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(duplicate) AI - Livestock escape fixed, water jumping fixed

This commit is contained in:
wiseoldman95 2015-05-06 17:23:07 +03:00
parent bd73dcedd4
commit b8aa38b18d
3 changed files with 79 additions and 34 deletions

View File

@ -156,6 +156,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
if (m_Path == nullptr)
{
if (!EnsureProperDestination(a_Chunk))
{
StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
return false;
}
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
}
@ -199,10 +204,12 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (m_JumpCoolDown == 0)
{
// We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
if (IsOnGround() || IsSwimming())
if (
(IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) ||
(IsSwimming() && (m_GiveUpCounter < 15))
)
{
m_bOnGround = false;
m_JumpCoolDown = 20;
@ -252,6 +259,63 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z);
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
// If destination in the air, go down to the lowest air block.
while (m_FinalDestination.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, 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, 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;
}
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
@ -292,7 +356,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die
// The mob is dead, but we're still animating the "puff" they leave when they die.
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
@ -310,7 +374,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
// Process the undead burning in daylight
// Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
@ -1121,7 +1185,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}

View File

@ -203,8 +203,18 @@ protected:
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. */

View File

@ -54,31 +54,6 @@ cPath::cPath(
return;
}
// 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 - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = m_Destination.z - Chunk->GetPosZ() * cChunkDef::Width;
bool inwater = false;
for (;;)
{
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;