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authortycho <work.tycho@gmail.com>2015-05-23 12:31:03 +0200
committertycho <work.tycho@gmail.com>2015-05-23 12:31:03 +0200
commit1577a080ee4e2fb5baaee8c8c98149eb8418b6c6 (patch)
treef8d9453f07a7475562b68ccfbfa92ad817a206be /src/Mobs
parentFix tests (diff)
parentMerge pull request #2108 from mc-server/tgh-boolean (diff)
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Diffstat (limited to 'src/Mobs')
-rw-r--r--src/Mobs/AggressiveMonster.cpp6
-rw-r--r--src/Mobs/Monster.cpp5
-rw-r--r--src/Mobs/Path.cpp36
-rw-r--r--src/Mobs/Path.h31
4 files changed, 47 insertions, 31 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 055ff47d2..648599999 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -76,9 +76,11 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
cTracer LineOfSight(GetWorld());
- Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());
+ Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
+ Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
- if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
+
+ if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt);
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 619e20855..153baf7ea 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -177,13 +177,14 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
- m_Path->AcceptNearbyPath();
+ m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
- StopMovingToPosition(); // Give up pathfinding to that destination.
+ ResetPathFinding(); // 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:
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index ba8046a2b..eba29be7e 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -6,20 +6,14 @@
#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 10 // 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.
-};
+
+
@@ -185,11 +179,18 @@ bool cPath::Step_Internal()
// Calculation not finished yet.
// Check if we have a new NearestPoint.
- if (CurrentCell->m_H < m_NearestPointToTarget->m_H)
+
+ if ((m_Destination - CurrentCell->m_Location).Length() < 5)
+ {
+ if (m_Rand.NextInt(4) == 0)
+ {
+ m_NearestPointToTarget = CurrentCell;
+ }
+ }
+ else if (CurrentCell->m_H < m_NearestPointToTarget->m_H)
{
m_NearestPointToTarget = CurrentCell;
}
-
// process a currentCell by inspecting all neighbors.
// Check North, South, East, West on all 3 different heights.
@@ -388,23 +389,20 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta)
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] = UniquePtr<cPathCell>(Cell);
- Cell->m_IsSolid = IsSolid(a_Location);
- Cell->m_Status = eCellStatus::NOLIST;
+ m_Map[a_Location].m_Location = a_Location;
+ m_Map[a_Location].m_IsSolid = IsSolid(a_Location);
+ m_Map[a_Location].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;
+ return &m_Map[a_Location];
}
else
{
- return m_Map[a_Location].get();
+ return &m_Map[a_Location];
}
}
diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
index 31002fe7f..71b42edc0 100644
--- a/src/Mobs/Path.h
+++ b/src/Mobs/Path.h
@@ -1,16 +1,13 @@
#pragma once
-/* Wanna use the pathfinder? Put this in your header file:
-
-// Fwd: cPath
+/*
+// Needed Fwds: cPath
enum class ePathFinderStatus;
class cPath;
-
-Put this in your .cpp:
-#include "...Path.h"
*/
+#include "../FastRandom.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. */
@@ -24,13 +21,30 @@ class cChunk;
/* Various little structs and classes */
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND, NEARBY_FOUND};
-struct cPathCell; // Defined inside Path.cpp
+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.
+};
+
+
+
+
+
class compareHeuristics
{
public:
bool operator()(cPathCell * & a_V1, cPathCell * & a_V2);
};
+
+
+
+
class cPath
{
public:
@@ -144,11 +158,12 @@ private:
/* Pathfinding fields */
std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList;
- std::unordered_map<Vector3i, UniquePtr<cPathCell>, VectorHasher> m_Map;
+ std::unordered_map<Vector3i, cPathCell, VectorHasher> m_Map;
Vector3i m_Destination;
Vector3i m_Source;
int m_StepsLeft;
cPathCell * m_NearestPointToTarget;
+ cFastRandom m_Rand;
/* Control fields */
ePathFinderStatus m_Status;