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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

View File

@ -121,7 +121,7 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
void cMonster::TickPathFinding()
void cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (m_Path == nullptr)
@ -131,12 +131,12 @@ void cMonster::TickPathFinding()
// Can someone explain why are these two NOT THE SAME???
// 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_PathStatus = m_Path->Step();
m_PathStatus = m_Path->Step(&a_Chunk);
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();
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
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 */
void FinishPathFinding(void);
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */

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@ -1,12 +1,9 @@
#include "Globals.h"
#ifndef COMPILING_PATHFIND_DEBUGGER
/* MCServer headers */
#include "../World.h"
#include "../Chunk.h"
#endif
#include <cmath>
#include "Path.h"
#include "../Chunk.h"
#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.
@ -38,18 +35,17 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */
cPath::cPath(
cWorld * a_World,
cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
)
{
ASSERT(m_Chunk != nullptr);
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
m_World = a_World;
// m_World = cRoot::Get()->GetDefaultWorld();
m_Chunk = a_Chunk;
m_Source = a_StartingPoint.Floor();
m_Destination = a_EndingPoint.Floor();
@ -65,6 +61,7 @@ cPath::cPath(
m_PointCount = 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)
{
return m_Status;
@ -106,6 +105,7 @@ ePathFinderStatus cPath::Step()
}
}
}
m_Chunk = nullptr;
return m_Status;
}
@ -113,15 +113,25 @@ ePathFinderStatus cPath::Step()
#ifndef COMPILING_PATHFIND_DEBUGGER
bool cPath::IsSolid(const Vector3d & a_Location)
{
int ChunkX, ChunkZ;
m_Item_CurrentBlock = a_Location;
cChunkDef::BlockToChunk(a_Location.x, a_Location.z, ChunkX, ChunkZ);
return !m_World->DoWithChunk(ChunkX, ChunkZ, * this);
ASSERT(m_Chunk != nullptr);
m_Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
if (!m_Chunk->IsValid())
{
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_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>
/* MCServer forward declarations */
#ifndef COMPILING_PATHFIND_DEBUGGER
// fwd: cChunkMap.h
typedef cItemCallback<cChunk> cChunkCallback;
#endif
//fwd: ../Chunk.h
class cChunk;
/* Various little structs and classes */
enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND};
@ -35,9 +31,6 @@ public:
};
class cPath
#ifndef COMPILING_PATHFIND_DEBUGGER
: public cChunkCallback
#endif
{
public:
/** 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_MaxSteps The maximum steps before giving up. */
cPath(
cWorld * a_World,
cChunk * a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2,
int a_MaxUp = 1, int a_MaxDown = 1
@ -69,7 +62,7 @@ public:
~cPath();
/** 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. */
/** Returns the next point in the path. */
@ -147,15 +140,9 @@ private:
std::vector<Vector3d> m_PathPoints;
void AddPoint(Vector3d a_Vector);
/* Interfacing with MCServer's world */
cWorld * m_World;
#ifndef 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
/* Interfacing with the world */
cChunk * m_Chunk; // Only valid inside Step()!
#ifdef COMPILING_PATHFIND_DEBUGGER
#include "../path_irrlicht.cpp"
#endif
};