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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-02 17:50:42 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-02 17:50:42 +0200
commit9226bdbd4c3dafe7b35f5e82a452b5ee6e8b44cf (patch)
treec9791797f079c73213f39bd8c9b69c1e80da9c23
parentMerge pull request #1928 from SafwatHalaby/contrib (diff)
parentPathFinding - Chunk querying optimization and improve cPath::IsSolid (diff)
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-rw-r--r--src/Mobs/Monster.cpp8
-rw-r--r--src/Mobs/Monster.h2
-rw-r--r--src/Mobs/Path.cpp67
-rw-r--r--src/Mobs/Path.h27
4 files changed, 38 insertions, 66 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 2c557532c..9b9bec51e 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -121,7 +121,7 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
-void cMonster::TickPathFinding()
+void cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (m_Path == nullptr)
@@ -131,12 +131,12 @@ void cMonster::TickPathFinding()
// Can someone explain why are these two NOT THE SAME???
// m_Path = new cPath(GetWorld(), GetPosition(), m_FinalDestination, 30);
- m_Path = new cPath(GetWorld(), Vector3d(floor(position.x), floor(position.y), floor(position.z)), Vector3d(floor(Dest.x), floor(Dest.y), floor(Dest.z)), 20);
+ m_Path = new cPath(&a_Chunk, Vector3d(floor(position.x), floor(position.y), floor(position.z)), Vector3d(floor(Dest.x), floor(Dest.y), floor(Dest.z)), 20);
m_IsFollowingPath = false;
}
- m_PathStatus = m_Path->Step();
+ m_PathStatus = m_Path->Step(&a_Chunk);
switch (m_PathStatus)
{
@@ -295,7 +295,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
- TickPathFinding();
+ TickPathFinding(a_Chunk);
Vector3d Distance = m_Destination - GetPosition();
if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 83aa583fb..9699e74ad 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -206,7 +206,7 @@ protected:
/** 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);
+ void TickPathFinding(cChunk & a_Chunk);
/** Finishes a pathfinding task, be it due to failure or something else */
void ResetPathFinding(void);
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index 0cb03c925..32eff9d2b 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -1,12 +1,9 @@
#include "Globals.h"
-#ifndef COMPILING_PATHFIND_DEBUGGER
- /* MCServer headers */
- #include "../World.h"
- #include "../Chunk.h"
-#endif
#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.
@@ -38,18 +35,17 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */
cPath::cPath(
- cWorld * a_World,
+ cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
)
{
+ ASSERT(m_Chunk != nullptr);
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
- m_World = a_World;
- // m_World = cRoot::Get()->GetDefaultWorld();
-
+ m_Chunk = a_Chunk;
m_Source = a_StartingPoint.Floor();
m_Destination = a_EndingPoint.Floor();
@@ -65,6 +61,7 @@ cPath::cPath(
m_PointCount = 0;
ProcessCell(GetCell(a_StartingPoint), nullptr, 0);
+ m_Chunk = nullptr;
}
@@ -83,8 +80,10 @@ cPath::~cPath()
-ePathFinderStatus cPath::Step()
+ePathFinderStatus cPath::Step(cChunk * a_Chunk)
{
+ m_Chunk = a_Chunk;
+ ASSERT(m_Chunk != nullptr);
if (m_Status != ePathFinderStatus::CALCULATING)
{
return m_Status;
@@ -106,6 +105,7 @@ ePathFinderStatus cPath::Step()
}
}
}
+ m_Chunk = nullptr;
return m_Status;
}
@@ -113,15 +113,25 @@ ePathFinderStatus cPath::Step()
-#ifndef COMPILING_PATHFIND_DEBUGGER
bool cPath::IsSolid(const Vector3d & a_Location)
{
- int ChunkX, ChunkZ;
- m_Item_CurrentBlock = a_Location;
- cChunkDef::BlockToChunk(a_Location.x, a_Location.z, ChunkX, ChunkZ);
- return !m_World->DoWithChunk(ChunkX, ChunkZ, * this);
+ ASSERT(m_Chunk != nullptr);
+ m_Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
+ if (!m_Chunk->IsValid())
+ {
+ return true;
+ }
+ 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 + Vector3d(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);
}
-#endif
@@ -352,28 +362,3 @@ void cPath::AddPoint(Vector3d a_Vector)
m_PathPoints.push_back(a_Vector);
++m_PointCount;
}
-
-
-
-
-
-#ifndef COMPILING_PATHFIND_DEBUGGER
-bool cPath::Item(cChunk * a_Chunk) // returns FALSE if there's a solid or if we failed.
-{
- int RelX = m_Item_CurrentBlock.x - a_Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = m_Item_CurrentBlock.z - a_Chunk->GetPosZ() * cChunkDef::Width;
-
- if (!a_Chunk->IsValid())
- {
- return false;
- }
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- a_Chunk->GetBlockTypeMeta(RelX, m_Item_CurrentBlock.y, RelZ, BlockType, BlockMeta);
- return (!cBlockInfo::IsSolid(BlockType));
-
- // TODO Maybe I should queue several blocks and call item() at once for all of them for better performance?
- // I think Worktycho said each item() call needs 2 locks.
-
-}
-#endif
diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
index 05fd59155..9927d0a34 100644
--- a/src/Mobs/Path.h
+++ b/src/Mobs/Path.h
@@ -18,12 +18,8 @@ Put this in your .cpp:
#include <unordered_map>
-/* MCServer forward declarations */
-#ifndef COMPILING_PATHFIND_DEBUGGER
-
-// fwd: cChunkMap.h
-typedef cItemCallback<cChunk> cChunkCallback;
-#endif
+//fwd: ../Chunk.h
+class cChunk;
/* Various little structs and classes */
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND};
@@ -35,9 +31,6 @@ public:
};
class cPath
-#ifndef COMPILING_PATHFIND_DEBUGGER
-: public cChunkCallback
-#endif
{
public:
/** Creates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life.
@@ -59,7 +52,7 @@ public:
@param a_EndingPoint "The block where the Zombie's knees want to be".
@param a_MaxSteps The maximum steps before giving up. */
cPath(
- cWorld * a_World,
+ cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2,
int a_MaxUp = 1, int a_MaxDown = 1
@@ -69,7 +62,7 @@ public:
~cPath();
/** Performs part of the path calculation and returns true if the path computation has finished. */
- ePathFinderStatus Step();
+ ePathFinderStatus Step(cChunk * a_Chunk);
/* Point retrieval functions, inlined for performance. */
/** Returns the next point in the path. */
@@ -147,15 +140,9 @@ private:
std::vector<Vector3d> m_PathPoints;
void AddPoint(Vector3d a_Vector);
- /* Interfacing with MCServer's world */
- cWorld * m_World;
- #ifndef COMPILING_PATHFIND_DEBUGGER
- Vector3d m_Item_CurrentBlock; // Read by Item();, it's the only way to "pass it" parameters
-protected:
- virtual bool Item(cChunk * a_Chunk) override;
-
- /* Interfacing with Irrlicht, has nothing to do with MCServer*/
- #else
+ /* Interfacing with the world */
+ cChunk * m_Chunk; // Only valid inside Step()!
+ #ifdef COMPILING_PATHFIND_DEBUGGER
#include "../path_irrlicht.cpp"
#endif
};