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Path recalculation improvements

This commit is contained in:
SafwatHalaby 2015-05-19 06:54:20 +03:00
parent eaedd5f19d
commit 8436e5d8bd
3 changed files with 17 additions and 10 deletions

View File

@ -177,13 +177,14 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
m_Path->AcceptNearbyPath();
m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Give up pathfinding to that destination.
ResetPathFinding(); // Try to calculate a path again.
// Note that the next time may succeed, e.g. if a player breaks a barrier.
break;
}
case ePathFinderStatus::CALCULATING:

View File

@ -6,6 +6,7 @@
#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.
#define CALCULATIONS_PER_STEP 10 // Higher means more CPU load but faster path calculations.
@ -178,11 +179,18 @@ bool cPath::Step_Internal()
// Calculation not finished yet.
// Check if we have a new NearestPoint.
if (CurrentCell->m_H < m_NearestPointToTarget->m_H)
if ((m_Destination - CurrentCell->m_Location).Length() < 5)
{
if (m_Rand.NextInt(4) == 0)
{
m_NearestPointToTarget = CurrentCell;
}
}
else 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.

View File

@ -1,16 +1,13 @@
#pragma once
/* Wanna use the pathfinder? Put this in your header file:
// Fwd: cPath
/*
// Needed Fwds: cPath
enum class ePathFinderStatus;
class cPath;
Put this in your .cpp:
#include "...Path.h"
*/
#include "../FastRandom.h"
#ifdef COMPILING_PATHFIND_DEBUGGER
/* Note: the COMPILING_PATHFIND_DEBUGGER flag is used by Native / WiseOldMan95 to debug
this class outside of MCServer. This preprocessor flag is never set when compiling MCServer. */
@ -166,6 +163,7 @@ private:
Vector3i m_Source;
int m_StepsLeft;
cPathCell * m_NearestPointToTarget;
cFastRandom m_Rand;
/* Control fields */
ePathFinderStatus m_Status;