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Entity improvements

•Pathfinder improvements
•Fixes #1217
•Fixes #1933

Merge remote-tracking branch 'SafwatHalaby/water2' into fixes
This commit is contained in:
Tiger Wang 2015-05-03 18:56:37 +01:00
parent f96f9dae66
commit a509cf00ef
8 changed files with 236 additions and 277 deletions

View File

@ -247,7 +247,6 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
if (a_Attacker != nullptr)
{
Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
Heading.y = 1.6;
}
TDI.Knockback = Heading * a_KnockbackAmount;

View File

@ -122,7 +122,7 @@ public:
double GetEyeHeight(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // tolua_export
virtual bool IsOnGround(void) const override { return m_bTouchGround; }
inline double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
inline double GetStance(void) const { return m_Stance; } // tolua_export
inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
inline const cInventory & GetInventory(void) const { return m_Inventory; }

View File

@ -75,10 +75,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_EMPersonality(AGGRESSIVE)
, m_Target(nullptr)
, m_Path(nullptr)
, m_PathStatus(ePathFinderStatus::PATH_NOT_FOUND)
, m_IsFollowingPath(false)
, m_GiveUpCounter(0)
, m_bMovingToDestination(false)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@ -122,67 +120,125 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
void cMonster::TickPathFinding(cChunk & a_Chunk)
bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (!m_IsFollowingPath)
{
return false;
}
if (ReachedFinalDestination())
{
StopMovingToPosition();
return false;
}
if (m_Path == nullptr)
{
Vector3d position = GetPosition();
Vector3d Dest = m_FinalDestination;
// Can someone explain why are these two NOT THE SAME???
// m_Path = new cPath(GetWorld(), GetPosition(), m_FinalDestination, 30);
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_Path = new cPath(a_Chunk, GetPosition().Floor(), m_FinalDestination.Floor(), 20);
}
m_PathStatus = m_Path->Step(a_Chunk);
switch (m_PathStatus)
{
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::PATH_NOT_FOUND:
{
ResetPathFinding();
StopMovingToPosition(); // Give up pathfinding to that destination
break;
}
case ePathFinderStatus::CALCULATING:
{
m_Destination = GetPosition();
// Pathfinder needs more time
break;
}
case ePathFinderStatus::PATH_FOUND:
{
if (ReachedDestination() || !m_IsFollowingPath)
if (--m_GiveUpCounter == 0)
{
m_Destination = m_Path->GetNextPoint();
m_IsFollowingPath = true;
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_Dest.
ResetPathFinding(); // Try to calculate a path again
return false;
}
if (m_Path->IsLastPoint())
else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedDestination())) // Have we arrived at the next cell, as denoted by m_Destination?
{
ResetPathFinding();
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.
}
break;
return true;
}
}
return false;
}
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)))
{
if (IsOnGround() || IsSwimming())
{
m_bOnGround = false;
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.
}
}
}
else
{
--m_JumpCoolDown;
}
Vector3d Distance = m_Destination - GetPosition();
if ((Distance.x != 0) || (Distance.z != 0))
{
Distance.y = 0;
Distance.Normalize();
if (m_bOnGround)
{
Distance *= 2.5f;
}
else if (IsSwimming())
{
Distance *= 1.3f;
}
else
{
// Don't let the mob move too much if he's falling.
Distance *= 0.25f;
}
// Apply walk speed:
Distance *= m_RelativeWalkSpeed;
/* Reduced default speed.
Close to Vanilla, easier for mobs to follow m_Destinations, hence
better pathfinding. */
Distance *= 0.5;
AddSpeedX(Distance.x);
AddSpeedZ(Distance.z);
}
}
/* Currently, the mob will only start moving to a new position after the position it is
currently going to is reached. */
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
m_bMovingToDestination = true;
if ((m_FinalDestination - a_Position).Length() > 0.25)
{
ResetPathFinding();
m_FinalDestination = a_Position;
m_IsFollowingPath = true;
}
}
@ -191,7 +247,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_bMovingToDestination = false;
m_IsFollowingPath = false;
ResetPathFinding();
}
@ -199,24 +255,12 @@ void cMonster::StopMovingToPosition()
bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
{
return (std::find(m_TraversedCoordinates.begin(), m_TraversedCoordinates.end(), a_Coords) != m_TraversedCoordinates.end());
}
/* No one should call this except the pathfinder orthe monster tick or StopMovingToPosition.
Resets the pathfinder, usually starting a brand new path, unless called from StopMovingToPosition. */
void cMonster::ResetPathFinding(void)
{
if (m_Path != nullptr)
{
delete m_Path;
m_Path = nullptr;
}
}
@ -224,34 +268,6 @@ void cMonster::ResetPathFinding(void)
bool cMonster::ReachedDestination()
{
if ((m_Destination - GetPosition()).Length() < 0.5f)
{
return true;
}
return false;
}
bool cMonster::ReachedFinalDestination()
{
if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
{
return true;
}
return false;
}
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
@ -277,84 +293,19 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
// Burning in daylight
bool WouldBurnRightNow = WouldBurnAt(GetPosition(), *Chunk); // cached so that we use it twice, spares some cycles.
HandleDaylightBurning(*Chunk, WouldBurnRightNow);
if (m_bMovingToDestination)
// Process the undead burning in daylight
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
if (m_bOnGround)
{
if (m_JumpCoolDown == 0)
{
if (DoesPosYRequireJump(static_cast<int>(floor(m_Destination.y))))
{
m_bOnGround = false;
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.
}
}
else
{
--m_JumpCoolDown;
}
}
TickPathFinding(a_Chunk);
Vector3d Distance = m_Destination - GetPosition();
if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
if (--m_GiveUpCounter == 0)
{
ResetPathFinding(); // Not to be confused with StopMovingToPosition, this just discards the current path and calculates another.
}
else if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk) && !WouldBurnRightNow && (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();
}
else
{
Distance.y = 0;
Distance.Normalize();
if (m_bOnGround)
{
Distance *= 2.5f;
}
else if (IsSwimming())
{
Distance *= 1.3f;
}
else
{
// Don't let the mob move too much if he's falling.
Distance *= 0.25f;
}
// Apply walk speed:
Distance *= m_RelativeWalkSpeed;
/* Reduced default speed.
Close to Vanilla, easier for mobs to follow m_Destinations, hence
better pathfinding. */
Distance *= 0.5;
AddSpeedX(Distance.x);
AddSpeedZ(Distance.z);
}
}
else if (ReachedFinalDestination())
if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk->GetNeighborChunk(FloorC(m_Destination.x), FloorC(m_Destination.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();
}
else
{
MoveToWayPoint(*Chunk);
}
}
SetPitchAndYawFromDestination();
@ -379,12 +330,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
InStateEscaping(a_Dt);
break;
}
case ATTACKING: break;
} // switch (m_EMState)
BroadcastMovementUpdate();
}
}
@ -397,32 +347,29 @@ void cMonster::SetPitchAndYawFromDestination()
{
if (m_Target->IsPlayer())
{
FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
}
else
{
FinalDestination.y = GetHeight();
FinalDestination.y = m_Target->GetPosY() + GetHeight();
}
}
Vector3d Distance = FinalDestination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
{
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
SetHeadYaw(Rotation);
SetPitch(-Pitch);
}
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
SetHeadYaw(Rotation);
SetPitch(-Pitch);
}
{
Vector3d BodyDistance = m_Destination - GetPosition();
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
SetYaw(Rotation);
}
{
Vector3d BodyDistance = m_Destination - GetPosition();
double Rotation, Pitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
SetYaw(Rotation);
}
}
@ -662,7 +609,7 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
if (m_bMovingToDestination)
if (m_IsFollowingPath)
{
return; // Still getting there
}
@ -682,14 +629,8 @@ void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
if (IsNextYPosReachable(NextHeight))
{
Destination.y = NextHeight;
MoveToPosition(Destination);
}
Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
MoveToPosition(Destination);
}
}
}

View File

@ -61,9 +61,9 @@ public:
virtual void OnRightClicked(cPlayer & a_Player) override;
/** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly
Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
virtual void StopMovingToPosition();
virtual bool ReachedDestination(void);
// tolua_begin
eMonsterType GetMobType(void) const { return m_MobType; }
@ -160,24 +160,21 @@ public:
protected:
/* ======= PATHFINDING ======= */
/** A pointer to the entity this mobile is aiming to reach */
cEntity * m_Target;
cPath * m_Path; // TODO unique ptr
ePathFinderStatus m_PathStatus;
bool m_IsFollowingPath;
/* If 0, will give up reaching the next m_Dest and will re-compute path. */
int m_GiveUpCounter;
/** Coordinates of the next position that should be reached */
Vector3d m_Destination;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Returns if the ultimate, final destination has been reached */
bool ReachedFinalDestination(void);
/** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_bMovingToDestination;
bool m_IsFollowingPath;
/* If 0, will give up reaching the next m_Destination and will re-compute path. */
int m_GiveUpCounter;
/** Coordinates of the next position that should be reached */
Vector3d m_Destination;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** 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
@ -185,42 +182,41 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if a monster can actually reach a given height by jumping or walking */
inline bool IsNextYPosReachable(int a_PosY)
{
return (
(a_PosY <= POSY_TOINT) ||
DoesPosYRequireJump(a_PosY)
);
}
/** 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 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));
}
/** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
std::vector<Vector3i> m_TraversedCoordinates;
/** Returns if coordinate is in the traversed list */
bool IsCoordinateInTraversedList(Vector3i a_Coords);
/** Finds the next place to go by calculating a path and setting the m_Destination 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
*/
bool TickPathFinding(cChunk & a_Chunk);
void MoveToWayPoint(cChunk & a_Chunk);
/** 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(cChunk & a_Chunk);
/** Finishes a pathfinding task, be it due to failure or something else */
/** 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 */
void StopMovingToPosition();
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
void SetPitchAndYawFromDestination(void);
/* =========================== */
/* ========= FALLING ========= */
virtual void HandleFalling(void);
int m_LastGroundHeight;
int m_JumpCoolDown;
/* =========================== */
std::chrono::milliseconds m_IdleInterval;
std::chrono::milliseconds m_DestroyTimer;

View File

@ -7,13 +7,13 @@
#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 5 // Higher means more CPU load but faster path calculations.
#define CALCULATIONS_PER_STEP 60 // Higher means more CPU load but faster path calculations.
// The only version which guarantees the shortest path is 0, 0.
enum class eCellStatus {OPENLIST, CLOSEDLIST, NOLIST};
struct cPathCell
{
Vector3d m_Location; // Location of the cell in the world.
Vector3i m_Location; // Location of the cell in the world.
int m_F, m_G, m_H; // F, G, H as defined in regular A*.
eCellStatus m_Status; // Which list is the cell in? Either non, open, or closed.
cPathCell * m_Parent; // Cell's parent, as defined in regular A*.
@ -36,28 +36,51 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */
cPath::cPath(
cChunk & a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
)
) :
m_Destination(a_EndingPoint.Floor()),
m_Source(a_StartingPoint.Floor()),
m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
m_Chunk(&a_Chunk)
{
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
m_Chunk = &a_Chunk;
m_Source = a_StartingPoint.Floor();
m_Destination = a_EndingPoint.Floor();
if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
{
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
return;
}
m_Status = ePathFinderStatus::CALCULATING;
// If destination in water, set water surface as destination.
cChunk * Chunk = m_Chunk->GetNeighborChunk(m_Destination.x, m_Destination.z);
if ((Chunk != nullptr) && Chunk->IsValid())
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = m_Destination.x - m_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = m_Destination.z - m_Chunk->GetPosZ() * cChunkDef::Width;
bool inwater = false;
for (;;)
{
m_Chunk->GetBlockTypeMeta(RelX, m_Destination.y, RelZ, BlockType, BlockMeta);
if (BlockType != E_BLOCK_STATIONARY_WATER)
{
break;
}
inwater = true;
m_Destination+=Vector3d(0, 1, 0);
}
if (inwater)
{
m_Destination+=Vector3d(0, -1, 0);
}
}
m_Status = ePathFinderStatus::CALCULATING;
m_StepsLeft = a_MaxSteps;
m_PointCount = 0;
ProcessCell(GetCell(a_StartingPoint), nullptr, 0);
m_Chunk = nullptr;
@ -82,6 +105,7 @@ cPath::~cPath()
ePathFinderStatus cPath::Step(cChunk & a_Chunk)
{
m_Chunk = &a_Chunk;
if (m_Status != ePathFinderStatus::CALCULATING)
{
return m_Status;
@ -103,6 +127,7 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk)
}
}
}
m_Chunk = nullptr;
return m_Status;
}
@ -111,23 +136,32 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk)
bool cPath::IsSolid(const Vector3d & a_Location)
bool cPath::IsSolid(const Vector3i & a_Location)
{
ASSERT(m_Chunk != nullptr);
m_Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
if (!m_Chunk->IsValid())
auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return true;
}
m_Chunk = Chunk;
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.
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.
}
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
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.
}
return cBlockInfo::IsSolid(BlockType);
}
@ -152,11 +186,10 @@ bool cPath::Step_Internal()
{
do
{
AddPoint(CurrentCell->m_Location + Vector3d(0.5, 0, 0.5)); // Populate the cPath with points.
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points.
CurrentCell = CurrentCell->m_Parent;
} while (CurrentCell != nullptr);
m_CurrentPoint = -1;
FinishCalculation(ePathFinderStatus::PATH_FOUND);
return true;
}
@ -167,10 +200,10 @@ bool cPath::Step_Internal()
int i;
for (i = -1; i <= 1; ++i)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3d(1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3d(-1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3d(0, i, 1), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3d(0, i, -1), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10);
}
// Check diagonals on mob's height only.
@ -180,18 +213,17 @@ bool cPath::Step_Internal()
for (z = -1; z <= 1; z += 2)
{
// This condition prevents diagonal corner cutting.
if (!GetCell(CurrentCell->m_Location + Vector3d(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3d(0, 0, z))->m_IsSolid)
if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid)
{
// This prevents falling of "sharp turns" e.g. a 1x1x20 rectangle in the air which breaks in a right angle suddenly.
if (GetCell(CurrentCell->m_Location + Vector3d(x, -1, 0))->m_IsSolid && GetCell(CurrentCell->m_Location + Vector3d(0, -1, z))->m_IsSolid)
if (GetCell(CurrentCell->m_Location + Vector3i(x, -1, 0))->m_IsSolid && GetCell(CurrentCell->m_Location + Vector3i(0, -1, z))->m_IsSolid)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3d(x, 0, z), CurrentCell, 14); // 14 is a good enough approximation of sqrt(10 + 10).
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 0, z), CurrentCell, 14); // 14 is a good enough approximation of sqrt(10 + 10).
}
}
}
}
return false;
}
@ -257,10 +289,10 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu
void cPath::ProcessIfWalkable(const Vector3d & a_Location, cPathCell * a_Parent, int a_Cost)
void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
{
cPathCell * cell = GetCell(a_Location);
if (!cell->m_IsSolid && GetCell(a_Location + Vector3d(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3d(0, 1, 0))->m_IsSolid)
cPathCell * cell = GetCell(a_Location);
if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid)
{
ProcessCell(cell, a_Parent, a_Cost);
}
@ -298,7 +330,7 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta)
a_Cell->m_H = 10 * (abs(a_Cell->m_Location.x-m_Destination.x) + abs(a_Cell->m_Location.y-m_Destination.y) + abs(a_Cell->m_Location.z-m_Destination.z));
#else
// Euclidian distance. sqrt(DeltaX^2 + DeltaY^2 + DeltaZ^2), more precise.
a_Cell->m_H = std::sqrt((a_Cell->m_Location.x - m_Destination.x) * (a_Cell->m_Location.x - m_Destination.x) * 100 + (a_Cell->m_Location.y - m_Destination.y) * (a_Cell->m_Location.y - m_Destination.y) * 100 + (a_Cell->m_Location.z - m_Destination.z) * (a_Cell->m_Location.z - m_Destination.z) * 100);
a_Cell->m_H = static_cast<decltype(a_Cell->m_H)>((a_Cell->m_Location - m_Destination).Length() * 10);
#endif
#if HEURISTICS_ONLY == 1
@ -326,7 +358,7 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta)
cPathCell * cPath::GetCell(const Vector3d & a_Location)
cPathCell * cPath::GetCell(const Vector3i & a_Location)
{
// Create the cell in the hash table if it's not already there.
cPathCell * Cell;
@ -349,14 +381,3 @@ cPathCell * cPath::GetCell(const Vector3d & a_Location)
return m_Map[a_Location];
}
}
// Add the next point in the final path.
void cPath::AddPoint(Vector3d a_Vector)
{
m_PathPoints.push_back(a_Vector);
++m_PointCount;
}

View File

@ -53,7 +53,7 @@ public:
@param a_MaxSteps The maximum steps before giving up. */
cPath(
cChunk & a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2,
int a_MaxUp = 1, int a_MaxDown = 1
);
@ -66,35 +66,39 @@ public:
/* Point retrieval functions, inlined for performance. */
/** Returns the next point in the path. */
inline Vector3d GetNextPoint()
inline Vector3i GetNextPoint()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
return m_PathPoints[m_PointCount - 1 - (++m_CurrentPoint)];
return m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)];
}
/** Checks whether this is the last point or not. Never call getnextPoint when this is true. */
inline bool IsLastPoint()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
ASSERT(m_CurrentPoint != -1); // You must call getFirstPoint at least once before calling this.
return (m_CurrentPoint == m_PointCount - 1);
return (m_CurrentPoint == m_PathPoints.size() - 1);
}
/** Get the point at a_index. Remark: Internally, the indexes are reversed. */
inline Vector3d GetPoint(int a_index)
inline bool IsFirstPoint()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
ASSERT(a_index < m_PointCount);
return m_PathPoints[m_PointCount - 1 - a_index];
return (m_CurrentPoint == 0);
}
/** Get the point at a_index. Remark: Internally, the indexes are reversed. */
inline Vector3i GetPoint(size_t a_index)
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
ASSERT(a_index < m_PathPoints.size());
return m_PathPoints[m_PathPoints.size() - 1 - a_index];
}
/** Returns the total number of points this path has. */
inline int GetPointCount()
{
ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
return m_PointCount;
return m_PathPoints.size();
}
struct VectorHasher
{
std::size_t operator()(const Vector3d & a_Vector) const
std::size_t operator()(const Vector3i & a_Vector) const
{
// Guaranteed to have no hash collisions for any 128x128x128 area. Suitable for pathfinding.
int32_t t = 0;
@ -110,7 +114,7 @@ public:
private:
/* General */
bool IsSolid(const Vector3d & a_Location); // Query our hosting world and ask it if there's a solid at a_location.
bool IsSolid(const Vector3i & a_Location); // Query our hosting world and ask it if there's a solid at a_location.
bool Step_Internal(); // The public version just calls this version * CALCULATIONS_PER_CALL times.
void FinishCalculation(); // Clears the memory used for calculating the path.
void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
@ -118,27 +122,25 @@ private:
/* Openlist and closedlist management */
void OpenListAdd(cPathCell * a_Cell);
cPathCell * OpenListPop();
void ProcessIfWalkable(const Vector3d &a_Location, cPathCell * a_Parent, int a_Cost);
void ProcessIfWalkable(const Vector3i &a_Location, cPathCell * a_Parent, int a_Cost);
/* Map management */
void ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta);
cPathCell * GetCell(const Vector3d & a_location);
cPathCell * GetCell(const Vector3i & a_location);
/* Pathfinding fields */
std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList;
std::unordered_map<Vector3d, cPathCell *, VectorHasher> m_Map;
Vector3d m_Destination;
Vector3d m_Source;
std::unordered_map<Vector3i, cPathCell *, VectorHasher> m_Map;
Vector3i m_Destination;
Vector3i m_Source;
int m_StepsLeft;
/* Control fields */
ePathFinderStatus m_Status;
/* Final path fields */
int m_PointCount;
int m_CurrentPoint;
std::vector<Vector3d> m_PathPoints;
void AddPoint(Vector3d a_Vector);
size_t m_CurrentPoint;
std::vector<Vector3i> m_PathPoints;
/* Interfacing with the world */
cChunk * m_Chunk; // Only valid inside Step()!

View File

@ -156,7 +156,7 @@ 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_bMovingToDestination && (GetPosition() - m_CropsPos).Length() < 2)
if (!m_IsFollowingPath && (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);

View File

@ -2310,7 +2310,7 @@ void cProtocol180::HandlePacketPlayerPos(cByteBuffer & a_ByteBuffer)
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosY);
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosZ);
HANDLE_READ(a_ByteBuffer, ReadBool, bool, IsOnGround);
m_Client->HandlePlayerPos(PosX, PosY, PosZ, PosY + 1.62, IsOnGround);
m_Client->HandlePlayerPos(PosX, PosY, PosZ, PosY + (m_Client->GetPlayer()->IsCrouched() ? 1.54 : 1.62), IsOnGround);
}