Pathfinder - Bounding boxes and some tweaks
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6bafff0560
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7021547e99
@ -169,7 +169,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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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().Floor(), m_PathFinderDestination.Floor(), 20);
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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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@ -183,7 +183,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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ResetPathFinding(); // Try to calculate a path again.
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StopMovingToPosition(); // Try to calculate a path again.
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// Note that the next time may succeed, e.g. if a player breaks a barrier.
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break;
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}
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@ -203,7 +203,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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{
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if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
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{
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m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
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m_NextWayPointPosition = m_Path->GetNextPoint();
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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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@ -6,6 +6,7 @@
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#include "Path.h"
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#include "../Chunk.h"
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#define JUMP_G_COST 20
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#define DISTANCE_MANHATTAN 0 // 1: More speed, a bit less accuracy 0: Max accuracy, less speed.
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#define HEURISTICS_ONLY 0 // 1: Much more speed, much less accurate.
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@ -31,12 +32,11 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
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/* cPath implementation */
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cPath::cPath(
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cChunk & a_Chunk,
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const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
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const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
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double a_BoundingBoxWidth, double a_BoundingBoxHeight,
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int a_MaxUp, int a_MaxDown
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) :
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m_Destination(a_EndingPoint.Floor()),
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m_Source(a_StartingPoint.Floor()),
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m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
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m_Chunk(&a_Chunk),
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m_BadChunkFound(false)
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@ -44,6 +44,21 @@ cPath::cPath(
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// TODO: if src not walkable OR dest not walkable, then abort.
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// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
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a_BoundingBoxWidth = 1; // Until we improve physics, if ever.
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m_BoundingBoxWidth = ceil(a_BoundingBoxWidth);
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m_BoundingBoxHeight = ceil(a_BoundingBoxHeight);
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m_HalfWidth = a_BoundingBoxWidth / 2;
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int HalfWidthInt = a_BoundingBoxWidth / 2;
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m_Source.x = floor(a_StartingPoint.x - HalfWidthInt);
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m_Source.y = floor(a_StartingPoint.y);
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m_Source.z = floor(a_StartingPoint.z - HalfWidthInt);
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m_Destination.x = floor(a_EndingPoint.x - HalfWidthInt);
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m_Destination.y = floor(a_EndingPoint.y);
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m_Destination.z = floor(a_EndingPoint.z - HalfWidthInt);
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if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
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{
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m_Status = ePathFinderStatus::PATH_NOT_FOUND;
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@ -148,7 +163,7 @@ bool cPath::IsSolid(const Vector3i & a_Location)
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}
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if (BlockType == E_BLOCK_STATIONARY_WATER)
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{
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GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over.
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GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true;
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}
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return cBlockInfo::IsSolid(BlockType);
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@ -179,7 +194,7 @@ bool cPath::Step_Internal()
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// Calculation not finished yet.
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// Check if we have a new NearestPoint.
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// TODO I don't like this that much, there should be a smarter way.
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if ((m_Destination - CurrentCell->m_Location).Length() < 5)
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{
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if (m_Rand.NextInt(4) == 0)
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@ -193,21 +208,43 @@ bool cPath::Step_Internal()
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}
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// process a currentCell by inspecting all neighbors.
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// Check North, South, East, West on all 3 different heights.
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int i;
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for (i = -1; i <= 1; ++i)
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// Check North, South, East, West on our height.
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 0), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 0), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, 1), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, -1), CurrentCell, 10);
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// Check diagonals on XY plane.
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for (int x = -1; x <= 1; x += 2)
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{
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10);
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10);
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if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west.
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{
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east / west-up.
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}
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else
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{
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east / west-down.
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}
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}
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// Check diagonals on mob's height only.
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int x, z;
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for (x = -1; x <= 1; x += 2)
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// Check diagonals on the YZ plane.
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for (int z = -1; z <= 1; z += 2)
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{
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for (z = -1; z <= 1; z += 2)
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if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our east / west.
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{
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check east / west-up.
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}
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else
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{
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ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check east / west-down.
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}
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}
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// Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc)
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for (int x = -1; x <= 1; x += 2)
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{
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for (int z = -1; z <= 1; z += 2)
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{
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// This condition prevents diagonal corner cutting.
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if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid)
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@ -320,7 +357,53 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu
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void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
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{
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cPathCell * cell = GetCell(a_Location);
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if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid)
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int x, y, z;
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// Make sure we fit in the position.
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for (y = 0; y < m_BoundingBoxHeight; ++y)
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{
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for (x = 0; x < m_BoundingBoxWidth; ++x)
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{
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for (z = 0; z < m_BoundingBoxWidth; ++z)
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{
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if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
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{
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return;
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}
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}
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}
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}
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/*y =-1;
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for (x = 0; x < m_BoundingBoxWidth; ++x)
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{
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for (z = 0; z < m_BoundingBoxWidth; ++z)
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{
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if (!GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
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{
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return;
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}
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}
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}
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ProcessCell(cell, a_Parent, a_Cost);*/
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// Make sure there's at least 1 piece of solid below us.
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bool GroundFlag = false;
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y =-1;
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for (x = 0; x < m_BoundingBoxWidth; ++x)
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{
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for (z = 0; z < m_BoundingBoxWidth; ++z)
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{
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if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
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{
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GroundFlag = true;
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break;
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}
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}
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}
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if (GroundFlag)
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{
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ProcessCell(cell, a_Parent, a_Cost);
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}
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@ -68,8 +68,8 @@ public:
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@param a_MaxSteps The maximum steps before giving up. */
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cPath(
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cChunk & a_Chunk,
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const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
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double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2,
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const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
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double a_BoundingBoxWidth, double a_BoundingBoxHeight,
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int a_MaxUp = 1, int a_MaxDown = 1
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);
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@ -89,10 +89,11 @@ public:
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/* Point retrieval functions, inlined for performance. */
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/** Returns the next point in the path. */
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inline Vector3i GetNextPoint()
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inline Vector3d GetNextPoint()
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{
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ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
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return m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)];
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Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)];
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return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
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}
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/** Checks whether this is the last point or not. Never call getnextPoint when this is true. */
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inline bool IsLastPoint()
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@ -106,11 +107,12 @@ public:
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return (m_CurrentPoint == 0);
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}
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/** Get the point at a_index. Remark: Internally, the indexes are reversed. */
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inline Vector3i GetPoint(size_t a_index)
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inline Vector3d GetPoint(size_t a_index)
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{
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ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
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ASSERT(a_index < m_PathPoints.size());
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return m_PathPoints[m_PathPoints.size() - 1 - a_index];
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Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - a_index];
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return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
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}
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/** Returns the total number of points this path has. */
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inline int GetPointCount()
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@ -161,6 +163,9 @@ private:
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std::unordered_map<Vector3i, cPathCell, VectorHasher> m_Map;
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Vector3i m_Destination;
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Vector3i m_Source;
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int m_BoundingBoxWidth;
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int m_BoundingBoxHeight;
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double m_HalfWidth;
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int m_StepsLeft;
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cPathCell * m_NearestPointToTarget;
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cFastRandom m_Rand;
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