1
0
Fork 0
This commit is contained in:
STRWarrior 2015-05-18 09:30:43 +02:00
commit 007bac638b
15 changed files with 319 additions and 178 deletions

View File

@ -2,7 +2,7 @@ language: cpp
compiler: clang
before_install:
- if [ "$TRAVIS_MCSERVER_BUILD_TYPE" == "COVERAGE" ]; then sudo pip install cpp_coveralls; fi
# - if [ "$TRAVIS_MCSERVER_BUILD_TYPE" == "COVERAGE" ]; then sudo pip install cpp_coveralls; fi
# g++4.8
- sudo add-apt-repository -y ppa:ubuntu-toolchain-r/test
@ -21,17 +21,17 @@ install:
# Build MCServer
script: ./CIbuild.sh
after_success:
- ./uploadCoverage.sh
#after_success:
# - ./uploadCoverage.sh
env:
- TRAVIS_MCSERVER_BUILD_TYPE=RELEASE MCSERVER_PATH=./MCServer
- TRAVIS_MCSERVER_BUILD_TYPE=DEBUG MCSERVER_PATH=./MCServer_debug
matrix:
include:
- compiler: gcc
env: TRAVIS_MCSERVER_BUILD_TYPE=COVERAGE MCSERVER_PATH=./MCServer
#matrix:
# include:
# - compiler: gcc
# env: TRAVIS_MCSERVER_BUILD_TYPE=COVERAGE MCSERVER_PATH=./MCServer
# Notification Settings
notifications:

View File

@ -971,7 +971,7 @@ end
--- Writes a list of undocumented objects into a file
local function ListUndocumentedObjects(API, UndocumentedHooks)
f = io.open("API/_undocumented.lua", "w");
local f = io.open("API/_undocumented.lua", "w");
if (f ~= nil) then
f:write("\n-- This is the list of undocumented API objects, automatically generated by APIDump\n\n");
f:write("g_APIDesc =\n{\n\tClasses =\n\t{\n");

View File

@ -1,12 +1,14 @@
MCServer [![Build Status](http://img.shields.io/travis/mc-server/MCServer/master.svg?style=flat)](https://travis-ci.org/mc-server/MCServer) [![Coverity Scan Build Status](https://scan.coverity.com/projects/1930/badge.svg)](https://scan.coverity.com/projects/1930) [![weekly tips](http://img.shields.io/gratipay/cuberite_team.svg?style=flat)](http://gratipay.com/cuberite_team) [![tip for next commit](http://tip4commit.com/projects/74.svg)](http://tip4commit.com/projects/74)
MCServer [![Build Status](http://img.shields.io/travis/mc-server/MCServer/master.svg?style=flat)](https://travis-ci.org/mc-server/MCServer) [![Coverity Scan Build Status](https://img.shields.io/coverity/scan/1930.svg)](https://scan.coverity.com/projects/1930) [![weekly tips](http://img.shields.io/gratipay/cuberite_team.svg?style=flat)](http://gratipay.com/cuberite_team)
========
MCServer is a Minecraft server that is written in C++ and designed to be efficient with memory and CPU, as well as having a flexible Lua Plugin API.
MCServer is a Minecraft-compatible multiplayer game server that is written in C++ and designed to be efficient with memory and CPU, as well as having a flexible Lua Plugin API. MCServer is compatible with the vanilla Minecraft client.
MCServer can run on Windows, *nix and Android operating systems. This includes Android phones and tablets as well as Raspberry Pis.
We currently support Release 1.7 and 1.8 (not beta) Minecraft protocol versions.
Subscribe to [the newsletter](http://newsletter.cuberite.org/subscribe.htm) for important updates and project news.
Installation
------------
Hosted MCServer is available DIY on DigitalOcean: [![Install on DigitalOcean](http://doinstall.bearbin.net/button.svg)](http://doinstall.bearbin.net/install?url=https://github.com/mc-server/MCServer) and [Gamososm](https://gamocosm.com) also offers MCServer support.

View File

@ -927,6 +927,9 @@ bool cLuaState::CheckParamTable(int a_StartParam, int a_EndParam)
VERIFY(lua_getstack(m_LuaState, 0, &entry));
VERIFY(lua_getinfo (m_LuaState, "n", &entry));
AString ErrMsg = Printf("#ferror in function '%s'.", (entry.name != nullptr) ? entry.name : "?");
BreakIntoDebugger(m_LuaState);
tolua_error(m_LuaState, ErrMsg.c_str(), &tolua_err);
return false;
} // for i - Param
@ -1366,6 +1369,7 @@ int cLuaState::ReportFnCallErrors(lua_State * a_LuaState)
{
LOGWARNING("LUA: %s", lua_tostring(a_LuaState, -1));
LogStackTrace(a_LuaState, 1);
BreakIntoDebugger(a_LuaState);
return 1; // We left the error message on the stack as the return value
}
@ -1373,6 +1377,28 @@ int cLuaState::ReportFnCallErrors(lua_State * a_LuaState)
int cLuaState::BreakIntoDebugger(lua_State * a_LuaState)
{
// Call the BreakIntoDebugger function, if available:
lua_getglobal(a_LuaState, "BreakIntoDebugger");
if (!lua_isfunction(a_LuaState, -1))
{
LOGD("LUA: BreakIntoDebugger() not found / not a function");
lua_pop(a_LuaState, 1);
return 1;
}
lua_insert(a_LuaState, -2); // Copy the string that has been passed to us
LOGD("Calling BreakIntoDebugger()...");
lua_call(a_LuaState, 1, 0);
LOGD("Returned from BreakIntoDebugger().");
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// cLuaState::cRef:

View File

@ -389,6 +389,9 @@ protected:
/** Used as the error reporting function for function calls */
static int ReportFnCallErrors(lua_State * a_LuaState);
/** Tries to break into the MobDebug debugger, if it is installed. */
static int BreakIntoDebugger(lua_State * a_LuaState);
} ;

View File

@ -747,39 +747,38 @@ static int tolua_cPluginManager_AddHook(lua_State * tolua_S)
static int tolua_cPluginManager_ForEachCommand(lua_State * tolua_S)
{
int NumArgs = lua_gettop(tolua_S) - 1; /* This includes 'self' */
if (NumArgs != 1)
/*
Function signature:
cPluginManager:Get():ForEachCommand(a_CallbackFn) -> bool
*/
// Check params:
cLuaState L(tolua_S);
if (
!L.CheckParamUserType(1, "cPluginManager") ||
!L.CheckParamFunction(2) ||
!L.CheckParamEnd(3)
)
{
LOGWARN("Error in function call 'ForEachCommand': Requires 1 argument, got %i", NumArgs);
return 0;
}
cPluginManager * self = (cPluginManager *)tolua_tousertype(tolua_S, 1, nullptr);
if (self == nullptr)
{
LOGWARN("Error in function call 'ForEachCommand': Not called on an object instance");
return 0;
}
if (!lua_isfunction(tolua_S, 2))
{
LOGWARN("Error in function call 'ForEachCommand': Expected a function for parameter #1");
return 0;
}
int FuncRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if (FuncRef == LUA_REFNIL)
// Get the params:
cLuaState::cRef FnRef;
L.GetStackValues(2, FnRef);
if (!FnRef.IsValid())
{
LOGWARN("Error in function call 'ForEachCommand': Could not get function reference of parameter #1");
return 0;
}
// Callback for enumerating all commands:
class cLuaCallback : public cPluginManager::cCommandEnumCallback
{
public:
cLuaCallback(lua_State * a_LuaState, int a_FuncRef):
LuaState(a_LuaState),
FuncRef(a_FuncRef)
cLuaCallback(cLuaState & a_LuaState, cLuaState::cRef & a_FnRef):
m_LuaState(a_LuaState),
m_FnRef(a_FnRef)
{
}
@ -787,35 +786,16 @@ static int tolua_cPluginManager_ForEachCommand(lua_State * tolua_S)
virtual bool Command(const AString & a_Command, const cPlugin * a_Plugin, const AString & a_Permission, const AString & a_HelpString) override
{
UNUSED(a_Plugin);
lua_rawgeti(LuaState, LUA_REGISTRYINDEX, FuncRef); /* Push function reference */
tolua_pushcppstring(LuaState, a_Command);
tolua_pushcppstring(LuaState, a_Permission);
tolua_pushcppstring(LuaState, a_HelpString);
int s = lua_pcall(LuaState, 3, 1, 0);
if (cLuaState::ReportErrors(LuaState, s))
{
return true; /* Abort enumeration */
}
if (lua_isboolean(LuaState, -1))
{
return (tolua_toboolean(LuaState, -1, 0) > 0);
}
return false; /* Continue enumeration */
bool ret = false;
m_LuaState.Call(m_FnRef, a_Command, a_Permission, a_HelpString, cLuaState::Return, ret);
return ret;
}
lua_State * LuaState;
int FuncRef;
} Callback(tolua_S, FuncRef);
cLuaState & m_LuaState;
cLuaState::cRef & m_FnRef;
} Callback(L, FnRef);
bool bRetVal = self->ForEachCommand(Callback);
/* Unreference the values again, so the LUA_REGISTRYINDEX can make place for other references */
luaL_unref(tolua_S, LUA_REGISTRYINDEX, FuncRef);
/* Push return value on stack */
tolua_pushboolean(tolua_S, bRetVal);
// Execute and push the returned value:
L.Push(cPluginManager::Get()->ForEachCommand(Callback));
return 1;
}
@ -825,39 +805,38 @@ static int tolua_cPluginManager_ForEachCommand(lua_State * tolua_S)
static int tolua_cPluginManager_ForEachConsoleCommand(lua_State * tolua_S)
{
int NumArgs = lua_gettop(tolua_S) - 1; /* This includes 'self' */
if (NumArgs != 1)
/*
Function signature:
cPluginManager:Get():ForEachConsoleCommand(a_CallbackFn) -> bool
*/
// Check params:
cLuaState L(tolua_S);
if (
!L.CheckParamUserType(1, "cPluginManager") ||
!L.CheckParamFunction(2) ||
!L.CheckParamEnd(3)
)
{
LOGWARN("Error in function call 'ForEachConsoleCommand': Requires 1 argument, got %i", NumArgs);
return 0;
}
cPluginManager * self = (cPluginManager *)tolua_tousertype(tolua_S, 1, nullptr);
if (self == nullptr)
{
LOGWARN("Error in function call 'ForEachConsoleCommand': Not called on an object instance");
return 0;
}
if (!lua_isfunction(tolua_S, 2))
{
LOGWARN("Error in function call 'ForEachConsoleCommand': Expected a function for parameter #1");
return 0;
}
int FuncRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if (FuncRef == LUA_REFNIL)
// Get the params:
cLuaState::cRef FnRef;
L.GetStackValues(2, FnRef);
if (!FnRef.IsValid())
{
LOGWARN("Error in function call 'ForEachConsoleCommand': Could not get function reference of parameter #1");
return 0;
}
// Callback for enumerating all commands:
class cLuaCallback : public cPluginManager::cCommandEnumCallback
{
public:
cLuaCallback(lua_State * a_LuaState, int a_FuncRef):
LuaState(a_LuaState),
FuncRef(a_FuncRef)
cLuaCallback(cLuaState & a_LuaState, cLuaState::cRef & a_FnRef):
m_LuaState(a_LuaState),
m_FnRef(a_FnRef)
{
}
@ -866,34 +845,16 @@ static int tolua_cPluginManager_ForEachConsoleCommand(lua_State * tolua_S)
{
UNUSED(a_Plugin);
UNUSED(a_Permission);
lua_rawgeti(LuaState, LUA_REGISTRYINDEX, FuncRef); /* Push function reference */
tolua_pushcppstring(LuaState, a_Command);
tolua_pushcppstring(LuaState, a_HelpString);
int s = lua_pcall(LuaState, 2, 1, 0);
if (cLuaState::ReportErrors(LuaState, s))
{
return true; /* Abort enumeration */
}
if (lua_isboolean(LuaState, -1))
{
return (tolua_toboolean(LuaState, -1, 0) > 0);
}
return false; /* Continue enumeration */
bool ret = false;
m_LuaState.Call(m_FnRef, a_Command, a_HelpString, cLuaState::Return, ret);
return ret;
}
lua_State * LuaState;
int FuncRef;
} Callback(tolua_S, FuncRef);
cLuaState & m_LuaState;
cLuaState::cRef & m_FnRef;
} Callback(L, FnRef);
bool bRetVal = self->ForEachConsoleCommand(Callback);
/* Unreference the values again, so the LUA_REGISTRYINDEX can make place for other references */
luaL_unref(tolua_S, LUA_REGISTRYINDEX, FuncRef);
/* Push return value on stack */
tolua_pushboolean(tolua_S, bRetVal);
// Execute and push the returned value:
L.Push(cPluginManager::Get()->ForEachConsoleCommand(Callback));
return 1;
}

View File

@ -14,7 +14,7 @@ void cBlockBedHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInt
NIBBLETYPE OldMeta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
Vector3i ThisPos( a_BlockX, a_BlockY, a_BlockZ);
Vector3i Direction = MetaDataToDirection( OldMeta & 0x7);
Vector3i Direction = MetaDataToDirection( OldMeta & 0x3);
if (OldMeta & 0x8)
{
// Was pillow
@ -111,7 +111,7 @@ void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface
// Is foot end
VERIFY((Meta & 0x4) != 0x4); // Occupied flag should never be set, else our compilator (intended) is broken
PillowDirection = MetaDataToDirection(Meta & 0x7);
PillowDirection = MetaDataToDirection(Meta & 0x3);
if (a_ChunkInterface.GetBlock(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z) == E_BLOCK_BED) // Must always use pillow location for sleeping
{
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z);

View File

@ -41,7 +41,7 @@ public:
cFastRandom rand;
// Old leaves - 3 bits contain display; new leaves - 1st bit, shifted left two for saplings to understand
if (rand.NextInt(6) == 0)
if (rand.NextInt(20) == 0)
{
a_Pickups.push_back(
cItem(

View File

@ -6,12 +6,28 @@
#include "Globals.h"
#include "FastRandom.h"
#include <random>
#ifdef _WIN32
#define thread_local __declspec(thread)
#define thread_local static __declspec(thread)
#elif defined __APPLE__
#define thread_local static __thread
#endif
thread_local unsigned int m_Counter = 0;
static unsigned int GetRandomSeed()
{
thread_local bool SeedCounterInitialized = 0;
thread_local unsigned int SeedCounter = 0;
if (!SeedCounterInitialized)
{
std::random_device rd;
std::uniform_int_distribution<unsigned int> dist;
SeedCounter = dist(rd);
SeedCounterInitialized = true;
}
return ++SeedCounter;
}
@ -92,7 +108,7 @@ public:
cFastRandom::cFastRandom(void) :
m_LinearRand(m_Counter++)
m_LinearRand(GetRandomSeed())
{
}
@ -136,7 +152,7 @@ int cFastRandom::GenerateRandomInteger(int a_Begin, int a_End)
// MTRand:
MTRand::MTRand() :
m_MersenneRand(m_Counter++)
m_MersenneRand(GetRandomSeed())
{
}

View File

@ -36,7 +36,6 @@ void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt)
return;
}
}
MoveToPosition(m_Target->GetPosition());
}
}

View File

@ -89,7 +89,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_SoundDeath(a_SoundDeath)
, m_AttackRate(3)
, m_AttackDamage(1)
, m_AttackRange(2)
, m_AttackRange(1)
, m_AttackInterval(0)
, m_SightDistance(25)
, m_DropChanceWeapon(0.085f)
@ -147,10 +147,15 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
(Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength())))
((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
)
{
ResetPathFinding();
/* 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();
}
}
}
@ -161,12 +166,21 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
return false;
}
m_NoPathToTarget = false;
m_NoMoreWayPoints = false;
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Give up pathfinding to that destination.
@ -179,15 +193,22 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
}
case ePathFinderStatus::PATH_FOUND:
{
if (--m_GiveUpCounter == 0)
if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
{
ResetPathFinding(); // Try to calculate a path again.
return false;
}
else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
{
m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
{
m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
}
}
else
{
m_NoMoreWayPoints = true;
}
return true;
}
@ -269,21 +290,59 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
return false;
}
int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
// If destination in the air, go down to the lowest air block.
while (m_FinalDestination.y > 0)
// If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (!cBlockInfo::IsSolid(BlockType))
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
bool InTheAir = true;
int x, z;
for (z = -1; z <= 1; ++z)
{
break;
for (x = -1; x <= 1; ++x)
{
if ((x==0) && (z==0))
{
continue;
}
Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
m_FinalDestination.x += x;
m_FinalDestination.z += z;
InTheAir = false;
goto breakBothLoops;
}
}
}
m_FinalDestination.y -= 1;
}
breakBothLoops:
// Go down to the lowest air block.
if (InTheAir)
{
while (m_FinalDestination.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
break;
}
m_FinalDestination.y -= 1;
}
}
}
// If destination in water, go up to the highest water block.
// If destination in solid, go up to first air block.
@ -447,21 +506,29 @@ void cMonster::SetPitchAndYawFromDestination()
}
}
Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
double BodyRotation, BodyPitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
SetYaw(BodyRotation);
Vector3d Distance = FinalDestination - GetPosition();
{
double Rotation, Pitch;
double HeadRotation, HeadPitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
SetHeadYaw(Rotation);
SetPitch(-Pitch);
}
{
Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
double Rotation, Pitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
SetYaw(Rotation);
VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
if (abs(BodyRotation - HeadRotation) < 120)
{
SetHeadYaw(HeadRotation);
SetPitch(-HeadPitch);
}
else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
{
SetHeadYaw(BodyRotation);
SetPitch(-BodyPitch);
}
}
}

View File

@ -180,6 +180,13 @@ protected:
/** 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.

View File

@ -8,7 +8,7 @@
#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.
#define CALCULATIONS_PER_STEP 5 // Higher means more CPU load but faster path calculations.
#define CALCULATIONS_PER_STEP 10 // Higher means more CPU load but faster path calculations.
// The only version which guarantees the shortest path is 0, 0.
enum class eCellStatus {OPENLIST, CLOSEDLIST, NOLIST};
@ -44,7 +44,8 @@ cPath::cPath(
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_Chunk(&a_Chunk),
m_BadChunkFound(false)
{
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
@ -55,6 +56,7 @@ cPath::cPath(
return;
}
m_NearestPointToTarget = GetCell(m_Source);
m_Status = ePathFinderStatus::CALCULATING;
m_StepsLeft = a_MaxSteps;
@ -81,15 +83,20 @@ cPath::~cPath()
ePathFinderStatus cPath::Step(cChunk & a_Chunk)
{
m_Chunk = &a_Chunk;
if (m_Status != ePathFinderStatus::CALCULATING)
{
return m_Status;
}
if (m_StepsLeft == 0)
if (m_BadChunkFound)
{
FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND);
return m_Status;
}
if (m_StepsLeft == 0)
{
AttemptToFindAlternative();
}
else
{
@ -102,9 +109,9 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk)
break; // if we're here, m_Status must have changed either to PATH_FOUND or PATH_NOT_FOUND.
}
}
}
m_Chunk = nullptr;
m_Chunk = nullptr;
}
return m_Status;
}
@ -112,6 +119,17 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk)
Vector3i cPath::AcceptNearbyPath()
{
ASSERT(m_Status == ePathFinderStatus::NEARBY_FOUND);
m_Status = ePathFinderStatus::PATH_FOUND;
return m_Destination;
}
bool cPath::IsSolid(const Vector3i & a_Location)
{
ASSERT(m_Chunk != nullptr);
@ -119,6 +137,7 @@ bool cPath::IsSolid(const Vector3i & a_Location)
auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
m_BadChunkFound = true;
return true;
}
m_Chunk = Chunk;
@ -149,34 +168,29 @@ bool cPath::Step_Internal()
{
cPathCell * CurrentCell = OpenListPop();
// Path not reachable, open list exauhsted.
// Path not reachable.
if (CurrentCell == nullptr)
{
FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND);
ASSERT(m_Status == ePathFinderStatus::PATH_NOT_FOUND);
AttemptToFindAlternative();
return true;
}
// Path found.
if (
(CurrentCell->m_Location == m_Destination + Vector3i(0, 0, 1)) ||
(CurrentCell->m_Location == m_Destination + Vector3i(1, 0, 0)) ||
(CurrentCell->m_Location == m_Destination + Vector3i(-1, 0, 0)) ||
(CurrentCell->m_Location == m_Destination + Vector3i(0, 0, -1)) ||
(CurrentCell->m_Location == m_Destination + Vector3i(0, -1, 0))
)
if (CurrentCell->m_Location == m_Destination)
{
do
{
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points.
CurrentCell = CurrentCell->m_Parent;
} while (CurrentCell != nullptr);
BuildPath();
FinishCalculation(ePathFinderStatus::PATH_FOUND);
return true;
}
// Calculation not finished yet, process a currentCell by inspecting all neighbors.
// Calculation not finished yet.
// Check if we have a new NearestPoint.
if (CurrentCell->m_H < m_NearestPointToTarget->m_H)
{
m_NearestPointToTarget = CurrentCell;
}
// process a currentCell by inspecting all neighbors.
// Check North, South, East, West on all 3 different heights.
int i;
@ -213,13 +227,40 @@ bool cPath::Step_Internal()
void cPath::AttemptToFindAlternative()
{
if (m_NearestPointToTarget == GetCell(m_Source))
{
FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND);
}
else
{
m_Destination = m_NearestPointToTarget->m_Location;
BuildPath();
FinishCalculation(ePathFinderStatus::NEARBY_FOUND);
}
}
void cPath::BuildPath()
{
cPathCell * CurrentCell = GetCell(m_Destination);
do
{
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points.
CurrentCell = CurrentCell->m_Parent;
} while (CurrentCell != nullptr);
}
void cPath::FinishCalculation()
{
for (auto && pair : m_Map)
{
delete pair.second;
}
m_Map.clear();
m_OpenList = std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics>{};
}
@ -230,6 +271,10 @@ void cPath::FinishCalculation()
void cPath::FinishCalculation(ePathFinderStatus a_NewStatus)
{
if (m_BadChunkFound)
{
a_NewStatus = ePathFinderStatus::PATH_NOT_FOUND;
}
m_Status = a_NewStatus;
FinishCalculation();
}
@ -255,7 +300,7 @@ cPathCell * cPath::OpenListPop() // Popping from the open list also means addin
{
if (m_OpenList.size() == 0)
{
return nullptr; // We've exhausted the search space and nothing was found, this will trigger a PATH_NOT_FOUND status.
return nullptr; // We've exhausted the search space and nothing was found, this will trigger a PATH_NOT_FOUND or NEARBY_FOUND status.
}
cPathCell * Ret = m_OpenList.top();
@ -348,7 +393,7 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
{
Cell = new cPathCell();
Cell->m_Location = a_Location;
m_Map[a_Location] = Cell;
m_Map[a_Location] = UniquePtr<cPathCell>(Cell);
Cell->m_IsSolid = IsSolid(a_Location);
Cell->m_Status = eCellStatus::NOLIST;
#ifdef COMPILING_PATHFIND_DEBUGGER
@ -360,6 +405,6 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
}
else
{
return m_Map[a_Location];
return m_Map[a_Location].get();
}
}

View File

@ -23,7 +23,7 @@ Put this in your .cpp:
class cChunk;
/* Various little structs and classes */
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND};
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND, NEARBY_FOUND};
struct cPathCell; // Defined inside Path.cpp
class compareHeuristics
{
@ -62,9 +62,17 @@ public:
/** Destroys the path and frees its memory. */
~cPath();
/** Performs part of the path calculation and returns true if the path computation has finished. */
/** Performs part of the path calculation and returns the appropriate status.
If NEARBY_FOUND is returned, it means that the destination is not reachable, but a nearby destination
is reachable. If the user likes the alternative destination, they can call AcceptNearbyPath to treat the path as found,
and to make consequent calls to step return PATH_FOUND*/
ePathFinderStatus Step(cChunk & a_Chunk);
/** Called after the PathFinder's step returns NEARBY_FOUND.
Changes the PathFinder status from NEARBY_FOUND to PATH_FOUND, returns the nearby destination that
the PathFinder found a path to. */
Vector3i AcceptNearbyPath();
/* Point retrieval functions, inlined for performance. */
/** Returns the next point in the path. */
inline Vector3i GetNextPoint()
@ -93,7 +101,10 @@ public:
/** Returns the total number of points this path has. */
inline int GetPointCount()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
if (m_Status != ePathFinderStatus::PATH_FOUND)
{
return 0;
}
return m_PathPoints.size();
}
@ -119,6 +130,8 @@ private:
bool Step_Internal(); // The public version just calls this version * CALCULATIONS_PER_CALL times.
void FinishCalculation(); // Clears the memory used for calculating the path.
void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
void AttemptToFindAlternative();
void BuildPath();
/* Openlist and closedlist management */
void OpenListAdd(cPathCell * a_Cell);
@ -131,10 +144,11 @@ private:
/* Pathfinding fields */
std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList;
std::unordered_map<Vector3i, cPathCell *, VectorHasher> m_Map;
std::unordered_map<Vector3i, UniquePtr<cPathCell>, VectorHasher> m_Map;
Vector3i m_Destination;
Vector3i m_Source;
int m_StepsLeft;
cPathCell * m_NearestPointToTarget;
/* Control fields */
ePathFinderStatus m_Status;
@ -145,6 +159,7 @@ private:
/* Interfacing with the world */
cChunk * m_Chunk; // Only valid inside Step()!
bool m_BadChunkFound;
#ifdef COMPILING_PATHFIND_DEBUGGER
#include "../path_irrlicht.cpp"
#endif

View File

@ -51,7 +51,7 @@ Implements the 1.8.x protocol classes:
/** The slot number that the client uses to indicate "outside the window". */
static const Int16 SLOT_NUM_OUTSIDE = -1;
static const Int16 SLOT_NUM_OUTSIDE = -999;
@ -2265,7 +2265,7 @@ void cProtocol180::HandlePacketCreativeInventoryAction(cByteBuffer & a_ByteBuffe
{
return;
}
m_Client->HandleCreativeInventory(SlotNum, Item, (SlotNum == SLOT_NUM_OUTSIDE) ? caLeftClickOutside : caLeftClick);
m_Client->HandleCreativeInventory(SlotNum, Item, (SlotNum == -1) ? caLeftClickOutside : caLeftClick);
}