recalculation is needed. */ cPath m_Path; /** If 0, will give up reaching the next m_WayPoint and will recalculate path. */ int m_GiveUpCounter; /** Coordinates of the next position that should be reached. */ Vector3d m_WayPoint; /** Coordinates for where we should go. This is out ultimate, final destination. */ Vector3d m_FinalDestination; /** Coordinates for where we are practically going. */ Vector3d m_PathDestination; /** When FinalDestination is too far from this, we recalculate. This usually equals PathDestination. Except when m_NoPathToTarget is true. */ Vector3d m_DeviationOrigin; /** Coordinates for where the mob is currently at. */ Vector3d m_Source; /** True if there's no path to target and we're walking to a nearby location instead. */ bool m_NoPathToTarget; /** When a path is not found, this cooldown prevents any recalculations for several ticks. */ int m_NotFoundCooldown; /** 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 by this call. 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, typically because m_FinalDestination has deviated too much from m_DeviationOrigin. */ void ResetPathFinding(cChunk &a_Chunk); /** Is the path too old and should be recalculated? When this is true ResetPathFinding() is called. */ bool PathIsTooOld() const; };