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authorSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-11-20 09:03:20 +0100
committerSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-12-13 06:13:34 +0100
commit8a5df43e6c72efd899fc59b04168ecd5526300e4 (patch)
treec73d4b10ce1e4159a29b386e2d933ccaaa3c5d23 /src/Mobs
parentMerge pull request #2739 from Gargaj/patch-6 (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/CMakeLists.txt4
-rw-r--r--src/Mobs/Monster.cpp354
-rw-r--r--src/Mobs/Monster.h58
-rw-r--r--src/Mobs/Path.cpp13
-rw-r--r--src/Mobs/Path.h33
-rw-r--r--src/Mobs/PathFinder.cpp261
-rw-r--r--src/Mobs/PathFinder.h96
-rw-r--r--src/Mobs/Villager.cpp2
8 files changed, 486 insertions, 335 deletions
diff --git a/src/Mobs/CMakeLists.txt b/src/Mobs/CMakeLists.txt
index 5c374f9ee..14c7a8ca3 100644
--- a/src/Mobs/CMakeLists.txt
+++ b/src/Mobs/CMakeLists.txt
@@ -25,6 +25,7 @@ SET (SRCS
PassiveAggressiveMonster.cpp
PassiveMonster.cpp
Path.cpp
+ PathFinder.cpp
Pig.cpp
Rabbit.cpp
Sheep.cpp
@@ -39,7 +40,7 @@ SET (SRCS
Wolf.cpp
Zombie.cpp
ZombiePigman.cpp)
-
+
SET (HDRS
AggressiveMonster.h
Bat.h
@@ -64,6 +65,7 @@ SET (HDRS
PassiveAggressiveMonster.h
PassiveMonster.h
Path.h
+ PathFinder.h
Pig.h
Rabbit.h
Sheep.h
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index d1173c41c..3f7153fb3 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -14,7 +14,7 @@
#include "../Chunk.h"
#include "../FastRandom.h"
-#include "Path.h"
+#include "PathFinder.h"
@@ -75,11 +75,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_EMState(IDLE)
, m_EMPersonality(AGGRESSIVE)
, m_Target(nullptr)
- , m_Path(nullptr)
- , m_IsFollowingPath(false)
+ , m_PathFinder(a_Width, a_Height)
, m_PathfinderActivated(false)
- , m_GiveUpCounter(0)
- , m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@@ -125,127 +122,20 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
-bool cMonster::TickPathFinding(cChunk & a_Chunk)
+void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
- if (!m_PathfinderActivated)
- {
- return false;
- }
- if (m_TicksSinceLastPathReset < 1000)
- {
- // No need to count beyond 1000. 1000 is arbitary here.
- ++m_TicksSinceLastPathReset;
- }
-
- if (ReachedFinalDestination())
+ if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
{
- StopMovingToPosition();
- return false;
- }
-
- 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 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 > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
- )
- {
- /* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
- This is a workaround till we get better path recalculation. */
- if (!m_NoPathToTarget)
- {
- ResetPathFinding();
- }
- }
- }
-
- if (m_Path == nullptr)
- {
- if (!EnsureProperDestination(a_Chunk))
- {
- StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
- return false;
- }
- m_GiveUpCounter = 40;
- m_NoPathToTarget = false;
- m_NoMoreWayPoints = false;
- m_PathFinderDestination = m_FinalDestination;
- m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
- }
-
- switch (m_Path->Step(a_Chunk))
- {
- case ePathFinderStatus::NEARBY_FOUND:
- {
- m_NoPathToTarget = true;
- m_PathFinderDestination = m_Path->AcceptNearbyPath();
- break;
- }
-
- case ePathFinderStatus::PATH_NOT_FOUND:
- {
- StopMovingToPosition(); // Try to calculate a path again.
- // Note that the next time may succeed, e.g. if a player breaks a barrier.
- break;
- }
- case ePathFinderStatus::CALCULATING:
- {
- // Pathfinder needs more time
- break;
- }
- case ePathFinderStatus::PATH_FOUND:
- {
- if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
- {
- if (m_EMState == ATTACKING)
- {
- ResetPathFinding(); // Try to calculate a path again.
- // This results in mobs hanging around an unreachable target (player).
- }
- else
- {
- StopMovingToPosition(); // Find a different place to go to.
- }
- return false;
- }
- else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
- {
- if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
- {
- m_NextWayPointPosition = m_Path->GetNextPoint();
- m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
- }
- }
- else
- {
- m_NoMoreWayPoints = true;
- }
-
- m_IsFollowingPath = true;
- return true;
- }
+ return;
}
- return false;
-}
-
-
-
-
-void cMonster::MoveToWayPoint(cChunk & a_Chunk)
-{
if (m_JumpCoolDown == 0)
{
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
if (
- (IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) ||
- (IsSwimming() && (m_GiveUpCounter < 15))
+ (IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) // TODO water handling?
)
{
m_bOnGround = false;
@@ -296,98 +186,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
-bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
-{
- cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
-
- if ((Chunk == nullptr) || !Chunk->IsValid())
- {
- return false;
- }
-
- int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
-
- // If destination in the air, first try to go 1 block north, or east, or west.
- // This fixes the player leaning issue.
- // If that failed, we instead go down to the lowest air block.
- Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
- if (!cBlockInfo::IsSolid(BlockType))
- {
- bool InTheAir = true;
- int x, z;
- for (z = -1; z <= 1; ++z)
- {
- for (x = -1; x <= 1; ++x)
- {
- if ((x == 0) && (z == 0))
- {
- continue;
- }
- Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
- if ((Chunk == nullptr) || !Chunk->IsValid())
- {
- return false;
- }
- RelX = FloorC(m_FinalDestination.x + x) - Chunk->GetPosX() * cChunkDef::Width;
- RelZ = FloorC(m_FinalDestination.z + z) - Chunk->GetPosZ() * cChunkDef::Width;
- Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
- if (cBlockInfo::IsSolid(BlockType))
- {
- m_FinalDestination.x += x;
- m_FinalDestination.z += z;
- InTheAir = false;
- goto breakBothLoops;
- }
- }
- }
- breakBothLoops:
-
- // Go down to the lowest air block.
- if (InTheAir)
- {
- while (m_FinalDestination.y > 0)
- {
- Chunk->GetBlockTypeMeta(RelX, FloorC(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, FloorC(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;
-}
@@ -406,22 +205,6 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_PathfinderActivated = false;
- ResetPathFinding();
-}
-
-
-
-
-
-void cMonster::ResetPathFinding(void)
-{
- m_TicksSinceLastPathReset = 0;
- m_IsFollowingPath = false;
- if (m_Path != nullptr)
- {
- delete m_Path;
- m_Path = nullptr;
- }
}
@@ -435,7 +218,7 @@ 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))
{
@@ -453,34 +236,57 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
- if (GetPosY() >= 0)
+ // Process the undead burning in daylight.
+ HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
+
+ bool a_IsFollowingPath = false;
+ if (m_PathfinderActivated)
{
- // Process the undead burning in daylight.
- HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
- if (TickPathFinding(*Chunk))
+ if (ReachedFinalDestination())
{
- /* 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();
- m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
- }
- else
+ StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
+ }
+ else
+ {
+ // Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
+ switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
{
- MoveToWayPoint(*Chunk);
+ case ePathFinderStatus::PATH_FOUND:
+ {
+ /* 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();
+ }
+ else
+ {
+ a_IsFollowingPath = true; // Used for proper body / head orientation only.
+ MoveToWayPoint(*Chunk);
+ }
+ break;
+ }
+ case ePathFinderStatus::PATH_NOT_FOUND:
+ {
+ StopMovingToPosition();
+ break;
+ }
+ default:
+ {
+
+ }
}
}
}
- SetPitchAndYawFromDestination();
+ SetPitchAndYawFromDestination(a_IsFollowingPath);
HandleFalling();
switch (m_EMState)
@@ -522,24 +328,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
-void cMonster::SetPitchAndYawFromDestination()
+void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
- Vector3d FinalDestination = m_FinalDestination;
- if (m_Target != nullptr)
- {
- if (m_Target->IsPlayer())
- {
- FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
- }
- else
- {
- FinalDestination.y = m_Target->GetPosY() + GetHeight();
- }
- }
-
-
+ /* Todo Buggy */
Vector3d BodyDistance;
- if (!m_IsFollowingPath && (m_Target != nullptr))
+ if (!a_IsFollowingPath && (m_Target != nullptr))
{
BodyDistance = m_Target->GetPosition() - GetPosition();
}
@@ -552,22 +345,39 @@ void cMonster::SetPitchAndYawFromDestination()
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
SetYaw(BodyRotation);
- Vector3d Distance = FinalDestination - GetPosition();
+ Vector3d HeadDistance;
+ if (m_Target != nullptr)
{
- double HeadRotation, HeadPitch;
- Distance.Normalize();
- VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
- if (std::abs(BodyRotation - HeadRotation) < 90)
+ if (m_Target->IsPlayer()) // Look at a player
{
- SetHeadYaw(HeadRotation);
- SetPitch(-HeadPitch);
+ HeadDistance = m_Target->GetPosition() - GetPosition();
+ // HeadDistance.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
}
- else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
+ else // Look at some other entity
{
- SetHeadYaw(BodyRotation);
- SetPitch(-BodyPitch);
+ HeadDistance = m_Target->GetPosition() - GetPosition();
+ // HeadDistance.y = m_Target->GetPosY() + GetHeight();
}
}
+ else // Look straight
+ {
+ HeadDistance = BodyDistance;
+ HeadDistance.y = 0;
+ }
+
+ double HeadRotation, HeadPitch;
+ HeadDistance.Normalize();
+ VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
+ if (std::abs(BodyRotation - HeadRotation) < 90)
+ {
+ SetHeadYaw(HeadRotation);
+ SetPitch(-HeadPitch);
+ }
+ else
+ {
+ SetHeadYaw(BodyRotation);
+ SetPitch(-BodyPitch);
+ }
}
@@ -806,7 +616,7 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
- if (m_IsFollowingPath)
+ if (m_PathfinderActivated)
{
return; // Still getting there
}
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 7b6c0c488..1e1012f57 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -7,17 +7,12 @@
#include "../Item.h"
#include "../Enchantments.h"
#include "MonsterTypes.h"
-
+#include "PathFinder.h"
class cClientHandle;
class cWorld;
-// Fwd: cPath
-enum class ePathFinderStatus;
-class cPath;
-
-
// tolua_begin
class cMonster :
@@ -168,34 +163,19 @@ protected:
/** 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;
+ /** The pathfinder instance handles pathfinding for this monster. */
+ cPathFinder m_PathFinder;
/** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
bool m_PathfinderActivated;
- /* 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_NextWayPointPosition;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
- /** Coordinates for the ultimate, final destination last given to the pathfinder. */
- Vector3d m_PathFinderDestination;
-
- /** True if there's no path to target and we're walking to an approximated location. */
- bool m_NoPathToTarget;
-
- /** Whether The mob has finished their path, note that this does not imply reaching the destination,
- the destination may sometimes differ from the current path. */
- bool m_NoMoreWayPoints;
-
/** 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
If current Y is solid, goes up to find first nonsolid block, and returns that.
@@ -203,48 +183,25 @@ protected:
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if the ultimate, final destination has been reached. */
- bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
+ bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
/** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(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));
}
- /** 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 */
+ /** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
void StopMovingToPosition();
- /** Sets the body yaw and head yaw / pitch based on next / ultimate destinations */
- void SetPitchAndYawFromDestination(void);
+ /** Sets the body yaw and head yaw */
+ void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
virtual void HandleFalling(void);
int m_LastGroundHeight;
@@ -297,5 +254,4 @@ protected:
/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
-
} ; // tolua_export
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index b98dd0d10..c0cffbeb4 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -34,6 +34,7 @@ cPath::cPath(
int a_MaxUp, int a_MaxDown
) :
m_StepsLeft(a_MaxSteps),
+ m_IsValid(true),
m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
m_Chunk(&a_Chunk),
m_BadChunkFound(false)
@@ -68,11 +69,14 @@ cPath::cPath(
ProcessCell(GetCell(m_Source), nullptr, 0);
}
+cPath::cPath() : m_IsValid(false)
+{
+}
-ePathFinderStatus cPath::Step(cChunk & a_Chunk)
+ePathFinderStatus cPath::CalculationStep(cChunk & a_Chunk)
{
m_Chunk = &a_Chunk;
if (m_Status != ePathFinderStatus::CALCULATING)
@@ -287,11 +291,12 @@ void cPath::AttemptToFindAlternative()
void cPath::BuildPath()
{
cPathCell * CurrentCell = GetCell(m_Destination);
- do
+ while (CurrentCell->m_Parent != nullptr)
{
- m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points.
+ m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. All midpoints are added. Destination is added. Source is excluded.
CurrentCell = CurrentCell->m_Parent;
- } while (CurrentCell != nullptr);
+ }
+
}
diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
index 69a05f651..410d6fec5 100644
--- a/src/Mobs/Path.h
+++ b/src/Mobs/Path.h
@@ -72,12 +72,15 @@ public:
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp = 1, int a_MaxDown = 1
);
-
+
+ /** Creates a dummy path which does nothing except returning false when isValid is called. */
+ cPath();
+
/** Performs part of the path calculation and returns the appropriate status.
If NEARBY_FOUND is returned, it means that the destination is not reachable, but a nearby destination
is reachable. If the user likes the alternative destination, they can call AcceptNearbyPath to treat the path as found,
and to make consequent calls to step return PATH_FOUND */
- ePathFinderStatus Step(cChunk & a_Chunk);
+ ePathFinderStatus CalculationStep(cChunk & a_Chunk);
/** Called after the PathFinder's step returns NEARBY_FOUND.
Changes the PathFinder status from NEARBY_FOUND to PATH_FOUND, returns the nearby destination that
@@ -90,24 +93,41 @@ public:
inline Vector3d GetNextPoint()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
- Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)];
+ ASSERT(m_CurrentPoint < m_PathPoints.size());
+ Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - m_CurrentPoint];
+ ++m_CurrentPoint;
return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
}
- /** Checks whether this is the last point or not. Never call getnextPoint when this is true. */
- inline bool IsLastPoint() const
+ /** Checks if we have no more waypoints to return. Never call getnextPoint when this is true. */
+ inline bool NoMoreWayPoints() const
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
- return (m_CurrentPoint == m_PathPoints.size() - 1);
+ return (m_CurrentPoint == m_PathPoints.size());
}
+ /** Returns true if GetNextPoint() was never called for this Path. */
inline bool IsFirstPoint() const
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
return (m_CurrentPoint == 0);
}
+ /** Returns true if this path is properly initialized.
+ Returns false if this path was initialized with an empty constructor.
+ If false, the path is unusable and you should not call any methods. */
+ inline bool IsValid() const
+ {
+ return m_IsValid;
+ }
+
+ /** The amount of waypoints left to return. */
+ inline size_t WayPointsLeft() const
+ {
+ ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
+ return m_PathPoints.size() - m_CurrentPoint;
+ }
@@ -145,6 +165,7 @@ private:
/* Control fields */
ePathFinderStatus m_Status;
+ bool m_IsValid;
/* Final path fields */
size_t m_CurrentPoint;
diff --git a/src/Mobs/PathFinder.cpp b/src/Mobs/PathFinder.cpp
new file mode 100644
index 000000000..fbc82fcfd
--- /dev/null
+++ b/src/Mobs/PathFinder.cpp
@@ -0,0 +1,261 @@
+#include "Globals.h"
+#include "PathFinder.h"
+#include "../Chunk.h"
+
+
+
+
+
+cPathFinder::cPathFinder(double a_MobWidth, double a_MobHeight) :
+ m_Path(),
+ m_GiveUpCounter(0),
+ m_NotFoundCooldown(0)
+{
+ m_Width = a_MobWidth;
+ m_Height = a_MobHeight;
+}
+
+
+
+
+
+ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare)
+{
+ m_FinalDestination = *a_Destination;
+ m_Source = a_Source;
+
+ // If a recent PATH_NOT_FOUND was returned, we rest for a few ticks.
+ if (m_NotFoundCooldown > 0)
+ {
+ m_NotFoundCooldown -= 1;
+ return ePathFinderStatus::CALCULATING;
+ }
+
+ // Tweak the destination. If something is wrong with the destination or the chunk, rest for a while.
+ if (!EnsureProperDestination(a_Chunk))
+ {
+ m_NotFoundCooldown = 20;
+ return ePathFinderStatus::PATH_NOT_FOUND;
+ }
+
+ // Rest is over. Prepare m_Path by calling ResetPathFinding.
+ if (m_NotFoundCooldown == 0)
+ {
+ m_NotFoundCooldown = -1;
+ ResetPathFinding(a_Chunk);
+ }
+
+ // If m_Path has not been initialized yet, initialize it.
+ if (!m_Path.IsValid())
+ {
+ ResetPathFinding(a_Chunk);
+ }
+
+ switch (m_Path.CalculationStep(a_Chunk))
+ {
+ case ePathFinderStatus::NEARBY_FOUND:
+ {
+ m_NoPathToTarget = true;
+ m_PathDestination = m_Path.AcceptNearbyPath();
+ if (a_DontCare)
+ {
+ m_FinalDestination = m_PathDestination;
+ *a_Destination = m_FinalDestination; // Modify the mob's final destination because it doesn't care about reaching an exact spot
+ }
+ else
+ {
+ m_DeviationOrigin = m_FinalDestination; // This is the only case in which m_DeviationOrigin != m_PathDestination
+ }
+ return ePathFinderStatus::CALCULATING;
+ // The next call will trigger the PATH_FOUND case
+ }
+
+ case ePathFinderStatus::PATH_NOT_FOUND:
+ {
+ m_NotFoundCooldown = 20;
+ return ePathFinderStatus::PATH_NOT_FOUND;
+ }
+ case ePathFinderStatus::CALCULATING:
+ {
+ return ePathFinderStatus::CALCULATING;
+ }
+ case ePathFinderStatus::PATH_FOUND:
+ {
+ m_GiveUpCounter -= 1;
+
+ if ((m_GiveUpCounter == 0) || PathIsTooOld())
+ {
+ ResetPathFinding(a_Chunk);
+ return ePathFinderStatus::CALCULATING;
+ }
+
+ if (m_Path.NoMoreWayPoints())
+ {
+ // We're always heading towards m_PathDestination.
+ // If m_PathDestination is exactly m_FinalDestination, then we're about to reach the destination.
+ if (m_PathDestination == m_FinalDestination)
+ {
+ *a_OutputWaypoint = m_FinalDestination;
+ return ePathFinderStatus::PATH_FOUND;
+
+ }
+ else
+ {
+ // Otherwise, we've finished our approximate path and time to recalc.
+ ResetPathFinding(a_Chunk);
+ return ePathFinderStatus::CALCULATING;
+ }
+ }
+
+
+ if (m_Path.IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
+ {
+ // if the mob has just started or if the mob reached a waypoint, give them a new waypoint.
+ m_WayPoint = m_Path.GetNextPoint();
+ m_GiveUpCounter = 40;
+ return ePathFinderStatus::PATH_FOUND;
+ }
+ else
+ {
+ // Otherwise, the mob is still walking towards its waypoint, we'll patiently wait. We won't update m_WayPoint.
+ *a_OutputWaypoint = m_WayPoint;
+ return ePathFinderStatus::PATH_FOUND;
+ }
+ }
+ #ifndef __clang__
+ default:
+ {
+ return ePathFinderStatus::PATH_FOUND;
+ // Fixes GCC warning: "control reaches end of non-void function".
+ }
+ #endif
+ }
+}
+
+
+
+
+
+void cPathFinder::ResetPathFinding(cChunk &a_Chunk)
+{
+ m_GiveUpCounter = 40;
+ m_NoPathToTarget = false;
+ m_PathDestination = m_FinalDestination;
+ m_DeviationOrigin = m_PathDestination;
+ m_Path = cPath(a_Chunk, m_Source, m_PathDestination, 20, m_Width, m_Height);
+}
+
+
+
+
+
+bool cPathFinder::EnsureProperDestination(cChunk & a_Chunk)
+{
+ cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ return false;
+ }
+
+ int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
+
+ // If destination in the air, first try to go 1 block north, or east, or west.
+ // This fixes the player leaning issue.
+ // If that failed, we instead go down to the lowest air block.
+ Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
+ if (!cBlockInfo::IsSolid(BlockType))
+ {
+ bool InTheAir = true;
+ int x, z;
+ for (z = -1; z <= 1; ++z)
+ {
+ for (x = -1; x <= 1; ++x)
+ {
+ if ((x == 0) && (z == 0))
+ {
+ continue;
+ }
+ Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ return false;
+ }
+ RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
+ RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
+ Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
+ if (cBlockInfo::IsSolid(BlockType))
+ {
+ m_FinalDestination.x += x;
+ m_FinalDestination.z += z;
+ InTheAir = false;
+ goto breakBothLoops;
+ }
+ }
+ }
+ breakBothLoops:
+
+ // Go down to the lowest air block.
+ if (InTheAir)
+ {
+ while (m_FinalDestination.y > 0)
+ {
+ Chunk->GetBlockTypeMeta(RelX, FloorC(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, FloorC(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 cPathFinder::PathIsTooOld() const
+{
+ size_t acceptableDeviation = m_Path.WayPointsLeft() / 2;
+ if (acceptableDeviation == 0)
+ {
+ acceptableDeviation = 1;
+ }
+ if ((m_FinalDestination - m_DeviationOrigin).SqrLength() > acceptableDeviation * acceptableDeviation)
+ {
+ return true;
+ }
+ return false;
+}
diff --git a/src/Mobs/PathFinder.h b/src/Mobs/PathFinder.h
new file mode 100644
index 000000000..1570679bf
--- /dev/null
+++ b/src/Mobs/PathFinder.h
@@ -0,0 +1,96 @@
+
+#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;
+};
diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp
index 2dc753f52..41807e335 100644
--- a/src/Mobs/Villager.cpp
+++ b/src/Mobs/Villager.cpp
@@ -158,7 +158,7 @@ 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_IsFollowingPath && (GetPosition() - m_CropsPos).Length() < 2)
+ if (!m_PathfinderActivated && (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);