commit
adba982257
@ -247,7 +247,6 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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if (a_Attacker != nullptr)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
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Heading.y = 1.6;
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}
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TDI.Knockback = Heading * a_KnockbackAmount;
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@ -122,7 +122,7 @@ public:
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double GetEyeHeight(void) const; // tolua_export
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Vector3d GetEyePosition(void) const; // tolua_export
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virtual bool IsOnGround(void) const override { return m_bTouchGround; }
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inline double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
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inline double GetStance(void) const { return m_Stance; } // tolua_export
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inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
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inline const cInventory & GetInventory(void) const { return m_Inventory; }
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@ -75,10 +75,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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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_PathStatus(ePathFinderStatus::PATH_NOT_FOUND)
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, m_IsFollowingPath(false)
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, m_GiveUpCounter(0)
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, m_bMovingToDestination(false)
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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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@ -122,67 +120,125 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
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void cMonster::TickPathFinding(cChunk & a_Chunk)
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bool cMonster::TickPathFinding(cChunk & a_Chunk)
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{
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if (!m_IsFollowingPath)
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{
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return false;
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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_Path == nullptr)
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{
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Vector3d position = GetPosition();
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Vector3d Dest = m_FinalDestination;
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// Can someone explain why are these two NOT THE SAME???
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// m_Path = new cPath(GetWorld(), GetPosition(), m_FinalDestination, 30);
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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);
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m_IsFollowingPath = false;
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m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_FinalDestination.Floor(), 20);
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}
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m_PathStatus = m_Path->Step(a_Chunk);
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switch (m_PathStatus)
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{
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switch (m_Path->Step(a_Chunk))
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{
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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ResetPathFinding();
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StopMovingToPosition(); // Give up pathfinding to that destination
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break;
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}
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case ePathFinderStatus::CALCULATING:
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{
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m_Destination = GetPosition();
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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 (ReachedDestination() || !m_IsFollowingPath)
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if (--m_GiveUpCounter == 0)
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{
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m_Destination = m_Path->GetNextPoint();
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m_IsFollowingPath = true;
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m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_Dest.
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ResetPathFinding(); // Try to calculate a path again
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return false;
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}
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if (m_Path->IsLastPoint())
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else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedDestination())) // Have we arrived at the next cell, as denoted by m_Destination?
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{
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ResetPathFinding();
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m_Destination = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
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m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_Destination.
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}
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break;
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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_JumpCoolDown == 0)
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{
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// We're not moving and waypoint is above us, it means we are hitting something and we should jump.
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if ((GetSpeedX() < 0.1) && (GetSpeedY() < 0.1) && DoesPosYRequireJump(FloorC(m_Destination.y)))
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{
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if (IsOnGround() || IsSwimming())
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{
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m_bOnGround = false;
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m_JumpCoolDown = 20;
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// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
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AddPosY(1.6); // Jump!!
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SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed.
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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.
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}
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}
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}
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else
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{
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--m_JumpCoolDown;
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}
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Vector3d Distance = m_Destination - GetPosition();
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if ((Distance.x != 0) || (Distance.z != 0))
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{
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Distance.y = 0;
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Distance.Normalize();
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if (m_bOnGround)
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{
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Distance *= 2.5f;
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}
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else if (IsSwimming())
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{
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Distance *= 1.3f;
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}
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else
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{
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// Don't let the mob move too much if he's falling.
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Distance *= 0.25f;
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}
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// Apply walk speed:
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Distance *= m_RelativeWalkSpeed;
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/* Reduced default speed.
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Close to Vanilla, easier for mobs to follow m_Destinations, hence
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better pathfinding. */
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Distance *= 0.5;
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AddSpeedX(Distance.x);
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AddSpeedZ(Distance.z);
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}
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}
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/* Currently, the mob will only start moving to a new position after the position it is
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currently going to is reached. */
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void cMonster::MoveToPosition(const Vector3d & a_Position)
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{
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m_FinalDestination = a_Position;
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m_bMovingToDestination = true;
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if ((m_FinalDestination - a_Position).Length() > 0.25)
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{
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ResetPathFinding();
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m_FinalDestination = a_Position;
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m_IsFollowingPath = true;
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}
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}
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@ -191,7 +247,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
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void cMonster::StopMovingToPosition()
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{
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m_bMovingToDestination = false;
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m_IsFollowingPath = false;
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ResetPathFinding();
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}
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@ -199,24 +255,12 @@ void cMonster::StopMovingToPosition()
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bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
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{
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return (std::find(m_TraversedCoordinates.begin(), m_TraversedCoordinates.end(), a_Coords) != m_TraversedCoordinates.end());
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}
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/* No one should call this except the pathfinder orthe monster tick or StopMovingToPosition.
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Resets the pathfinder, usually starting a brand new path, unless called from StopMovingToPosition. */
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void cMonster::ResetPathFinding(void)
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{
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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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@ -224,34 +268,6 @@ void cMonster::ResetPathFinding(void)
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bool cMonster::ReachedDestination()
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{
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if ((m_Destination - GetPosition()).Length() < 0.5f)
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{
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return true;
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}
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return false;
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}
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bool cMonster::ReachedFinalDestination()
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{
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if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
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{
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return true;
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}
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return false;
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}
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void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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@ -277,84 +293,19 @@ 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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// Burning in daylight
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bool WouldBurnRightNow = WouldBurnAt(GetPosition(), *Chunk); // cached so that we use it twice, spares some cycles.
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HandleDaylightBurning(*Chunk, WouldBurnRightNow);
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if (m_bMovingToDestination)
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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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{
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if (m_bOnGround)
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{
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if (m_JumpCoolDown == 0)
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{
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if (DoesPosYRequireJump(static_cast<int>(floor(m_Destination.y))))
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{
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m_bOnGround = false;
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m_JumpCoolDown = 20;
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// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
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AddPosY(1.6); // Jump!!
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SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed.
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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.
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}
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}
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else
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{
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--m_JumpCoolDown;
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}
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}
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TickPathFinding(a_Chunk);
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Vector3d Distance = m_Destination - GetPosition();
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if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
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{
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if (--m_GiveUpCounter == 0)
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{
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ResetPathFinding(); // Not to be confused with StopMovingToPosition, this just discards the current path and calculates another.
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}
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else if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk) && !WouldBurnRightNow && (m_TicksSinceLastDamaged == 100))
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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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Distance.y = 0;
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Distance.Normalize();
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if (m_bOnGround)
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{
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Distance *= 2.5f;
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}
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else if (IsSwimming())
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{
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Distance *= 1.3f;
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}
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else
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{
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// Don't let the mob move too much if he's falling.
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Distance *= 0.25f;
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}
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// Apply walk speed:
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Distance *= m_RelativeWalkSpeed;
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/* Reduced default speed.
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Close to Vanilla, easier for mobs to follow m_Destinations, hence
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better pathfinding. */
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Distance *= 0.5;
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AddSpeedX(Distance.x);
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AddSpeedZ(Distance.z);
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}
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}
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else if (ReachedFinalDestination())
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if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk->GetNeighborChunk(FloorC(m_Destination.x), FloorC(m_Destination.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
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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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MoveToWayPoint(*Chunk);
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}
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}
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SetPitchAndYawFromDestination();
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@ -379,12 +330,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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InStateEscaping(a_Dt);
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break;
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}
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case ATTACKING: break;
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} // switch (m_EMState)
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BroadcastMovementUpdate();
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}
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}
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@ -397,32 +347,29 @@ void cMonster::SetPitchAndYawFromDestination()
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{
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if (m_Target->IsPlayer())
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{
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FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
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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 = GetHeight();
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FinalDestination.y = m_Target->GetPosY() + GetHeight();
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}
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}
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Vector3d Distance = FinalDestination - GetPosition();
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if (Distance.SqrLength() > 0.1f)
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{
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{
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
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SetHeadYaw(Rotation);
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SetPitch(-Pitch);
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}
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
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SetHeadYaw(Rotation);
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SetPitch(-Pitch);
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}
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{
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Vector3d BodyDistance = m_Destination - GetPosition();
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
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SetYaw(Rotation);
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}
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{
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Vector3d BodyDistance = m_Destination - GetPosition();
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double Rotation, Pitch;
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BodyDistance.Normalize();
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VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
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SetYaw(Rotation);
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}
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}
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@ -662,7 +609,7 @@ void cMonster::EventLosePlayer(void)
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void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
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{
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if (m_bMovingToDestination)
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if (m_IsFollowingPath)
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{
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return; // Still getting there
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}
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@ -682,14 +629,8 @@ void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
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if ((Dist.SqrLength() > 2) && (rem >= 3))
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{
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Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
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int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
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if (IsNextYPosReachable(NextHeight))
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{
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Destination.y = NextHeight;
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MoveToPosition(Destination);
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}
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Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
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MoveToPosition(Destination);
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}
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}
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}
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@ -61,9 +61,9 @@ public:
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virtual void OnRightClicked(cPlayer & a_Player) override;
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/** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly
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Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
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virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
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virtual void StopMovingToPosition();
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virtual bool ReachedDestination(void);
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// tolua_begin
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eMonsterType GetMobType(void) const { return m_MobType; }
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@ -160,24 +160,21 @@ public:
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protected:
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/* ======= PATHFINDING ======= */
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/** A pointer to the entity this mobile is aiming to reach */
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cEntity * m_Target;
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cPath * m_Path; // TODO unique ptr
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ePathFinderStatus m_PathStatus;
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bool m_IsFollowingPath;
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/* If 0, will give up reaching the next m_Dest and will re-compute path. */
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int m_GiveUpCounter;
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/** Coordinates of the next position that should be reached */
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Vector3d m_Destination;
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/** Coordinates for the ultimate, final destination. */
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Vector3d m_FinalDestination;
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/** Returns if the ultimate, final destination has been reached */
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bool ReachedFinalDestination(void);
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/** Stores if mobile is currently moving towards the ultimate, final destination */
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bool m_bMovingToDestination;
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bool m_IsFollowingPath;
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/* If 0, will give up reaching the next m_Destination and will re-compute path. */
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int m_GiveUpCounter;
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/** Coordinates of the next position that should be reached */
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Vector3d m_Destination;
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/** Coordinates for the ultimate, final destination. */
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Vector3d m_FinalDestination;
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/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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@ -185,42 +182,41 @@ protected:
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If no suitable position is found, returns cChunkDef::Height. */
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int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
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/** Returns if a monster can actually reach a given height by jumping or walking */
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inline bool IsNextYPosReachable(int a_PosY)
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{
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return (
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(a_PosY <= POSY_TOINT) ||
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DoesPosYRequireJump(a_PosY)
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);
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}
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/** 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;
|
||||
|
||||
|
@ -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 == nullptr) || (!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;
|
||||
}
|
||||
|
@ -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()!
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user