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diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
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+
+#pragma once
+
+/*
+// Needed Fwds: cPath
+enum class ePathFinderStatus;
+class cPath;
+*/
+
+#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. */
+ #include "PathFinderIrrlicht_Head.h"
+#endif
+
+#include <unordered_map>
+
+//fwd: ../Chunk.h
+class cChunk;
+
+/* Various little structs and classes */
+enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND, NEARBY_FOUND};
+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:
+ /** Creates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life.
+
+ Note that if you have a man-sized mob (1x1x2, zombies, etc), you are advised to call this function without parameters
+ because the declaration might change in later version of the pathFinder, and a parameter-less call always assumes a man-sized mob.
+
+ If your mob is not man-sized, you are advised to use cPath(width, height), this would be compatible with future versions,
+ but please be aware that as of now those parameters will be ignored and your mob will be assumed to be man sized.
+
+ @param a_BoundingBoxWidth the character's boundingbox width in blocks. Currently the parameter is ignored and 1 is assumed.
+ @param a_BoundingBoxHeight the character's boundingbox width in blocks. Currently the parameter is ignored and 2 is assumed.
+ @param a_MaxUp the character's max jump height in blocks. Currently the parameter is ignored and 1 is assumed.
+ @param a_MaxDown How far is the character willing to fall? Currently the parameter is ignored and 1 is assumed. */
+ /** Attempts to find a path starting from source to destination.
+ After calling this, you are expected to call Step() once per tick or once per several ticks until it returns true. You should then call getPath() to obtain the path.
+ Calling this before a path is found resets the current path and starts another search.
+ @param a_StartingPoint The function expects this position to be the lowest block the mob is in, a rule of thumb: "The block where the Zombie's knees are at".
+ @param a_EndingPoint "The block where the Zombie's knees want to be".
+ @param a_MaxSteps The maximum steps before giving up. */
+ cPath(
+ cChunk & a_Chunk,
+ const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
+ double a_BoundingBoxWidth, double a_BoundingBoxHeight,
+ int a_MaxUp = 1, int a_MaxDown = 1
+ );
+
+ /** Destroys the path and frees its memory. */
+ ~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);
+
+ /** Called after the PathFinder's step returns NEARBY_FOUND.
+ Changes the PathFinder status from NEARBY_FOUND to PATH_FOUND, returns the nearby destination that
+ the PathFinder found a path to. */
+ Vector3i AcceptNearbyPath();
+
+ /* Point retrieval functions, inlined for performance. */
+ /** Returns the next point in the path. */
+ inline Vector3d GetNextPoint()
+ {
+ ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
+ Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - (++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()
+ {
+ ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
+ return (m_CurrentPoint == m_PathPoints.size() - 1);
+ }
+ inline bool IsFirstPoint()
+ {
+ ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
+ return (m_CurrentPoint == 0);
+ }
+ /** Get the point at a_index. Remark: Internally, the indexes are reversed. */
+ inline Vector3d GetPoint(size_t a_index)
+ {
+ ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
+ ASSERT(a_index < m_PathPoints.size());
+ Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - a_index];
+ return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
+ }
+ /** Returns the total number of points this path has. */
+ inline int GetPointCount()
+ {
+ if (m_Status != ePathFinderStatus::PATH_FOUND)
+ {
+ return 0;
+ }
+ return m_PathPoints.size();
+ }
+
+ struct VectorHasher
+ {
+ std::size_t operator()(const Vector3i & a_Vector) const
+ {
+ // Guaranteed to have no hash collisions for any 128x128x128 area. Suitable for pathfinding.
+ int32_t t = 0;
+ t += (int8_t)a_Vector.x;
+ t = t << 8;
+ t += (int8_t)a_Vector.y;
+ t = t << 8;
+ t += (int8_t)a_Vector.z;
+ t = t << 8;
+ return (size_t)t;
+ }
+ };
+private:
+
+ /* General */
+ bool IsSolid(const Vector3i & a_Location); // Query our hosting world and ask it if there's a solid at a_location.
+ bool Step_Internal(); // The public version just calls this version * CALCULATIONS_PER_CALL times.
+ void FinishCalculation(); // Clears the memory used for calculating the path.
+ void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
+ void AttemptToFindAlternative();
+ void BuildPath();
+
+ /* Openlist and closedlist management */
+ void OpenListAdd(cPathCell * a_Cell);
+ cPathCell * OpenListPop();
+ void ProcessIfWalkable(const Vector3i &a_Location, cPathCell * a_Parent, int a_Cost);
+
+ /* Map management */
+ void ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta);
+ cPathCell * GetCell(const Vector3i & a_location);
+
+ /* Pathfinding fields */
+ std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList;
+ std::unordered_map<Vector3i, cPathCell, VectorHasher> m_Map;
+ Vector3i m_Destination;
+ Vector3i m_Source;
+ int m_BoundingBoxWidth;
+ int m_BoundingBoxHeight;
+ double m_HalfWidth;
+ int m_StepsLeft;
+ cPathCell * m_NearestPointToTarget;
+ cFastRandom m_Rand;
+
+ /* Control fields */
+ ePathFinderStatus m_Status;
+
+ /* Final path fields */
+ size_t m_CurrentPoint;
+ std::vector<Vector3i> m_PathPoints;
+
+ /* Interfacing with the world */
+ cChunk * m_Chunk; // Only valid inside Step()!
+ bool m_BadChunkFound;
+ #ifdef COMPILING_PATHFIND_DEBUGGER
+ #include "../path_irrlicht.cpp"
+ #endif
+};