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-rw-r--r--src/Mobs/Monster.cpp45
-rw-r--r--src/Mobs/Monster.h15
2 files changed, 53 insertions, 7 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index b28e94ec1..4d9b9ca06 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -78,6 +78,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_IsFollowingPath(false)
, m_PathfinderActivated(false)
, m_GiveUpCounter(0)
+ , m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@@ -128,6 +129,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
return false;
}
+ if (m_TicksSinceLastPathReset < 1000)
+ {
+ // No need to count beyond 1000. 1000 is arbitary here.
+ ++m_TicksSinceLastPathReset;
+ }
if (ReachedFinalDestination())
{
@@ -135,6 +141,26 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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))
@@ -143,16 +169,21 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
return false;
}
m_GiveUpCounter = 40;
- m_Path = new cPath(a_Chunk, GetPosition(), m_FinalDestination, 20, GetWidth(), GetHeight());
+ 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_FinalDestination = m_Path->AcceptNearbyPath();
+ m_NoPathToTarget = true;
+ m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
+
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Try to calculate a path again.
@@ -166,10 +197,9 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
}
case ePathFinderStatus::PATH_FOUND:
{
- if ((--m_GiveUpCounter) == 0)
+ if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
{
- // Failed to reach a waypoint - that's a failure condition whichever point we're at
- if (m_EMState == CHASING)
+ if (m_EMState == ATTACKING)
{
ResetPathFinding(); // Try to calculate a path again.
// This results in mobs hanging around an unreachable target (player).
@@ -188,6 +218,10 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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;
@@ -379,6 +413,7 @@ void cMonster::StopMovingToPosition()
void cMonster::ResetPathFinding(void)
{
+ m_TicksSinceLastPathReset = 0;
m_IsFollowingPath = false;
if (m_Path != nullptr)
{
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index f9b271bf9..22280110c 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -120,8 +120,8 @@ public:
char GetAge (void) const { return m_Age; }
void SetAge(char a_Age) { m_Age = a_Age; }
// tolua_end
-
-
+
+
// tolua_begin
/** Returns true if the monster has a custom name. */
@@ -178,6 +178,7 @@ protected:
/* 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;
@@ -185,6 +186,16 @@ protected:
/** 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.