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authorSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-11-20 09:03:20 +0100
committerSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-12-13 06:13:34 +0100
commit8a5df43e6c72efd899fc59b04168ecd5526300e4 (patch)
treec73d4b10ce1e4159a29b386e2d933ccaaa3c5d23 /src/Mobs/PathFinder.cpp
parentMerge pull request #2739 from Gargaj/patch-6 (diff)
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Diffstat (limited to 'src/Mobs/PathFinder.cpp')
-rw-r--r--src/Mobs/PathFinder.cpp261
1 files changed, 261 insertions, 0 deletions
diff --git a/src/Mobs/PathFinder.cpp b/src/Mobs/PathFinder.cpp
new file mode 100644
index 000000000..fbc82fcfd
--- /dev/null
+++ b/src/Mobs/PathFinder.cpp
@@ -0,0 +1,261 @@
+#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 = 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;
+}