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author | worktycho <work.tycho@gmail.com> | 2015-05-24 13:51:15 +0200 |
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committer | worktycho <work.tycho@gmail.com> | 2015-05-24 13:51:15 +0200 |
commit | d86e8fae79a1f1777b2befcefb671f8af29c6d04 (patch) | |
tree | 81e1d64688def74a1a9f518e660a0db452b2b5a3 /src/Mobs | |
parent | Update CONTRIBUTORS (diff) | |
parent | Pathfinder - Bounding boxes and some tweaks (diff) | |
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Diffstat (limited to 'src/Mobs')
-rw-r--r-- | src/Mobs/Monster.cpp | 6 | ||||
-rw-r--r-- | src/Mobs/Path.cpp | 117 | ||||
-rw-r--r-- | src/Mobs/Path.h | 17 |
3 files changed, 114 insertions, 26 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index f5d961096..1da4124ed 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -169,7 +169,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) m_NoPathToTarget = false; m_NoMoreWayPoints = false; m_PathFinderDestination = m_FinalDestination; - m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); + m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight()); } switch (m_Path->Step(a_Chunk)) @@ -183,7 +183,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) case ePathFinderStatus::PATH_NOT_FOUND: { - ResetPathFinding(); // Try to calculate a path again. + StopMovingToPosition(); // Try to calculate a path again. // Note that the next time may succeed, e.g. if a player breaks a barrier. break; } @@ -203,7 +203,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) { if ((m_Path->IsFirstPoint() || ReachedNextWaypoint())) { - m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); + m_NextWayPointPosition = m_Path->GetNextPoint(); m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. } } diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index eba29be7e..6f3d43305 100644 --- a/src/Mobs/Path.cpp +++ b/src/Mobs/Path.cpp @@ -6,6 +6,7 @@ #include "Path.h" #include "../Chunk.h" +#define JUMP_G_COST 20 #define DISTANCE_MANHATTAN 0 // 1: More speed, a bit less accuracy 0: Max accuracy, less speed. #define HEURISTICS_ONLY 0 // 1: Much more speed, much less accurate. @@ -31,12 +32,11 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2) /* cPath implementation */ cPath::cPath( cChunk & a_Chunk, - const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, + const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps, double a_BoundingBoxWidth, double a_BoundingBoxHeight, int a_MaxUp, int a_MaxDown ) : - m_Destination(a_EndingPoint.Floor()), - m_Source(a_StartingPoint.Floor()), + m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint m_Chunk(&a_Chunk), m_BadChunkFound(false) @@ -44,6 +44,21 @@ cPath::cPath( // TODO: if src not walkable OR dest not walkable, then abort. // Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable + a_BoundingBoxWidth = 1; // Until we improve physics, if ever. + + m_BoundingBoxWidth = ceil(a_BoundingBoxWidth); + m_BoundingBoxHeight = ceil(a_BoundingBoxHeight); + m_HalfWidth = a_BoundingBoxWidth / 2; + + int HalfWidthInt = a_BoundingBoxWidth / 2; + m_Source.x = floor(a_StartingPoint.x - HalfWidthInt); + m_Source.y = floor(a_StartingPoint.y); + m_Source.z = floor(a_StartingPoint.z - HalfWidthInt); + + m_Destination.x = floor(a_EndingPoint.x - HalfWidthInt); + m_Destination.y = floor(a_EndingPoint.y); + m_Destination.z = floor(a_EndingPoint.z - HalfWidthInt); + if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid) { m_Status = ePathFinderStatus::PATH_NOT_FOUND; @@ -148,7 +163,7 @@ bool cPath::IsSolid(const Vector3i & a_Location) } if (BlockType == E_BLOCK_STATIONARY_WATER) { - GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over. + GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; } return cBlockInfo::IsSolid(BlockType); @@ -179,7 +194,7 @@ bool cPath::Step_Internal() // Calculation not finished yet. // Check if we have a new NearestPoint. - + // TODO I don't like this that much, there should be a smarter way. if ((m_Destination - CurrentCell->m_Location).Length() < 5) { if (m_Rand.NextInt(4) == 0) @@ -193,21 +208,43 @@ bool cPath::Step_Internal() } // process a currentCell by inspecting all neighbors. - // Check North, South, East, West on all 3 different heights. - int i; - for (i = -1; i <= 1; ++i) + + // Check North, South, East, West on our height. + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, 1), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, -1), CurrentCell, 10); + + // Check diagonals on XY plane. + for (int x = -1; x <= 1; x += 2) { - ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10); - ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10); - ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10); - ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10); + if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east / west-up. + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east / west-down. + } } - // Check diagonals on mob's height only. - int x, z; - for (x = -1; x <= 1; x += 2) + // Check diagonals on the YZ plane. + for (int z = -1; z <= 1; z += 2) { - for (z = -1; z <= 1; z += 2) + if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our east / west. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check east / west-up. + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check east / west-down. + } + } + + // Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc) + for (int x = -1; x <= 1; x += 2) + { + for (int z = -1; z <= 1; z += 2) { // This condition prevents diagonal corner cutting. if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) @@ -320,7 +357,53 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost) { cPathCell * cell = GetCell(a_Location); - if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid) + int x, y, z; + + // Make sure we fit in the position. + for (y = 0; y < m_BoundingBoxHeight; ++y) + { + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + return; + } + } + } + } + + /*y =-1; + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (!GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + return; + } + } + } + ProcessCell(cell, a_Parent, a_Cost);*/ + + // Make sure there's at least 1 piece of solid below us. + + bool GroundFlag = false; + y =-1; + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + GroundFlag = true; + break; + } + } + } + + if (GroundFlag) { ProcessCell(cell, a_Parent, a_Cost); } diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h index b296bbdf5..3b9c0400e 100644 --- a/src/Mobs/Path.h +++ b/src/Mobs/Path.h @@ -68,8 +68,8 @@ public: @param a_MaxSteps The maximum steps before giving up. */ cPath( cChunk & a_Chunk, - const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, - double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2, + 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 ); @@ -89,10 +89,11 @@ public: /* Point retrieval functions, inlined for performance. */ /** Returns the next point in the path. */ - inline Vector3i GetNextPoint() + inline Vector3d GetNextPoint() { ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); - return m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)]; + 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() @@ -106,11 +107,12 @@ public: return (m_CurrentPoint == 0); } /** Get the point at a_index. Remark: Internally, the indexes are reversed. */ - inline Vector3i GetPoint(size_t a_index) + inline Vector3d GetPoint(size_t a_index) { ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); ASSERT(a_index < m_PathPoints.size()); - return m_PathPoints[m_PathPoints.size() - 1 - a_index]; + 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() @@ -161,6 +163,9 @@ private: 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; |