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-rw-r--r--src/Mobs/Path.cpp151
1 files changed, 116 insertions, 35 deletions
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index ba8046a2b..6f3d43305 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -6,20 +6,15 @@
#include "Path.h"
#include "../Chunk.h"
+#define JUMP_G_COST 20
+
#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.
-};
+
+
@@ -37,12 +32,11 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */
cPath::cPath(
cChunk & a_Chunk,
- const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
+ const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
) :
- m_Destination(a_EndingPoint.Floor()),
- m_Source(a_StartingPoint.Floor()),
+
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)
@@ -50,6 +44,21 @@ cPath::cPath(
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
+ a_BoundingBoxWidth = 1; // Until we improve physics, if ever.
+
+ m_BoundingBoxWidth = ceil(a_BoundingBoxWidth);
+ m_BoundingBoxHeight = ceil(a_BoundingBoxHeight);
+ m_HalfWidth = a_BoundingBoxWidth / 2;
+
+ int HalfWidthInt = a_BoundingBoxWidth / 2;
+ m_Source.x = floor(a_StartingPoint.x - HalfWidthInt);
+ m_Source.y = floor(a_StartingPoint.y);
+ m_Source.z = floor(a_StartingPoint.z - HalfWidthInt);
+
+ m_Destination.x = floor(a_EndingPoint.x - HalfWidthInt);
+ m_Destination.y = floor(a_EndingPoint.y);
+ m_Destination.z = floor(a_EndingPoint.z - HalfWidthInt);
+
if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
{
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
@@ -154,7 +163,7 @@ bool cPath::IsSolid(const Vector3i & a_Location)
}
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
- GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over.
+ GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true;
}
return cBlockInfo::IsSolid(BlockType);
@@ -185,28 +194,57 @@ bool cPath::Step_Internal()
// Calculation not finished yet.
// Check if we have a new NearestPoint.
- if (CurrentCell->m_H < m_NearestPointToTarget->m_H)
+ // TODO I don't like this that much, there should be a smarter way.
+ 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.
- int i;
- for (i = -1; i <= 1; ++i)
+
+ // Check North, South, East, West on our height.
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 0), CurrentCell, 10);
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 0), CurrentCell, 10);
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, 1), CurrentCell, 10);
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, -1), CurrentCell, 10);
+
+ // Check diagonals on XY plane.
+ for (int x = -1; x <= 1; x += 2)
{
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10);
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10);
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10);
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10);
+ if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west.
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east / west-up.
+ }
+ else
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east / west-down.
+ }
+ }
+
+ // Check diagonals on the YZ plane.
+ for (int z = -1; z <= 1; z += 2)
+ {
+ if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our east / west.
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check east / west-up.
+ }
+ else
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check east / west-down.
+ }
}
- // Check diagonals on mob's height only.
- int x, z;
- for (x = -1; x <= 1; x += 2)
+ // Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc)
+ for (int x = -1; x <= 1; x += 2)
{
- for (z = -1; z <= 1; z += 2)
+ for (int z = -1; z <= 1; z += 2)
{
// This condition prevents diagonal corner cutting.
if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid)
@@ -319,7 +357,53 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu
void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
{
cPathCell * cell = GetCell(a_Location);
- if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid)
+ int x, y, z;
+
+ // Make sure we fit in the position.
+ for (y = 0; y < m_BoundingBoxHeight; ++y)
+ {
+ for (x = 0; x < m_BoundingBoxWidth; ++x)
+ {
+ for (z = 0; z < m_BoundingBoxWidth; ++z)
+ {
+ if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
+ {
+ return;
+ }
+ }
+ }
+ }
+
+ /*y =-1;
+ for (x = 0; x < m_BoundingBoxWidth; ++x)
+ {
+ for (z = 0; z < m_BoundingBoxWidth; ++z)
+ {
+ if (!GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
+ {
+ return;
+ }
+ }
+ }
+ ProcessCell(cell, a_Parent, a_Cost);*/
+
+ // Make sure there's at least 1 piece of solid below us.
+
+ bool GroundFlag = false;
+ y =-1;
+ for (x = 0; x < m_BoundingBoxWidth; ++x)
+ {
+ for (z = 0; z < m_BoundingBoxWidth; ++z)
+ {
+ if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
+ {
+ GroundFlag = true;
+ break;
+ }
+ }
+ }
+
+ if (GroundFlag)
{
ProcessCell(cell, a_Parent, a_Cost);
}
@@ -388,23 +472,20 @@ 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];
}
}