Fixed a position bug in the pathfinder
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3e0af6ca36
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baf3a07804
@ -76,8 +76,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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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_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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@ -124,15 +124,10 @@ 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_IsFollowingPath)
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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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@ -140,26 +135,6 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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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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@ -167,21 +142,17 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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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_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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m_GiveUpCounter = 40;
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m_Path = new cPath(a_Chunk, GetPosition(), m_FinalDestination, 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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m_FinalDestination = 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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@ -195,9 +166,10 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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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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if ((--m_GiveUpCounter) == 0)
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{
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if (m_EMState == ATTACKING)
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// Failed to reach a waypoint - that's a failure condition whichever point we're at
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if (m_EMState == CHASING)
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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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@ -216,10 +188,8 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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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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@ -389,8 +359,8 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
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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_IsFollowingPath = true;
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m_FinalDestination = a_Position;
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m_PathfinderActivated = true;
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}
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@ -399,7 +369,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
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void cMonster::StopMovingToPosition()
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{
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m_IsFollowingPath = false;
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m_PathfinderActivated = false;
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ResetPathFinding();
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}
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@ -409,7 +379,7 @@ void cMonster::StopMovingToPosition()
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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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@ -173,9 +173,11 @@ protected:
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/** Stores if mobile is currently moving towards the ultimate, final destination */
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bool m_IsFollowingPath;
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/** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
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bool m_PathfinderActivated;
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/* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */
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int m_GiveUpCounter;
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int m_TicksSinceLastPathReset;
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/** Coordinates of the next position that should be reached */
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Vector3d m_NextWayPointPosition;
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@ -183,16 +185,6 @@ protected:
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/** Coordinates for the ultimate, final destination. */
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Vector3d m_FinalDestination;
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/** Coordinates for the ultimate, final destination last given to the pathfinder. */
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Vector3d m_PathFinderDestination;
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/** True if there's no path to target and we're walking to an approximated location. */
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bool m_NoPathToTarget;
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/** Whether The mob has finished their path, note that this does not imply reaching the destination,
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the destination may sometimes differ from the current path. */
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bool m_NoMoreWayPoints;
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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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If current Y is solid, goes up to find first nonsolid block, and returns that.
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@ -17,9 +17,6 @@
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bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
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{
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return a_Cell1->m_F > a_Cell2->m_F;
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@ -36,7 +33,7 @@ cPath::cPath(
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double a_BoundingBoxWidth, double a_BoundingBoxHeight,
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int a_MaxUp, int a_MaxDown
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) :
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m_StepsLeft(a_MaxSteps),
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m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
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m_Chunk(&a_Chunk),
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m_BadChunkFound(false)
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@ -67,22 +64,8 @@ cPath::cPath(
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m_NearestPointToTarget = GetCell(m_Source);
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m_Status = ePathFinderStatus::CALCULATING;
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m_StepsLeft = a_MaxSteps;
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ProcessCell(GetCell(a_StartingPoint), nullptr, 0);
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m_Chunk = nullptr;
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}
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cPath::~cPath()
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{
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if (m_Status == ePathFinderStatus::CALCULATING)
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{
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FinishCalculation();
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}
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ProcessCell(GetCell(m_Source), nullptr, 0);
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}
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@ -113,7 +96,7 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk)
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int i;
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for (i = 0; i < CALCULATIONS_PER_STEP; ++i)
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{
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if (Step_Internal()) // Step_Internal returns true when no more calculation is needed.
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if (StepOnce()) // StepOnce returns true when no more calculation is needed.
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{
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break; // if we're here, m_Status must have changed either to PATH_FOUND or PATH_NOT_FOUND.
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}
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@ -179,7 +162,7 @@ bool cPath::IsSolid(const Vector3i & a_Location)
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bool cPath::Step_Internal()
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bool cPath::StepOnce()
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{
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cPathCell * CurrentCell = OpenListPop();
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@ -72,10 +72,7 @@ public:
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double a_BoundingBoxWidth, double a_BoundingBoxHeight,
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int a_MaxUp = 1, int a_MaxDown = 1
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);
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/** Destroys the path and frees its memory. */
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~cPath();
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/** Performs part of the path calculation and returns the appropriate status.
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If NEARBY_FOUND is returned, it means that the destination is not reachable, but a nearby destination
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is reachable. If the user likes the alternative destination, they can call AcceptNearbyPath to treat the path as found,
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@ -99,45 +96,27 @@ public:
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/** Checks whether this is the last point or not. Never call getnextPoint when this is true. */
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inline bool IsLastPoint()
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inline bool IsLastPoint() const
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{
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ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
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return (m_CurrentPoint == m_PathPoints.size() - 1);
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}
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inline bool IsFirstPoint()
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inline bool IsFirstPoint() const
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{
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ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
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return (m_CurrentPoint == 0);
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}
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/** Get the point at a_index. Remark: Internally, the indexes are reversed. */
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inline Vector3d GetPoint(size_t a_index)
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{
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ASSERT(m_Status == ePathFinderStatus::PATH_FOUND);
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ASSERT(a_index < m_PathPoints.size());
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Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - a_index];
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return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth);
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}
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/** Returns the total number of points this path has. */
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inline size_t GetPointCount()
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{
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if (m_Status != ePathFinderStatus::PATH_FOUND)
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{
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return 0;
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}
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return m_PathPoints.size();
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}
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private:
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/* General */
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bool IsSolid(const Vector3i & a_Location); // Query our hosting world and ask it if there's a solid at a_location.
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bool Step_Internal(); // The public version just calls this version * CALCULATIONS_PER_CALL times.
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bool StepOnce(); // The public version just calls this version * CALCULATIONS_PER_CALL times.
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void FinishCalculation(); // Clears the memory used for calculating the path.
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void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
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void AttemptToFindAlternative();
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