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PathFinding - Chunk querying optimization and improve cPath::IsSolid

This commit is contained in:
wiseoldman95 2015-05-01 18:53:24 +03:00
parent aa142757db
commit 16b6fc9b5d
4 changed files with 38 additions and 66 deletions

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@ -121,7 +121,7 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
void cMonster::TickPathFinding() void cMonster::TickPathFinding(cChunk & a_Chunk)
{ {
if (m_Path == nullptr) if (m_Path == nullptr)
@ -131,12 +131,12 @@ void cMonster::TickPathFinding()
// Can someone explain why are these two NOT THE SAME??? // Can someone explain why are these two NOT THE SAME???
// m_Path = new cPath(GetWorld(), GetPosition(), m_FinalDestination, 30); // m_Path = new cPath(GetWorld(), GetPosition(), m_FinalDestination, 30);
m_Path = new cPath(GetWorld(), Vector3d(floor(position.x), floor(position.y), floor(position.z)), Vector3d(floor(Dest.x), floor(Dest.y), floor(Dest.z)), 20); m_Path = new cPath(&a_Chunk, Vector3d(floor(position.x), floor(position.y), floor(position.z)), Vector3d(floor(Dest.x), floor(Dest.y), floor(Dest.z)), 20);
m_IsFollowingPath = false; m_IsFollowingPath = false;
} }
m_PathStatus = m_Path->Step(); m_PathStatus = m_Path->Step(&a_Chunk);
switch (m_PathStatus) switch (m_PathStatus)
{ {
@ -293,7 +293,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
} }
} }
TickPathFinding(); TickPathFinding(a_Chunk);
Vector3d Distance = m_Destination - GetPosition(); Vector3d Distance = m_Destination - GetPosition();
if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move

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@ -206,7 +206,7 @@ protected:
/** Finds the next place to go /** Finds the next place to go
This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */ This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
void TickPathFinding(void); void TickPathFinding(cChunk & a_Chunk);
/** Finishes a pathfinding task, be it due to failure or something else */ /** Finishes a pathfinding task, be it due to failure or something else */
void FinishPathFinding(void); void FinishPathFinding(void);
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */ /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */

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@ -1,12 +1,9 @@
#include "Globals.h" #include "Globals.h"
#ifndef COMPILING_PATHFIND_DEBUGGER
/* MCServer headers */
#include "../World.h"
#include "../Chunk.h"
#endif
#include <cmath> #include <cmath>
#include "Path.h" #include "Path.h"
#include "../Chunk.h"
#define DISTANCE_MANHATTAN 0 // 1: More speed, a bit less accuracy 0: Max accuracy, less speed. #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 HEURISTICS_ONLY 0 // 1: Much more speed, much less accurate.
@ -38,18 +35,17 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */ /* cPath implementation */
cPath::cPath( cPath::cPath(
cWorld * a_World, cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps, const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight, double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown int a_MaxUp, int a_MaxDown
) )
{ {
ASSERT(m_Chunk != nullptr);
// TODO: if src not walkable OR dest not walkable, then abort. // TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable // Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
m_World = a_World; m_Chunk = a_Chunk;
// m_World = cRoot::Get()->GetDefaultWorld();
m_Source = a_StartingPoint.Floor(); m_Source = a_StartingPoint.Floor();
m_Destination = a_EndingPoint.Floor(); m_Destination = a_EndingPoint.Floor();
@ -65,6 +61,7 @@ cPath::cPath(
m_PointCount = 0; m_PointCount = 0;
ProcessCell(GetCell(a_StartingPoint), nullptr, 0); ProcessCell(GetCell(a_StartingPoint), nullptr, 0);
m_Chunk = nullptr;
} }
@ -83,8 +80,10 @@ cPath::~cPath()
ePathFinderStatus cPath::Step() ePathFinderStatus cPath::Step(cChunk * a_Chunk)
{ {
m_Chunk = a_Chunk;
ASSERT(m_Chunk != nullptr);
if (m_Status != ePathFinderStatus::CALCULATING) if (m_Status != ePathFinderStatus::CALCULATING)
{ {
return m_Status; return m_Status;
@ -106,6 +105,7 @@ ePathFinderStatus cPath::Step()
} }
} }
} }
m_Chunk = nullptr;
return m_Status; return m_Status;
} }
@ -113,15 +113,25 @@ ePathFinderStatus cPath::Step()
#ifndef COMPILING_PATHFIND_DEBUGGER
bool cPath::IsSolid(const Vector3d & a_Location) bool cPath::IsSolid(const Vector3d & a_Location)
{ {
int ChunkX, ChunkZ; ASSERT(m_Chunk != nullptr);
m_Item_CurrentBlock = a_Location; m_Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
cChunkDef::BlockToChunk(a_Location.x, a_Location.z, ChunkX, ChunkZ); if (!m_Chunk->IsValid())
return !m_World->DoWithChunk(ChunkX, ChunkZ, * this); {
return true;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = a_Location.x - m_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_Location.z - m_Chunk->GetPosZ() * cChunkDef::Width;
m_Chunk->GetBlockTypeMeta(RelX, a_Location.y, RelZ, BlockType, BlockMeta);
if ((BlockType == E_BLOCK_FENCE) || (BlockType == E_BLOCK_FENCE_GATE))
{
GetCell(a_Location + Vector3d(0, 1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over.
}
return cBlockInfo::IsSolid(BlockType);
} }
#endif
@ -352,28 +362,3 @@ void cPath::AddPoint(Vector3d a_Vector)
m_PathPoints.push_back(a_Vector); m_PathPoints.push_back(a_Vector);
++m_PointCount; ++m_PointCount;
} }
#ifndef COMPILING_PATHFIND_DEBUGGER
bool cPath::Item(cChunk * a_Chunk) // returns FALSE if there's a solid or if we failed.
{
int RelX = m_Item_CurrentBlock.x - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = m_Item_CurrentBlock.z - a_Chunk->GetPosZ() * cChunkDef::Width;
if (!a_Chunk->IsValid())
{
return false;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_Chunk->GetBlockTypeMeta(RelX, m_Item_CurrentBlock.y, RelZ, BlockType, BlockMeta);
return (!cBlockInfo::IsSolid(BlockType));
// TODO Maybe I should queue several blocks and call item() at once for all of them for better performance?
// I think Worktycho said each item() call needs 2 locks.
}
#endif

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@ -18,12 +18,8 @@ Put this in your .cpp:
#include <unordered_map> #include <unordered_map>
/* MCServer forward declarations */ //fwd: ../Chunk.h
#ifndef COMPILING_PATHFIND_DEBUGGER class cChunk;
// fwd: cChunkMap.h
typedef cItemCallback<cChunk> cChunkCallback;
#endif
/* Various little structs and classes */ /* Various little structs and classes */
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND}; enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND};
@ -35,9 +31,6 @@ public:
}; };
class cPath class cPath
#ifndef COMPILING_PATHFIND_DEBUGGER
: public cChunkCallback
#endif
{ {
public: public:
/** Creates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life. /** Creates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life.
@ -59,7 +52,7 @@ public:
@param a_EndingPoint "The block where the Zombie's knees want to be". @param a_EndingPoint "The block where the Zombie's knees want to be".
@param a_MaxSteps The maximum steps before giving up. */ @param a_MaxSteps The maximum steps before giving up. */
cPath( cPath(
cWorld * a_World, cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps, const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2, double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2,
int a_MaxUp = 1, int a_MaxDown = 1 int a_MaxUp = 1, int a_MaxDown = 1
@ -69,7 +62,7 @@ public:
~cPath(); ~cPath();
/** Performs part of the path calculation and returns true if the path computation has finished. */ /** Performs part of the path calculation and returns true if the path computation has finished. */
ePathFinderStatus Step(); ePathFinderStatus Step(cChunk * a_Chunk);
/* Point retrieval functions, inlined for performance. */ /* Point retrieval functions, inlined for performance. */
/** Returns the next point in the path. */ /** Returns the next point in the path. */
@ -147,15 +140,9 @@ private:
std::vector<Vector3d> m_PathPoints; std::vector<Vector3d> m_PathPoints;
void AddPoint(Vector3d a_Vector); void AddPoint(Vector3d a_Vector);
/* Interfacing with MCServer's world */ /* Interfacing with the world */
cWorld * m_World; cChunk * m_Chunk; // Only valid inside Step()!
#ifndef COMPILING_PATHFIND_DEBUGGER #ifdef COMPILING_PATHFIND_DEBUGGER
Vector3d m_Item_CurrentBlock; // Read by Item();, it's the only way to "pass it" parameters
protected:
virtual bool Item(cChunk * a_Chunk) override;
/* Interfacing with Irrlicht, has nothing to do with MCServer*/
#else
#include "../path_irrlicht.cpp" #include "../path_irrlicht.cpp"
#endif #endif
}; };