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authortycho <work.tycho@gmail.com>2015-12-15 11:46:32 +0100
committertycho <work.tycho@gmail.com>2015-12-16 11:49:42 +0100
commit2c0ca0b4c3152765f97e9bb3894b55694e979f32 (patch)
treea091e972981a40fd70c3979691af7cf47d9bf022 /src/Mobs/Path.h
parentDelete copy and move constructors from cPath (diff)
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Diffstat (limited to 'src/Mobs/Path.h')
-rw-r--r--src/Mobs/Path.h33
1 files changed, 32 insertions, 1 deletions
diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
index 158853a8c..d133c3669 100644
--- a/src/Mobs/Path.h
+++ b/src/Mobs/Path.h
@@ -79,7 +79,8 @@ public:
/** delete default constructors */
cPath(const cPath & a_other) = delete;
cPath(cPath && a_other) = delete;
-
+
+ /** delete default assignment operators */
cPath & operator=(const cPath & a_other) = delete;
cPath & operator=(cPath && a_other) = delete;
@@ -136,6 +137,31 @@ public:
return m_PathPoints.size() - m_CurrentPoint;
}
+ /** Recreates 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. */
+ void Reset(
+ 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
+ );
+
@@ -148,6 +174,11 @@ private:
void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
void AttemptToFindAlternative();
void BuildPath();
+ /** Handles all logic associated with reseting the path to a clean state */
+ void ResetImpl(
+ const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint,
+ double a_BoundingBoxWidth, double a_BoundingBoxHeight
+ );
/* Openlist and closedlist management */
void OpenListAdd(cPathCell * a_Cell);