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Merge pull request #2504 from SafwatHalaby/revert

Fix recalc and "mob dancing", Partial revert of #2446
This commit is contained in:
Tiger Wang 2015-09-28 09:13:58 +01:00
commit 9652f89a6d
2 changed files with 53 additions and 7 deletions

View File

@ -78,6 +78,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_IsFollowingPath(false)
, m_PathfinderActivated(false)
, m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@ -128,6 +129,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
return false;
}
if (m_TicksSinceLastPathReset < 1000)
{
// No need to count beyond 1000. 1000 is arbitary here.
++m_TicksSinceLastPathReset;
}
if (ReachedFinalDestination())
{
@ -135,6 +141,26 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
return false;
}
if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
{
/* If we reached the last path waypoint,
Or if we haven't re-calculated for too long.
Interval is proportional to distance squared, and its minimum is 10.
(Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
)
{
/* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
This is a workaround till we get better path recalculation. */
if (!m_NoPathToTarget)
{
ResetPathFinding();
}
}
}
if (m_Path == nullptr)
{
if (!EnsureProperDestination(a_Chunk))
@ -143,16 +169,21 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
return false;
}
m_GiveUpCounter = 40;
m_Path = new cPath(a_Chunk, GetPosition(), m_FinalDestination, 20, GetWidth(), GetHeight());
m_NoPathToTarget = false;
m_NoMoreWayPoints = false;
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_FinalDestination = m_Path->AcceptNearbyPath();
m_NoPathToTarget = true;
m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Try to calculate a path again.
@ -166,10 +197,9 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
}
case ePathFinderStatus::PATH_FOUND:
{
if ((--m_GiveUpCounter) == 0)
if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
{
// Failed to reach a waypoint - that's a failure condition whichever point we're at
if (m_EMState == CHASING)
if (m_EMState == ATTACKING)
{
ResetPathFinding(); // Try to calculate a path again.
// This results in mobs hanging around an unreachable target (player).
@ -188,6 +218,10 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
}
}
else
{
m_NoMoreWayPoints = true;
}
m_IsFollowingPath = true;
return true;
@ -379,6 +413,7 @@ void cMonster::StopMovingToPosition()
void cMonster::ResetPathFinding(void)
{
m_TicksSinceLastPathReset = 0;
m_IsFollowingPath = false;
if (m_Path != nullptr)
{

View File

@ -120,8 +120,8 @@ public:
char GetAge (void) const { return m_Age; }
void SetAge(char a_Age) { m_Age = a_Age; }
// tolua_end
// tolua_begin
/** Returns true if the monster has a custom name. */
@ -178,6 +178,7 @@ protected:
/* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */
int m_GiveUpCounter;
int m_TicksSinceLastPathReset;
/** Coordinates of the next position that should be reached */
Vector3d m_NextWayPointPosition;
@ -185,6 +186,16 @@ protected:
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Coordinates for the ultimate, final destination last given to the pathfinder. */
Vector3d m_PathFinderDestination;
/** True if there's no path to target and we're walking to an approximated location. */
bool m_NoPathToTarget;
/** Whether The mob has finished their path, note that this does not imply reaching the destination,
the destination may sometimes differ from the current path. */
bool m_NoMoreWayPoints;
/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
If current Y is solid, goes up to find first nonsolid block, and returns that.