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PF - Improved mob jumping

This commit is contained in:
Safwat Halaby 2015-12-21 15:51:12 +02:00
parent e6d74553a2
commit 8b4530740e
3 changed files with 155 additions and 85 deletions

View File

@ -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;
}

View File

@ -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

View File

@ -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();