Merge pull request #2668 from SafwatHalaby/decouple2
Decoupled cMonster and path recalc logic, re-implemented recalc.
This commit is contained in:
commit
86b51083a1
@ -25,6 +25,7 @@ SET (SRCS
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PassiveAggressiveMonster.cpp
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PassiveMonster.cpp
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Path.cpp
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PathFinder.cpp
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Pig.cpp
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Rabbit.cpp
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Sheep.cpp
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@ -39,7 +40,7 @@ SET (SRCS
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Wolf.cpp
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Zombie.cpp
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ZombiePigman.cpp)
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SET (HDRS
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AggressiveMonster.h
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Bat.h
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@ -64,6 +65,7 @@ SET (HDRS
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PassiveAggressiveMonster.h
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PassiveMonster.h
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Path.h
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PathFinder.h
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Pig.h
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Rabbit.h
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Sheep.h
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@ -14,7 +14,7 @@
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#include "../Chunk.h"
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#include "../FastRandom.h"
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#include "Path.h"
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#include "PathFinder.h"
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@ -75,11 +75,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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, m_EMState(IDLE)
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, m_EMPersonality(AGGRESSIVE)
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, m_Target(nullptr)
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, m_Path(nullptr)
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, m_IsFollowingPath(false)
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, m_PathFinder(a_Width, a_Height)
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, m_PathfinderActivated(false)
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, m_GiveUpCounter(0)
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, m_TicksSinceLastPathReset(1000)
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, m_LastGroundHeight(POSY_TOINT)
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, m_JumpCoolDown(0)
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, m_IdleInterval(0)
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@ -125,127 +122,20 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
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bool cMonster::TickPathFinding(cChunk & a_Chunk)
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{
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if (!m_PathfinderActivated)
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{
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return false;
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}
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if (m_TicksSinceLastPathReset < 1000)
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{
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// No need to count beyond 1000. 1000 is arbitary here.
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++m_TicksSinceLastPathReset;
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}
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if (ReachedFinalDestination())
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{
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StopMovingToPosition();
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return false;
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}
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if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
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{
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/* If we reached the last path waypoint,
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Or if we haven't re-calculated for too long.
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Interval is proportional to distance squared, and its minimum is 10.
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(Recalculate lots when close, calculate rarely when far) */
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if (
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((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
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((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
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)
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{
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/* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
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This is a workaround till we get better path recalculation. */
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if (!m_NoPathToTarget)
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{
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ResetPathFinding();
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}
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}
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}
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if (m_Path == nullptr)
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{
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if (!EnsureProperDestination(a_Chunk))
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{
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StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
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return false;
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}
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m_GiveUpCounter = 40;
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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(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
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}
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switch (m_Path->Step(a_Chunk))
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{
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case ePathFinderStatus::NEARBY_FOUND:
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{
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m_NoPathToTarget = true;
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m_PathFinderDestination = m_Path->AcceptNearbyPath();
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break;
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}
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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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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case ePathFinderStatus::CALCULATING:
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{
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// Pathfinder needs more time
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break;
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}
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case ePathFinderStatus::PATH_FOUND:
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{
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if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
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{
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if (m_EMState == ATTACKING)
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{
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ResetPathFinding(); // Try to calculate a path again.
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// This results in mobs hanging around an unreachable target (player).
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}
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else
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{
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StopMovingToPosition(); // Find a different place to go to.
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}
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return false;
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}
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else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
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{
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if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
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{
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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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else
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{
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m_NoMoreWayPoints = true;
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}
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m_IsFollowingPath = true;
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return true;
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}
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}
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return false;
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}
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void cMonster::MoveToWayPoint(cChunk & a_Chunk)
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{
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if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
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{
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return;
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}
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if (m_JumpCoolDown == 0)
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{
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if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
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{
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if (
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(IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) ||
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(IsSwimming() && (m_GiveUpCounter < 15))
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(IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) // TODO water handling?
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)
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{
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m_bOnGround = false;
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@ -296,98 +186,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
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bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
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{
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cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
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// If destination in the air, first try to go 1 block north, or east, or west.
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// This fixes the player leaning issue.
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// If that failed, we instead go down to the lowest air block.
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (!cBlockInfo::IsSolid(BlockType))
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{
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bool InTheAir = true;
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int x, z;
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for (z = -1; z <= 1; ++z)
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{
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for (x = -1; x <= 1; ++x)
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{
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if ((x == 0) && (z == 0))
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{
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continue;
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}
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Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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RelX = FloorC(m_FinalDestination.x + x) - Chunk->GetPosX() * cChunkDef::Width;
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RelZ = FloorC(m_FinalDestination.z + z) - Chunk->GetPosZ() * cChunkDef::Width;
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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m_FinalDestination.x += x;
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m_FinalDestination.z += z;
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InTheAir = false;
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goto breakBothLoops;
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}
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}
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}
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breakBothLoops:
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// Go down to the lowest air block.
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if (InTheAir)
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{
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while (m_FinalDestination.y > 0)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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break;
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}
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m_FinalDestination.y -= 1;
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}
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}
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}
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// If destination in water, go up to the highest water block.
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// If destination in solid, go up to first air block.
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bool InWater = false;
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while (m_FinalDestination.y < cChunkDef::Height)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
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if (BlockType == E_BLOCK_STATIONARY_WATER)
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{
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InWater = true;
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}
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else if (cBlockInfo::IsSolid(BlockType))
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{
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InWater = false;
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}
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else
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{
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break;
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}
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m_FinalDestination.y += 1;
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}
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if (InWater)
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{
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m_FinalDestination.y -= 1;
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}
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return true;
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}
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@ -406,22 +205,6 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
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void cMonster::StopMovingToPosition()
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{
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m_PathfinderActivated = false;
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ResetPathFinding();
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}
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void cMonster::ResetPathFinding(void)
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{
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m_TicksSinceLastPathReset = 0;
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m_IsFollowingPath = false;
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if (m_Path != nullptr)
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{
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delete m_Path;
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m_Path = nullptr;
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}
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}
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@ -435,7 +218,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die.
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// The mob is dead, but we're still animating the "puff" they leave when they die
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m_DestroyTimer += a_Dt;
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if (m_DestroyTimer > std::chrono::seconds(1))
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{
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@ -453,34 +236,57 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_Target = nullptr;
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}
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if (GetPosY() >= 0)
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// Process the undead burning in daylight.
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HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
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bool a_IsFollowingPath = false;
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if (m_PathfinderActivated)
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{
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// Process the undead burning in daylight.
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HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
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if (TickPathFinding(*Chunk))
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if (ReachedFinalDestination())
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{
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/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
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1. I am idle
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2. I was not hurt by a player recently.
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Then STOP. */
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if (
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m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
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WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
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!WouldBurnAt(GetPosition(), *Chunk)
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)
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StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
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}
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else
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{
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// Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
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switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
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{
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// 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:
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StopMovingToPosition();
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m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
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}
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else
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{
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MoveToWayPoint(*Chunk);
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case ePathFinderStatus::PATH_FOUND:
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{
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/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
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1. I am idle
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2. I was not hurt by a player recently.
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Then STOP. */
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if (
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m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
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WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
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!WouldBurnAt(GetPosition(), *Chunk)
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)
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{
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// 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:
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StopMovingToPosition();
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}
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else
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{
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a_IsFollowingPath = true; // Used for proper body / head orientation only.
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MoveToWayPoint(*Chunk);
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}
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break;
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}
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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StopMovingToPosition();
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break;
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}
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default:
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{
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}
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}
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}
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}
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SetPitchAndYawFromDestination();
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SetPitchAndYawFromDestination(a_IsFollowingPath);
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HandleFalling();
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switch (m_EMState)
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@ -522,24 +328,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cMonster::SetPitchAndYawFromDestination()
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void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
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{
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Vector3d FinalDestination = m_FinalDestination;
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if (m_Target != nullptr)
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{
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if (m_Target->IsPlayer())
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{
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FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
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}
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else
|
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{
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FinalDestination.y = m_Target->GetPosY() + GetHeight();
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}
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}
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/* Todo Buggy */
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Vector3d BodyDistance;
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if (!m_IsFollowingPath && (m_Target != nullptr))
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if (!a_IsFollowingPath && (m_Target != nullptr))
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{
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BodyDistance = m_Target->GetPosition() - GetPosition();
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}
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@ -552,22 +345,39 @@ void cMonster::SetPitchAndYawFromDestination()
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VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
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SetYaw(BodyRotation);
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Vector3d Distance = FinalDestination - GetPosition();
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Vector3d HeadDistance;
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if (m_Target != nullptr)
|
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{
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double HeadRotation, HeadPitch;
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Distance.Normalize();
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VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
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if (std::abs(BodyRotation - HeadRotation) < 90)
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if (m_Target->IsPlayer()) // Look at a player
|
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{
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SetHeadYaw(HeadRotation);
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SetPitch(-HeadPitch);
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HeadDistance = m_Target->GetPosition() - GetPosition();
|
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// HeadDistance.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
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}
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else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
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else // Look at some other entity
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{
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SetHeadYaw(BodyRotation);
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SetPitch(-BodyPitch);
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HeadDistance = m_Target->GetPosition() - GetPosition();
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// HeadDistance.y = m_Target->GetPosY() + GetHeight();
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}
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}
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else // Look straight
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{
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HeadDistance = BodyDistance;
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HeadDistance.y = 0;
|
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}
|
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|
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double HeadRotation, HeadPitch;
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HeadDistance.Normalize();
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VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
|
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if (std::abs(BodyRotation - HeadRotation) < 90)
|
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{
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SetHeadYaw(HeadRotation);
|
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SetPitch(-HeadPitch);
|
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}
|
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else
|
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{
|
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SetHeadYaw(BodyRotation);
|
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SetPitch(-BodyPitch);
|
||||
}
|
||||
}
|
||||
|
||||
|
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@ -806,7 +616,7 @@ void cMonster::EventLosePlayer(void)
|
||||
|
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void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
|
||||
{
|
||||
if (m_IsFollowingPath)
|
||||
if (m_PathfinderActivated)
|
||||
{
|
||||
return; // Still getting there
|
||||
}
|
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|
@ -7,17 +7,12 @@
|
||||
#include "../Item.h"
|
||||
#include "../Enchantments.h"
|
||||
#include "MonsterTypes.h"
|
||||
|
||||
#include "PathFinder.h"
|
||||
|
||||
|
||||
class cClientHandle;
|
||||
class cWorld;
|
||||
|
||||
// Fwd: cPath
|
||||
enum class ePathFinderStatus;
|
||||
class cPath;
|
||||
|
||||
|
||||
|
||||
// tolua_begin
|
||||
class cMonster :
|
||||
@ -168,34 +163,19 @@ protected:
|
||||
|
||||
/** A pointer to the entity this mobile is aiming to reach */
|
||||
cEntity * m_Target;
|
||||
cPath * m_Path; // TODO unique ptr
|
||||
|
||||
/** Stores if mobile is currently moving towards the ultimate, final destination */
|
||||
bool m_IsFollowingPath;
|
||||
/** The pathfinder instance handles pathfinding for this monster. */
|
||||
cPathFinder m_PathFinder;
|
||||
|
||||
/** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
|
||||
bool m_PathfinderActivated;
|
||||
|
||||
/* 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_NextWayPointPosition;
|
||||
|
||||
/** Coordinates for the ultimate, final destination. */
|
||||
Vector3d m_FinalDestination;
|
||||
|
||||
/** Coordinates for the ultimate, final destination last given to the pathfinder. */
|
||||
Vector3d m_PathFinderDestination;
|
||||
|
||||
/** True if there's no path to target and we're walking to an approximated location. */
|
||||
bool m_NoPathToTarget;
|
||||
|
||||
/** Whether The mob has finished their path, note that this does not imply reaching the destination,
|
||||
the destination may sometimes differ from the current path. */
|
||||
bool m_NoMoreWayPoints;
|
||||
|
||||
/** 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.
|
||||
@ -203,48 +183,25 @@ protected:
|
||||
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
|
||||
|
||||
/** Returns if the ultimate, final destination has been reached. */
|
||||
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
|
||||
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
|
||||
|
||||
/** Returns whether or not the target is close enough for attack. */
|
||||
bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
|
||||
|
||||
/** 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)
|
||||
{
|
||||
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
|
||||
}
|
||||
|
||||
/** 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_NextWayPointPosition
|
||||
*/
|
||||
bool TickPathFinding(cChunk & a_Chunk);
|
||||
|
||||
/** Move in a straight line to the next waypoint in the path, will jump if needed. */
|
||||
void MoveToWayPoint(cChunk & a_Chunk);
|
||||
|
||||
/** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air.
|
||||
Only the Y coordinate of m_FinalDestination might be changed.
|
||||
1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column.
|
||||
2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column.
|
||||
3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water.
|
||||
Now either 1 or 2 is performed. */
|
||||
bool EnsureProperDestination(cChunk & a_Chunk);
|
||||
|
||||
/** Resets a pathfinding task, be it due to failure or something else
|
||||
Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path.
|
||||
Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */
|
||||
void ResetPathFinding(void);
|
||||
|
||||
/** Stops pathfinding
|
||||
Calls ResetPathFinding and sets m_IsFollowingPath to false */
|
||||
/** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
|
||||
void StopMovingToPosition();
|
||||
|
||||
/** Sets the body yaw and head yaw / pitch based on next / ultimate destinations */
|
||||
void SetPitchAndYawFromDestination(void);
|
||||
/** Sets the body yaw and head yaw */
|
||||
void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
|
||||
|
||||
virtual void HandleFalling(void);
|
||||
int m_LastGroundHeight;
|
||||
@ -297,5 +254,4 @@ protected:
|
||||
/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
|
||||
void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
|
||||
|
||||
|
||||
} ; // tolua_export
|
||||
|
@ -34,6 +34,7 @@ cPath::cPath(
|
||||
int a_MaxUp, int a_MaxDown
|
||||
) :
|
||||
m_StepsLeft(a_MaxSteps),
|
||||
m_IsValid(true),
|
||||
m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
|
||||
m_Chunk(&a_Chunk),
|
||||
m_BadChunkFound(false)
|
||||
@ -68,11 +69,14 @@ cPath::cPath(
|
||||
ProcessCell(GetCell(m_Source), nullptr, 0);
|
||||
}
|
||||
|
||||
cPath::cPath() : m_IsValid(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
ePathFinderStatus cPath::Step(cChunk & a_Chunk)
|
||||
ePathFinderStatus cPath::CalculationStep(cChunk & a_Chunk)
|
||||
{
|
||||
m_Chunk = &a_Chunk;
|
||||
if (m_Status != ePathFinderStatus::CALCULATING)
|
||||
@ -287,11 +291,12 @@ void cPath::AttemptToFindAlternative()
|
||||
void cPath::BuildPath()
|
||||
{
|
||||
cPathCell * CurrentCell = GetCell(m_Destination);
|
||||
do
|
||||
while (CurrentCell->m_Parent != nullptr)
|
||||
{
|
||||
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points.
|
||||
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. All midpoints are added. Destination is added. Source is excluded.
|
||||
CurrentCell = CurrentCell->m_Parent;
|
||||
} while (CurrentCell != nullptr);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -72,12 +72,15 @@ public:
|
||||
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
|
||||
int a_MaxUp = 1, int a_MaxDown = 1
|
||||
);
|
||||
|
||||
|
||||
/** Creates a dummy path which does nothing except returning false when isValid is called. */
|
||||
cPath();
|
||||
|
||||
/** Performs part of the path calculation and returns the appropriate status.
|
||||
If NEARBY_FOUND is returned, it means that the destination is not reachable, but a nearby destination
|
||||
is reachable. If the user likes the alternative destination, they can call AcceptNearbyPath to treat the path as found,
|
||||
and to make consequent calls to step return PATH_FOUND */
|
||||
ePathFinderStatus Step(cChunk & a_Chunk);
|
||||
ePathFinderStatus CalculationStep(cChunk & a_Chunk);
|
||||
|
||||
/** Called after the PathFinder's step returns NEARBY_FOUND.
|
||||
Changes the PathFinder status from NEARBY_FOUND to PATH_FOUND, returns the nearby destination that
|
||||
@ -90,24 +93,41 @@ public:
|
||||
inline Vector3d GetNextPoint()
|
||||
{
|
||||
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
|
||||
Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)];
|
||||
ASSERT(m_CurrentPoint < m_PathPoints.size());
|
||||
Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - m_CurrentPoint];
|
||||
++m_CurrentPoint;
|
||||
return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
|
||||
}
|
||||
|
||||
|
||||
/** Checks whether this is the last point or not. Never call getnextPoint when this is true. */
|
||||
inline bool IsLastPoint() const
|
||||
/** Checks if we have no more waypoints to return. Never call getnextPoint when this is true. */
|
||||
inline bool NoMoreWayPoints() const
|
||||
{
|
||||
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
|
||||
return (m_CurrentPoint == m_PathPoints.size() - 1);
|
||||
return (m_CurrentPoint == m_PathPoints.size());
|
||||
}
|
||||
|
||||
/** Returns true if GetNextPoint() was never called for this Path. */
|
||||
inline bool IsFirstPoint() const
|
||||
{
|
||||
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
|
||||
return (m_CurrentPoint == 0);
|
||||
}
|
||||
|
||||
/** Returns true if this path is properly initialized.
|
||||
Returns false if this path was initialized with an empty constructor.
|
||||
If false, the path is unusable and you should not call any methods. */
|
||||
inline bool IsValid() const
|
||||
{
|
||||
return m_IsValid;
|
||||
}
|
||||
|
||||
/** The amount of waypoints left to return. */
|
||||
inline size_t WayPointsLeft() const
|
||||
{
|
||||
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
|
||||
return m_PathPoints.size() - m_CurrentPoint;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -145,6 +165,7 @@ private:
|
||||
|
||||
/* Control fields */
|
||||
ePathFinderStatus m_Status;
|
||||
bool m_IsValid;
|
||||
|
||||
/* Final path fields */
|
||||
size_t m_CurrentPoint;
|
||||
|
261
src/Mobs/PathFinder.cpp
Normal file
261
src/Mobs/PathFinder.cpp
Normal file
@ -0,0 +1,261 @@
|
||||
#include "Globals.h"
|
||||
#include "PathFinder.h"
|
||||
#include "../Chunk.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cPathFinder::cPathFinder(double a_MobWidth, double a_MobHeight) :
|
||||
m_Path(),
|
||||
m_GiveUpCounter(0),
|
||||
m_NotFoundCooldown(0)
|
||||
{
|
||||
m_Width = a_MobWidth;
|
||||
m_Height = a_MobHeight;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare)
|
||||
{
|
||||
m_FinalDestination = *a_Destination;
|
||||
m_Source = a_Source;
|
||||
|
||||
// If a recent PATH_NOT_FOUND was returned, we rest for a few ticks.
|
||||
if (m_NotFoundCooldown > 0)
|
||||
{
|
||||
m_NotFoundCooldown -= 1;
|
||||
return ePathFinderStatus::CALCULATING;
|
||||
}
|
||||
|
||||
// Tweak the destination. If something is wrong with the destination or the chunk, rest for a while.
|
||||
if (!EnsureProperDestination(a_Chunk))
|
||||
{
|
||||
m_NotFoundCooldown = 20;
|
||||
return ePathFinderStatus::PATH_NOT_FOUND;
|
||||
}
|
||||
|
||||
// Rest is over. Prepare m_Path by calling ResetPathFinding.
|
||||
if (m_NotFoundCooldown == 0)
|
||||
{
|
||||
m_NotFoundCooldown = -1;
|
||||
ResetPathFinding(a_Chunk);
|
||||
}
|
||||
|
||||
// If m_Path has not been initialized yet, initialize it.
|
||||
if (!m_Path.IsValid())
|
||||
{
|
||||
ResetPathFinding(a_Chunk);
|
||||
}
|
||||
|
||||
switch (m_Path.CalculationStep(a_Chunk))
|
||||
{
|
||||
case ePathFinderStatus::NEARBY_FOUND:
|
||||
{
|
||||
m_NoPathToTarget = true;
|
||||
m_PathDestination = m_Path.AcceptNearbyPath();
|
||||
if (a_DontCare)
|
||||
{
|
||||
m_FinalDestination = m_PathDestination;
|
||||
*a_Destination = m_FinalDestination; // Modify the mob's final destination because it doesn't care about reaching an exact spot
|
||||
}
|
||||
else
|
||||
{
|
||||
m_DeviationOrigin = m_FinalDestination; // This is the only case in which m_DeviationOrigin != m_PathDestination
|
||||
}
|
||||
return ePathFinderStatus::CALCULATING;
|
||||
// The next call will trigger the PATH_FOUND case
|
||||
}
|
||||
|
||||
case ePathFinderStatus::PATH_NOT_FOUND:
|
||||
{
|
||||
m_NotFoundCooldown = 20;
|
||||
return ePathFinderStatus::PATH_NOT_FOUND;
|
||||
}
|
||||
case ePathFinderStatus::CALCULATING:
|
||||
{
|
||||
return ePathFinderStatus::CALCULATING;
|
||||
}
|
||||
case ePathFinderStatus::PATH_FOUND:
|
||||
{
|
||||
m_GiveUpCounter -= 1;
|
||||
|
||||
if ((m_GiveUpCounter == 0) || PathIsTooOld())
|
||||
{
|
||||
ResetPathFinding(a_Chunk);
|
||||
return ePathFinderStatus::CALCULATING;
|
||||
}
|
||||
|
||||
if (m_Path.NoMoreWayPoints())
|
||||
{
|
||||
// We're always heading towards m_PathDestination.
|
||||
// If m_PathDestination is exactly m_FinalDestination, then we're about to reach the destination.
|
||||
if (m_PathDestination == m_FinalDestination)
|
||||
{
|
||||
*a_OutputWaypoint = m_FinalDestination;
|
||||
return ePathFinderStatus::PATH_FOUND;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise, we've finished our approximate path and time to recalc.
|
||||
ResetPathFinding(a_Chunk);
|
||||
return ePathFinderStatus::CALCULATING;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (m_Path.IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
|
||||
{
|
||||
// if the mob has just started or if the mob reached a waypoint, give them a new waypoint.
|
||||
m_WayPoint = m_Path.GetNextPoint();
|
||||
m_GiveUpCounter = 40;
|
||||
return ePathFinderStatus::PATH_FOUND;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise, the mob is still walking towards its waypoint, we'll patiently wait. We won't update m_WayPoint.
|
||||
*a_OutputWaypoint = m_WayPoint;
|
||||
return ePathFinderStatus::PATH_FOUND;
|
||||
}
|
||||
}
|
||||
#ifndef __clang__
|
||||
default:
|
||||
{
|
||||
return ePathFinderStatus::PATH_FOUND;
|
||||
// Fixes GCC warning: "control reaches end of non-void function".
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPathFinder::ResetPathFinding(cChunk &a_Chunk)
|
||||
{
|
||||
m_GiveUpCounter = 40;
|
||||
m_NoPathToTarget = false;
|
||||
m_PathDestination = m_FinalDestination;
|
||||
m_DeviationOrigin = m_PathDestination;
|
||||
m_Path = cPath(a_Chunk, m_Source, m_PathDestination, 20, m_Width, m_Height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPathFinder::EnsureProperDestination(cChunk & a_Chunk)
|
||||
{
|
||||
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
|
||||
BLOCKTYPE BlockType;
|
||||
NIBBLETYPE BlockMeta;
|
||||
|
||||
if ((Chunk == nullptr) || !Chunk->IsValid())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
|
||||
|
||||
// If destination in the air, first try to go 1 block north, or east, or west.
|
||||
// This fixes the player leaning issue.
|
||||
// If that failed, we instead go down to the lowest air block.
|
||||
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
|
||||
if (!cBlockInfo::IsSolid(BlockType))
|
||||
{
|
||||
bool InTheAir = true;
|
||||
int x, z;
|
||||
for (z = -1; z <= 1; ++z)
|
||||
{
|
||||
for (x = -1; x <= 1; ++x)
|
||||
{
|
||||
if ((x == 0) && (z == 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
|
||||
if ((Chunk == nullptr) || !Chunk->IsValid())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
|
||||
RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
|
||||
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
|
||||
if (cBlockInfo::IsSolid(BlockType))
|
||||
{
|
||||
m_FinalDestination.x += x;
|
||||
m_FinalDestination.z += z;
|
||||
InTheAir = false;
|
||||
goto breakBothLoops;
|
||||
}
|
||||
}
|
||||
}
|
||||
breakBothLoops:
|
||||
|
||||
// Go down to the lowest air block.
|
||||
if (InTheAir)
|
||||
{
|
||||
while (m_FinalDestination.y > 0)
|
||||
{
|
||||
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
|
||||
if (cBlockInfo::IsSolid(BlockType))
|
||||
{
|
||||
break;
|
||||
}
|
||||
m_FinalDestination.y -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If destination in water, go up to the highest water block.
|
||||
// If destination in solid, go up to first air block.
|
||||
bool InWater = false;
|
||||
while (m_FinalDestination.y < cChunkDef::Height)
|
||||
{
|
||||
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
|
||||
if (BlockType == E_BLOCK_STATIONARY_WATER)
|
||||
{
|
||||
InWater = true;
|
||||
}
|
||||
else if (cBlockInfo::IsSolid(BlockType))
|
||||
{
|
||||
InWater = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
m_FinalDestination.y += 1;
|
||||
}
|
||||
if (InWater)
|
||||
{
|
||||
m_FinalDestination.y -= 1;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPathFinder::PathIsTooOld() const
|
||||
{
|
||||
size_t acceptableDeviation = m_Path.WayPointsLeft() / 2;
|
||||
if (acceptableDeviation == 0)
|
||||
{
|
||||
acceptableDeviation = 1;
|
||||
}
|
||||
if ((m_FinalDestination - m_DeviationOrigin).SqrLength() > acceptableDeviation * acceptableDeviation)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
96
src/Mobs/PathFinder.h
Normal file
96
src/Mobs/PathFinder.h
Normal file
@ -0,0 +1,96 @@
|
||||
|
||||
#pragma once
|
||||
#include "Path.h"
|
||||
|
||||
#define WAYPOINT_RADIUS 0.5
|
||||
/*
|
||||
TODO DOXY style
|
||||
|
||||
This class wraps cPath.
|
||||
cPath is a "dumb device" - You give it point A and point B, and it returns a full path path.
|
||||
cPathFinder - You give it a constant stream of point A (where you are) and point B (where you want to go),
|
||||
and it tells you where to go next. It manages path recalculation internally, and is much more efficient that calling cPath every step.
|
||||
|
||||
*/
|
||||
|
||||
class cPathFinder
|
||||
{
|
||||
|
||||
public:
|
||||
/** Creates a cPathFinder instance. Each mob should have one cPathFinder throughout its lifetime.
|
||||
@param a_MobWidth The mob width.
|
||||
@param a_MobWidth The mob height.
|
||||
*/
|
||||
cPathFinder(double a_MobWidth, double a_MobHeight);
|
||||
|
||||
/** Updates the PathFinder's internal state and returns a waypoint.
|
||||
A waypoint is a coordinate which the mob can safely move to from its current position in a straight line.
|
||||
The mob is expected to call this function tick as long as it is following a path.
|
||||
@param a_Chunk The chunk in which the mob is currently at.
|
||||
@param a_Source The mob's position. a_Source's coordinates are expected to be within the chunk given in a_Chunk.
|
||||
@param a_Destination The position the mob would like to reach. If a_ExactPath is true, the PathFinder may modify this.
|
||||
@param a_OutputWaypoint An output parameter: The next waypoint to go to.
|
||||
@param a_DontCare If true, the mob doesn't care where to go, and the Pathfinder may modify a_Destination.
|
||||
This should usually be false. An exception is a wandering idle mob which doesn't care about its final destination.
|
||||
In the future, idle mobs shouldn't use A* at all.
|
||||
|
||||
Returns an ePathFinderStatus.
|
||||
ePathFinderStatus:CALCULATING - The PathFinder is still processing a path. Nothing was written to a_OutputWaypoint. The mob should probably not move.
|
||||
ePathFinderStatus:PATH_FOUND - The PathFinder has found a path to the target. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint.
|
||||
ePathFinderStatus:NEARBY_FOUND - The PathFinder did not find a destination to the target but did find a nearby spot. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint.
|
||||
ePathFinderStatus:PATH_NOT_FOUND - The PathFinder did not find a destination to the target. Nothing was written to a_OutputWaypoint. The mob should probably not move.
|
||||
|
||||
Note: Once NEARBY_FOUND is returned once, subsequent calls return PATH_FOUND. */
|
||||
ePathFinderStatus GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare = false);
|
||||
|
||||
private:
|
||||
|
||||
/** The width of the Mob which owns this PathFinder. */
|
||||
double m_Width;
|
||||
|
||||
/** The height of the Mob which owns this PathFinder. */
|
||||
double m_Height;
|
||||
|
||||
/** The current cPath instance we have. This is discarded and recreated when a path recalculation is needed. */
|
||||
cPath m_Path;
|
||||
|
||||
/** If 0, will give up reaching the next m_WayPoint and will recalculate path. */
|
||||
int m_GiveUpCounter;
|
||||
|
||||
/** Coordinates of the next position that should be reached. */
|
||||
Vector3d m_WayPoint;
|
||||
|
||||
/** Coordinates for where we should go. This is out ultimate, final destination. */
|
||||
Vector3d m_FinalDestination;
|
||||
|
||||
/** Coordinates for where we are practically going. */
|
||||
Vector3d m_PathDestination;
|
||||
|
||||
/** When FinalDestination is too far from this, we recalculate.
|
||||
This usually equals PathDestination. Except when m_NoPathToTarget is true. */
|
||||
Vector3d m_DeviationOrigin;
|
||||
|
||||
|
||||
/** Coordinates for where the mob is currently at. */
|
||||
Vector3d m_Source;
|
||||
|
||||
/** True if there's no path to target and we're walking to a nearby location instead. */
|
||||
bool m_NoPathToTarget;
|
||||
|
||||
/** When a path is not found, this cooldown prevents any recalculations for several ticks. */
|
||||
int m_NotFoundCooldown;
|
||||
|
||||
/** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air.
|
||||
Only the Y coordinate of m_FinalDestination might be changed by this call.
|
||||
1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column.
|
||||
2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column.
|
||||
3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water.
|
||||
Now either 1 or 2 is performed. */
|
||||
bool EnsureProperDestination(cChunk & a_Chunk);
|
||||
|
||||
/** Resets a pathfinding task, typically because m_FinalDestination has deviated too much from m_DeviationOrigin. */
|
||||
void ResetPathFinding(cChunk &a_Chunk);
|
||||
|
||||
/** Is the path too old and should be recalculated? When this is true ResetPathFinding() is called. */
|
||||
bool PathIsTooOld() const;
|
||||
};
|
@ -158,7 +158,7 @@ void cVillager::HandleFarmerPrepareFarmCrops()
|
||||
void cVillager::HandleFarmerTryHarvestCrops()
|
||||
{
|
||||
// Harvest the crops if the villager isn't moving and if the crops are closer then 2 blocks.
|
||||
if (!m_IsFollowingPath && (GetPosition() - m_CropsPos).Length() < 2)
|
||||
if (!m_PathfinderActivated && (GetPosition() - m_CropsPos).Length() < 2)
|
||||
{
|
||||
// Check if the blocks didn't change while the villager was walking to the coordinates.
|
||||
BLOCKTYPE CropBlock = m_World->GetBlock(m_CropsPos.x, m_CropsPos.y, m_CropsPos.z);
|
||||
|
Loading…
Reference in New Issue
Block a user