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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 /src/Mobs/Path.cpp
parentMerge pull request #1928 from SafwatHalaby/contrib (diff)
parentPathFinding - Chunk querying optimization and improve cPath::IsSolid (diff)
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Diffstat (limited to 'src/Mobs/Path.cpp')
-rw-r--r--src/Mobs/Path.cpp67
1 files changed, 26 insertions, 41 deletions
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