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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-03 19:56:37 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-04 00:58:12 +0200
commita509cf00ef5d76d24549557192b7b43573837475 (patch)
treef8f4d92dc175b33ec2da15930041343fa52741ae /src/Mobs/Monster.h
parentMerge pull request #1930 from SafwatHalaby/AI_Jump (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/Monster.h60
1 files changed, 28 insertions, 32 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 978266165..329b9f399 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -61,9 +61,9 @@ public:
virtual void OnRightClicked(cPlayer & a_Player) override;
+ /** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly
+ Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
- virtual void StopMovingToPosition();
- virtual bool ReachedDestination(void);
// tolua_begin
eMonsterType GetMobType(void) const { return m_MobType; }
@@ -160,24 +160,21 @@ public:
protected:
- /* ======= PATHFINDING ======= */
-
/** A pointer to the entity this mobile is aiming to reach */
cEntity * m_Target;
cPath * m_Path; // TODO unique ptr
- ePathFinderStatus m_PathStatus;
+
+ /** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_IsFollowingPath;
- /* If 0, will give up reaching the next m_Dest and will re-compute path. */
+
+ /* If 0, will give up reaching the next m_Destination and will re-compute path. */
int m_GiveUpCounter;
+
/** Coordinates of the next position that should be reached */
Vector3d m_Destination;
+
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
- /** Returns if the ultimate, final destination has been reached */
- bool ReachedFinalDestination(void);
-
- /** Stores if mobile is currently moving towards the ultimate, final destination */
- bool m_bMovingToDestination;
/** 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
@@ -185,42 +182,41 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
- /** Returns if a monster can actually reach a given height by jumping or walking */
- inline bool IsNextYPosReachable(int a_PosY)
- {
- return (
- (a_PosY <= POSY_TOINT) ||
- DoesPosYRequireJump(a_PosY)
- );
- }
+ /** Returns if the ultimate, final destination has been reached */
+ bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
+
+ /** Returns if the intermediate waypoint of m_Destination has been reached */
+ bool ReachedDestination(void) { return ((m_Destination - GetPosition()).SqrLength() < 0.25); }
+
/** Returns if a monster can reach a given height by jumping */
inline bool DoesPosYRequireJump(int a_PosY)
{
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
}
- /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
- std::vector<Vector3i> m_TraversedCoordinates;
- /** Returns if coordinate is in the traversed list */
- bool IsCoordinateInTraversedList(Vector3i a_Coords);
+ /** Finds the next place to go by calculating a path and setting the m_Destination variable for the next block to head to
+ This is based on the ultimate, final destination and the current position, as well as the A* algorithm, and any environmental hazards
+ Returns if a path is ready, and therefore if the mob should move to m_Destination
+ */
+ bool TickPathFinding(cChunk & a_Chunk);
+ void MoveToWayPoint(cChunk & a_Chunk);
- /** Finds the next place to go
- This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
- void TickPathFinding(cChunk & a_Chunk);
- /** Finishes a pathfinding task, be it due to failure or something else */
+ /** Resets a pathfinding task, be it due to failure or something else
+ Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path.
+ Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */
void ResetPathFinding(void);
+
+ /** Stops pathfinding
+ Calls ResetPathFinding and sets m_IsFollowingPath to false */
+ void StopMovingToPosition();
+
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
void SetPitchAndYawFromDestination(void);
- /* =========================== */
- /* ========= FALLING ========= */
-
virtual void HandleFalling(void);
int m_LastGroundHeight;
int m_JumpCoolDown;
- /* =========================== */
-
std::chrono::milliseconds m_IdleInterval;
std::chrono::milliseconds m_DestroyTimer;