Partial revert of #2446
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@ -78,6 +78,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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, m_IsFollowingPath(false)
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, m_PathfinderActivated(false)
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, m_GiveUpCounter(0)
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, m_TicksSinceLastPathReset(1000)
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, m_LastGroundHeight(POSY_TOINT)
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, m_JumpCoolDown(0)
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, m_IdleInterval(0)
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@ -128,6 +129,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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{
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return false;
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}
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if (m_TicksSinceLastPathReset < 1000)
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{
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// No need to count beyond 1000. 1000 is arbitary here.
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++m_TicksSinceLastPathReset;
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}
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if (ReachedFinalDestination())
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{
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@ -135,6 +141,26 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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return false;
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}
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if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
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{
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/* If we reached the last path waypoint,
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Or if we haven't re-calculated for too long.
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Interval is proportional to distance squared, and its minimum is 10.
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(Recalculate lots when close, calculate rarely when far) */
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if (
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((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
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((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
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)
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{
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/* 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.
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This is a workaround till we get better path recalculation. */
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if (!m_NoPathToTarget)
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{
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ResetPathFinding();
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}
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}
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}
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if (m_Path == nullptr)
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{
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if (!EnsureProperDestination(a_Chunk))
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@ -143,16 +169,21 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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return false;
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}
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m_GiveUpCounter = 40;
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m_Path = new cPath(a_Chunk, GetPosition(), m_FinalDestination, 20, GetWidth(), GetHeight());
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m_NoPathToTarget = false;
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m_NoMoreWayPoints = false;
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m_PathFinderDestination = m_FinalDestination;
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m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
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}
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switch (m_Path->Step(a_Chunk))
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{
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case ePathFinderStatus::NEARBY_FOUND:
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{
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m_FinalDestination = m_Path->AcceptNearbyPath();
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m_NoPathToTarget = true;
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m_PathFinderDestination = m_Path->AcceptNearbyPath();
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break;
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}
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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StopMovingToPosition(); // Try to calculate a path again.
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@ -166,10 +197,9 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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}
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case ePathFinderStatus::PATH_FOUND:
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{
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if ((--m_GiveUpCounter) == 0)
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if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
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{
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// Failed to reach a waypoint - that's a failure condition whichever point we're at
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if (m_EMState == CHASING)
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if (m_EMState == ATTACKING)
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{
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ResetPathFinding(); // Try to calculate a path again.
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// This results in mobs hanging around an unreachable target (player).
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@ -188,6 +218,10 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
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}
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}
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else
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{
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m_NoMoreWayPoints = true;
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}
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m_IsFollowingPath = true;
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return true;
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@ -379,6 +413,7 @@ void cMonster::StopMovingToPosition()
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void cMonster::ResetPathFinding(void)
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{
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m_TicksSinceLastPathReset = 0;
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m_IsFollowingPath = false;
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if (m_Path != nullptr)
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{
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@ -120,8 +120,8 @@ public:
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char GetAge (void) const { return m_Age; }
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void SetAge(char a_Age) { m_Age = a_Age; }
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// tolua_end
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// tolua_begin
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/** Returns true if the monster has a custom name. */
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@ -178,6 +178,7 @@ protected:
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/* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */
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int m_GiveUpCounter;
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int m_TicksSinceLastPathReset;
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/** Coordinates of the next position that should be reached */
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Vector3d m_NextWayPointPosition;
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@ -185,6 +186,16 @@ protected:
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/** Coordinates for the ultimate, final destination. */
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Vector3d m_FinalDestination;
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/** Coordinates for the ultimate, final destination last given to the pathfinder. */
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Vector3d m_PathFinderDestination;
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/** True if there's no path to target and we're walking to an approximated location. */
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bool m_NoPathToTarget;
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/** Whether The mob has finished their path, note that this does not imply reaching the destination,
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the destination may sometimes differ from the current path. */
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bool m_NoMoreWayPoints;
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/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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If current Y is solid, goes up to find first nonsolid block, and returns that.
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