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AI - More conservative use of ResetPathFinding, fixed minor swimming / jumping bug

This commit is contained in:
wiseoldman95 2015-05-05 10:04:41 +03:00
parent 9ba7823252
commit 304bc4eca4
2 changed files with 47 additions and 26 deletions

View File

@ -77,6 +77,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_Path(nullptr)
, m_IsFollowingPath(false)
, m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@ -126,6 +127,11 @@ 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())
{
@ -133,16 +139,31 @@ 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. (Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength())
)
{
ResetPathFinding();
}
}
if (m_Path == nullptr)
{
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_FinalDestination.Floor(), 20);
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Give up pathfinding to that destination
StopMovingToPosition(); // Give up pathfinding to that destination.
break;
}
case ePathFinderStatus::CALCULATING:
@ -154,13 +175,13 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (--m_GiveUpCounter == 0)
{
ResetPathFinding(); // Try to calculate a path again
ResetPathFinding(); // Try to calculate a path again.
return false;
}
else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedDestination())) // Have we arrived at the next cell, as denoted by m_Destination?
else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
{
m_Destination = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_Destination.
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.
}
return true;
}
@ -177,8 +198,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (m_JumpCoolDown == 0)
{
// We're not moving and waypoint is above us, it means we are hitting something and we should jump.
if ((GetSpeedX() < 0.1) && (GetSpeedY() < 0.1) && DoesPosYRequireJump(FloorC(m_Destination.y)))
// We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
if (IsOnGround() || IsSwimming())
{
@ -186,8 +207,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
m_JumpCoolDown = 20;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!!
SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_Destination.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
}
}
}
@ -196,7 +217,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
--m_JumpCoolDown;
}
Vector3d Distance = m_Destination - GetPosition();
Vector3d Distance = m_NextWayPointPosition - GetPosition();
if ((Distance.x != 0) || (Distance.z != 0))
{
Distance.y = 0;
@ -218,7 +239,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
// Apply walk speed:
Distance *= m_RelativeWalkSpeed;
/* Reduced default speed.
Close to Vanilla, easier for mobs to follow m_Destinations, hence
Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
better pathfinding. */
Distance *= 0.5;
AddSpeedX(Distance.x);
@ -232,13 +253,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
if ((m_FinalDestination - a_Position).Length() > 0.25)
{
ResetPathFinding();
m_FinalDestination = a_Position;
m_IsFollowingPath = true;
}
}
@ -248,7 +264,6 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_IsFollowingPath = false;
ResetPathFinding();
}
@ -257,6 +272,7 @@ void cMonster::StopMovingToPosition()
void cMonster::ResetPathFinding(void)
{
m_TicksSinceLastPathReset = 0;
if (m_Path != nullptr)
{
delete m_Path;
@ -297,10 +313,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk->GetNeighborChunk(FloorC(m_Destination.x), FloorC(m_Destination.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
if (m_BurnsInDaylight && WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
}
else
{
@ -365,7 +382,7 @@ void cMonster::SetPitchAndYawFromDestination()
}
{
Vector3d BodyDistance = m_Destination - GetPosition();
Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
double Rotation, Pitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);

View File

@ -167,15 +167,19 @@ protected:
/** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_IsFollowingPath;
/* If 0, will give up reaching the next m_Destination and will re-compute path. */
/* 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_Destination;
Vector3d m_NextWayPointPosition;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Coordinates for the ultimate, final destination last given to the pathfinder. */
Vector3d m_PathFinderDestination;
/** 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.
@ -185,8 +189,8 @@ protected:
/** Returns if the ultimate, final destination has been reached */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_Destination has been reached */
bool ReachedDestination(void) { return ((m_Destination - GetPosition()).SqrLength() < 0.25); }
/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
/** Returns if a monster can reach a given height by jumping */
inline bool DoesPosYRequireJump(int a_PosY)
@ -194,9 +198,9 @@ protected:
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
}
/** Finds the next place to go by calculating a path and setting the m_Destination variable for the next block to head to
/** Finds the next place to go by calculating a path and setting the m_NextWayPointPosition variable for the next block to head to
This is based on the ultimate, final destination and the current position, as well as the A* algorithm, and any environmental hazards
Returns if a path is ready, and therefore if the mob should move to m_Destination
Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition
*/
bool TickPathFinding(cChunk & a_Chunk);
void MoveToWayPoint(cChunk & a_Chunk);