PF - Improved mob jumping
This commit is contained in:
parent
e6d74553a2
commit
8b4530740e
@ -42,7 +42,7 @@ 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.
|
||||
a_BoundingBoxWidth = 1; // Treat all mobs width as 1 until physics is improved. This would also require changes to stepOnce to work.
|
||||
|
||||
m_BoundingBoxWidth = CeilC(a_BoundingBoxWidth);
|
||||
m_BoundingBoxHeight = CeilC(a_BoundingBoxHeight);
|
||||
@ -57,7 +57,7 @@ cPath::cPath(
|
||||
m_Destination.y = FloorC(a_EndingPoint.y);
|
||||
m_Destination.z = FloorC(a_EndingPoint.z - HalfWidthInt);
|
||||
|
||||
if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
|
||||
if (!IsWalkable(m_Source))
|
||||
{
|
||||
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
|
||||
return;
|
||||
@ -190,9 +190,8 @@ bool cPath::StepOnce()
|
||||
return true;
|
||||
}
|
||||
|
||||
// Calculation not finished yet.
|
||||
// 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)
|
||||
@ -207,46 +206,103 @@ bool cPath::StepOnce()
|
||||
// process a currentCell by inspecting all neighbors.
|
||||
|
||||
|
||||
// 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);
|
||||
// Now we start checking adjacent cells.
|
||||
|
||||
// Check diagonals on XY plane.
|
||||
// x = -1: west, x = 1: east.
|
||||
for (int x = -1; x <= 1; x += 2)
|
||||
|
||||
bool done_east = false,
|
||||
done_west = false,
|
||||
done_north = false,
|
||||
done_south = false; // If true, no need to do more checks in that direction
|
||||
|
||||
// If we can jump without hitting the ceiling
|
||||
if (BodyFitsIn(CurrentCell->m_Location + Vector3i(0, 1, 0)))
|
||||
{
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west.
|
||||
// Check east-up
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(1, 0, 0))->m_IsSolid)
|
||||
{
|
||||
if (!GetCell(CurrentCell->m_Location + Vector3i(0, 1, 0))->m_IsSolid) // If there isn't a solid above.
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east-up / west-up.
|
||||
}
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 1, 0), CurrentCell, JUMP_G_COST);
|
||||
done_east = true;
|
||||
}
|
||||
else
|
||||
|
||||
// Check west-up
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(-1, 0, 0))->m_IsSolid)
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east-down / west-down.
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 1, 0), CurrentCell, JUMP_G_COST);
|
||||
done_west = true;
|
||||
}
|
||||
|
||||
// Check north-up
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, -1))->m_IsSolid)
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, -1), CurrentCell, JUMP_G_COST);
|
||||
done_north = true;
|
||||
}
|
||||
|
||||
// Check south-up
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, 1))->m_IsSolid)
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 1), CurrentCell, JUMP_G_COST);
|
||||
done_south = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Check North, South, East, West at our own height or below. We are willing to jump up to 3 blocks down.
|
||||
|
||||
|
||||
if (!done_east)
|
||||
{
|
||||
for (int i = 0; i >= -3; --i)
|
||||
{
|
||||
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10))
|
||||
{
|
||||
done_east = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check diagonals on the YZ plane.
|
||||
for (int z = -1; z <= 1; z += 2)
|
||||
if (!done_west)
|
||||
{
|
||||
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our north / south.
|
||||
for (int i = 0; i >= -3; --i)
|
||||
{
|
||||
if (!GetCell(CurrentCell->m_Location + Vector3i(0, 1, 0))->m_IsSolid) // If there isn't a solid above.
|
||||
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10))
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check north-up / south-up.
|
||||
done_west = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check north-down / south-down.
|
||||
}
|
||||
}
|
||||
|
||||
// Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc)
|
||||
if (!done_south)
|
||||
{
|
||||
for (int i = 0; i >= -3; --i)
|
||||
{
|
||||
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10))
|
||||
{
|
||||
done_west = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!done_north)
|
||||
{
|
||||
for (int i = 0; i >= -3; --i)
|
||||
{
|
||||
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10))
|
||||
{
|
||||
done_north = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Check diagonals
|
||||
|
||||
|
||||
for (int x = -1; x <= 1; x += 2)
|
||||
{
|
||||
for (int z = -1; z <= 1; z += 2)
|
||||
@ -351,7 +407,7 @@ cPathCell * cPath::OpenListPop() // Popping from the open list also means addin
|
||||
m_OpenList.pop();
|
||||
Ret->m_Status = eCellStatus::CLOSEDLIST;
|
||||
#ifdef COMPILING_PATHFIND_DEBUGGER
|
||||
si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debug_closed, SetMini(Ret));
|
||||
si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debug_closed, SetMini(Ret));
|
||||
#endif
|
||||
return Ret;
|
||||
}
|
||||
@ -360,61 +416,14 @@ 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)
|
||||
bool cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
|
||||
{
|
||||
cPathCell * cell = GetCell(a_Location);
|
||||
int x, y, z;
|
||||
|
||||
// Make sure we fit in the position.
|
||||
for (y = 0; y < m_BoundingBoxHeight; ++y)
|
||||
if (IsWalkable(a_Location))
|
||||
{
|
||||
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);
|
||||
ProcessCell(GetCell(a_Location), a_Parent, a_Cost);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@ -497,3 +506,55 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
|
||||
return &m_Map[a_Location];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPath::IsWalkable(const Vector3i & a_Location)
|
||||
{
|
||||
return (HasSolidBelow(a_Location) && BodyFitsIn(a_Location));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPath::BodyFitsIn(const Vector3i & a_Location)
|
||||
{
|
||||
int x, y, z;
|
||||
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 false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPath::HasSolidBelow(const Vector3i & a_Location)
|
||||
{
|
||||
int x, z;
|
||||
for (x = 0; x < m_BoundingBoxWidth; ++x)
|
||||
{
|
||||
for (z = 0; z < m_BoundingBoxWidth; ++z)
|
||||
{
|
||||
if (GetCell(a_Location + Vector3i(x, -1, z))->m_IsSolid)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -79,7 +79,7 @@ public:
|
||||
/** delete default constructors */
|
||||
cPath(const cPath & a_other) = delete;
|
||||
cPath(cPath && a_other) = delete;
|
||||
|
||||
|
||||
cPath & operator=(const cPath & a_other) = delete;
|
||||
cPath & operator=(cPath && a_other) = delete;
|
||||
|
||||
@ -152,7 +152,7 @@ private:
|
||||
/* Openlist and closedlist management */
|
||||
void OpenListAdd(cPathCell * a_Cell);
|
||||
cPathCell * OpenListPop();
|
||||
void ProcessIfWalkable(const Vector3i &a_Location, cPathCell * a_Parent, int a_Cost);
|
||||
bool ProcessIfWalkable(const Vector3i &a_Location, cPathCell * a_Parent, int a_Cost);
|
||||
|
||||
/* Map management */
|
||||
void ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta);
|
||||
@ -181,6 +181,11 @@ private:
|
||||
/* Interfacing with the world */
|
||||
cChunk * m_Chunk; // Only valid inside Step()!
|
||||
bool m_BadChunkFound;
|
||||
|
||||
/* High level world queries */
|
||||
bool IsWalkable(const Vector3i & a_Location);
|
||||
bool BodyFitsIn(const Vector3i & a_Location);
|
||||
bool HasSolidBelow(const Vector3i & a_Location);
|
||||
#ifdef COMPILING_PATHFIND_DEBUGGER
|
||||
#include "../path_irrlicht.cpp"
|
||||
#endif
|
||||
|
@ -107,8 +107,12 @@ ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d
|
||||
}
|
||||
}
|
||||
|
||||
Vector3d Waypoint(m_WayPoint);
|
||||
Vector3d Source(m_Source);
|
||||
Waypoint.y = 0;
|
||||
Source.y = 0;
|
||||
|
||||
if (m_Path->IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
|
||||
if (m_Path->IsFirstPoint() || (((Waypoint - Source).SqrLength() < WAYPOINT_RADIUS) && (m_Source.y >= m_WayPoint.y)))
|
||||
{
|
||||
// if the mob has just started or if the mob reached a waypoint, give them a new waypoint.
|
||||
m_WayPoint = m_Path->GetNextPoint();
|
||||
|
Loading…
Reference in New Issue
Block a user