#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.reset(new 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; }