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authorSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-12-22 06:43:50 +0100
committerSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-12-24 05:20:16 +0100
commitdfeced18b2397234340b94fe0ba61cc567c9cfc5 (patch)
treebc50fe2d4f011c05eedd389ab4924747d0085baf /src/Mobs/Path.cpp
parentMerge pull request #2811 from cuberite/isblockfence (diff)
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Diffstat (limited to 'src/Mobs/Path.cpp')
-rw-r--r--src/Mobs/Path.cpp351
1 files changed, 244 insertions, 107 deletions
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index 1c8a3657f..3890650a4 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -7,6 +7,8 @@
#include "../Chunk.h"
#define JUMP_G_COST 20
+#define NORMAL_G_COST 10
+#define DIAGONAL_G_COST 14
#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.
@@ -30,8 +32,7 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
cPath::cPath(
cChunk & a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
- double a_BoundingBoxWidth, double a_BoundingBoxHeight,
- int a_MaxUp, int a_MaxDown
+ double a_BoundingBoxWidth, double a_BoundingBoxHeight
) :
m_StepsLeft(a_MaxSteps),
m_IsValid(true),
@@ -39,10 +40,8 @@ cPath::cPath(
m_Chunk(&a_Chunk),
m_BadChunkFound(false)
{
- // TODO: if src not walkable OR dest not walkable, then abort.
- // Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
- a_BoundingBoxWidth = 1; // Treat all mobs width as 1 until physics is improved. This would also require changes to stepOnce to work.
+ a_BoundingBoxWidth = 1; // Treat all mobs width as 1 until physics is improved.
m_BoundingBoxWidth = CeilC(a_BoundingBoxWidth);
m_BoundingBoxHeight = CeilC(a_BoundingBoxHeight);
@@ -57,7 +56,7 @@ cPath::cPath(
m_Destination.y = FloorC(a_EndingPoint.y);
m_Destination.z = FloorC(a_EndingPoint.z - HalfWidthInt);
- if (!IsWalkable(m_Source))
+ if (!IsWalkable(m_Source, m_Source))
{
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
return;
@@ -126,51 +125,6 @@ Vector3i cPath::AcceptNearbyPath()
-bool cPath::IsSolid(const Vector3i & a_Location)
-{
- ASSERT(m_Chunk != nullptr);
-
- if (!cChunkDef::IsValidHeight(a_Location.y))
- {
- return false;
- }
- auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
- if ((Chunk == nullptr) || !Chunk->IsValid())
- {
- m_BadChunkFound = true;
- 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_OAK_FENCE_GATE) ||
- (BlockType == E_BLOCK_NETHER_BRICK_FENCE) ||
- (BlockType == E_BLOCK_COBBLESTONE_WALL) ||
- ((BlockType >= E_BLOCK_SPRUCE_FENCE_GATE) && (BlockType <= E_BLOCK_ACACIA_FENCE))
- )
- {
- // TODO move this out of IsSolid to a proper place.
- 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;
- }
-
- return cBlockInfo::IsSolid(BlockType);
-}
-
-
-
-
-
bool cPath::StepOnce()
{
cPathCell * CurrentCell = OpenListPop();
@@ -209,40 +163,47 @@ bool cPath::StepOnce()
// Now we start checking adjacent cells.
- bool done_east = false,
- done_west = false,
- done_north = false,
- done_south = false; // If true, no need to do more checks in that direction
+ // If true, no need to do more checks in that direction
+ bool DoneEast = false,
+ DoneWest = false,
+ DoneNorth = false,
+ DoneSouth = false;
+
+ // If true, we can walk in that direction without changing height
+ // This is used for deciding if to calculate diagonals
+ bool WalkableEast = false,
+ WalkableWest = false,
+ WalkableNorth = false,
+ WalkableSouth = false;
// If we can jump without hitting the ceiling
- if (BodyFitsIn(CurrentCell->m_Location + Vector3i(0, 1, 0)))
+ if (BodyFitsIn(CurrentCell->m_Location + Vector3i(0, 1, 0), CurrentCell->m_Location))
{
+ // For ladder climbing
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 0), CurrentCell, JUMP_G_COST);
+
// Check east-up
- if (GetCell(CurrentCell->m_Location + Vector3i(1, 0, 0))->m_IsSolid)
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 1, 0), CurrentCell, JUMP_G_COST))
{
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 1, 0), CurrentCell, JUMP_G_COST);
- done_east = true;
+ DoneEast = true;
}
// Check west-up
- if (GetCell(CurrentCell->m_Location + Vector3i(-1, 0, 0))->m_IsSolid)
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 1, 0), CurrentCell, JUMP_G_COST))
{
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 1, 0), CurrentCell, JUMP_G_COST);
- done_west = true;
+ DoneWest = true;
}
// Check north-up
- if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, -1))->m_IsSolid)
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, -1), CurrentCell, JUMP_G_COST))
{
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, -1), CurrentCell, JUMP_G_COST);
- done_north = true;
+ DoneNorth = true;
}
// Check south-up
- if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, 1))->m_IsSolid)
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 1), CurrentCell, JUMP_G_COST))
{
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 1), CurrentCell, JUMP_G_COST);
- done_south = true;
+ DoneSouth = true;
}
}
@@ -251,72 +212,87 @@ bool cPath::StepOnce()
// Check North, South, East, West at our own height or below. We are willing to jump up to 3 blocks down.
- if (!done_east)
+ if (!DoneEast)
{
- for (int i = 0; i >= -3; --i)
+ for (int y = 0; y >= -3; --y)
{
- if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10))
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, y, 0), CurrentCell, NORMAL_G_COST))
{
- done_east = true;
+ DoneEast = true;
+ if (y == 0)
+ {
+ WalkableEast = true;
+ }
break;
}
}
}
- if (!done_west)
+ if (!DoneWest)
{
- for (int i = 0; i >= -3; --i)
+ for (int y = 0; y >= -3; --y)
{
- if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10))
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, y, 0), CurrentCell, NORMAL_G_COST))
{
- done_west = true;
+ DoneWest = true;
+ if (y == 0)
+ {
+ WalkableWest = true;
+ }
break;
}
}
}
- if (!done_south)
+ if (!DoneSouth)
{
- for (int i = 0; i >= -3; --i)
+ for (int y = 0; y >= -3; --y)
{
- if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10))
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, y, 1), CurrentCell, NORMAL_G_COST))
{
- done_west = true;
+ DoneWest = true;
+ if (y == 0)
+ {
+ WalkableSouth = true;
+ }
break;
}
}
}
- if (!done_north)
+ if (!DoneNorth)
{
- for (int i = 0; i >= -3; --i)
+ for (int y = 0; y >= -3; --y)
{
- if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10))
+ if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, y, -1), CurrentCell, NORMAL_G_COST))
{
- done_north = true;
+ DoneNorth = true;
+ if (y == 0)
+ {
+ WalkableNorth = true;
+ }
break;
}
}
}
-
// Check diagonals
-
- for (int x = -1; x <= 1; x += 2)
+ if (WalkableNorth && WalkableEast)
{
- for (int z = -1; z <= 1; z += 2)
- {
- // This condition prevents diagonal corner cutting.
- 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 + Vector3i(x, -1, 0))->m_IsSolid && GetCell(CurrentCell->m_Location + Vector3i(0, -1, z))->m_IsSolid)
- {
- ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 0, z), CurrentCell, 14); // 14 is a good enough approximation of sqrt(10 + 10).
- }
- }
- }
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, -1), CurrentCell, DIAGONAL_G_COST);
+ }
+ if (WalkableNorth && WalkableWest)
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, -1), CurrentCell, DIAGONAL_G_COST);
+ }
+ if (WalkableSouth && WalkableEast)
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 1), CurrentCell, DIAGONAL_G_COST);
+ }
+ if (WalkableSouth && WalkableWest)
+ {
+ ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 1), CurrentCell, DIAGONAL_G_COST);
}
return false;
@@ -349,6 +325,12 @@ void cPath::BuildPath()
cPathCell * CurrentCell = GetCell(m_Destination);
while (CurrentCell->m_Parent != nullptr)
{
+ // Waypoints are cylinders that start at some particular x, y, z and have infinite height.
+ // Submerging water waypoints allows swimming mobs to be able to touch them.
+ if (GetCell(CurrentCell->m_Location + Vector3i(0, -1, 0))->m_BlockType == E_BLOCK_STATIONARY_WATER)
+ {
+ CurrentCell->m_Location.y -= 30;
+ }
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. All midpoints are added. Destination is added. Source is excluded.
CurrentCell = CurrentCell->m_Parent;
}
@@ -418,7 +400,7 @@ cPathCell * cPath::OpenListPop() // Popping from the open list also means addin
bool cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
{
- if (IsWalkable(a_Location))
+ if (IsWalkable(a_Location, a_Parent->m_Location))
{
ProcessCell(GetCell(a_Location), a_Parent, a_Cost);
return true;
@@ -486,13 +468,72 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta)
+void cPath::FillCellAttributes(cPathCell & a_Cell)
+{
+ const Vector3i & Location = a_Cell.m_Location;
+
+ ASSERT(m_Chunk != nullptr);
+
+ if (!cChunkDef::IsValidHeight(Location.y))
+ {
+ // Players can't build outside the game height, so it must be air
+ a_Cell.m_IsSolid = false;
+ a_Cell.m_IsSpecial = false;
+ a_Cell.m_BlockType = E_BLOCK_AIR;
+ return;
+ }
+ auto Chunk = m_Chunk->GetNeighborChunk(Location.x, Location.z);
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ m_BadChunkFound = true;
+ a_Cell.m_IsSolid = true;
+ a_Cell.m_IsSpecial = false;
+ a_Cell.m_BlockType = E_BLOCK_AIR; // m_BlockType is never used when m_IsSpecial is false, but it may be used if we implement dijkstra
+ return;
+ }
+ m_Chunk = Chunk;
+
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ int RelX = Location.x - m_Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = Location.z - m_Chunk->GetPosZ() * cChunkDef::Width;
+
+ m_Chunk->GetBlockTypeMeta(RelX, Location.y, RelZ, BlockType, BlockMeta);
+ a_Cell.m_BlockType = BlockType;
+ a_Cell.m_BlockMeta = BlockMeta;
+
+
+ if (BlockTypeIsSpecial(BlockType))
+ {
+ a_Cell.m_IsSpecial = true;
+ a_Cell.m_IsSolid = true; // Specials are solids only from a certain direction. But their m_IsSolid is always true
+ }
+ else if ((a_Cell.m_BlockType == E_BLOCK_AIR) && BlockTypeIsFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType))
+ {
+ // Air blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids.
+ a_Cell.m_IsSpecial = true;
+ a_Cell.m_IsSolid = true;
+ }
+ else
+ {
+
+ a_Cell.m_IsSpecial = false;
+ a_Cell.m_IsSolid = cBlockInfo::IsSolid(BlockType);
+ }
+
+}
+
+
+
+
+
cPathCell * cPath::GetCell(const Vector3i & a_Location)
{
// Create the cell in the hash table if it's not already there.
if (m_Map.count(a_Location) == 0) // Case 1: Cell is not on any list. We've never checked this cell before.
{
m_Map[a_Location].m_Location = a_Location;
- m_Map[a_Location].m_IsSolid = IsSolid(a_Location);
+ FillCellAttributes(m_Map[a_Location]);
m_Map[a_Location].m_Status = eCellStatus::NOLIST;
#ifdef COMPILING_PATHFIND_DEBUGGER
#ifdef COMPILING_PATHFIND_DEBUGGER_MARK_UNCHECKED
@@ -511,16 +552,16 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
-bool cPath::IsWalkable(const Vector3i & a_Location)
+bool cPath::IsWalkable(const Vector3i & a_Location, const Vector3i & a_Source)
{
- return (HasSolidBelow(a_Location) && BodyFitsIn(a_Location));
+ return (HasSolidBelow(a_Location) && BodyFitsIn(a_Location, a_Source));
}
-
-bool cPath::BodyFitsIn(const Vector3i & a_Location)
+// We need the source because some special blocks are solid only from a certain direction e.g. doors
+bool cPath::BodyFitsIn(const Vector3i & a_Location, const Vector3i & a_Source)
{
int x, y, z;
for (y = 0; y < m_BoundingBoxHeight; ++y)
@@ -529,9 +570,20 @@ bool cPath::BodyFitsIn(const Vector3i & a_Location)
{
for (z = 0; z < m_BoundingBoxWidth; ++z)
{
- if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
+ cPathCell * CurrentCell = GetCell(a_Location + Vector3i(x, y, z));
+ if (CurrentCell->m_IsSolid)
{
- return false;
+ if (CurrentCell->m_IsSpecial)
+ {
+ if (SpecialIsSolidFromThisDirection(CurrentCell->m_BlockType, CurrentCell->m_BlockMeta, a_Location - a_Source))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ return false;
+ }
}
}
}
@@ -543,6 +595,91 @@ bool cPath::BodyFitsIn(const Vector3i & a_Location)
+bool cPath::BlockTypeIsSpecial(BLOCKTYPE a_Type)
+{
+ if (BlockTypeIsFence(a_Type))
+ {
+ return true;
+ }
+
+ switch (a_Type)
+ {
+ case E_BLOCK_OAK_DOOR:
+ case E_BLOCK_DARK_OAK_DOOR:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ {
+ return true;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+}
+
+bool cPath::BlockTypeIsFence(BLOCKTYPE a_Type)
+{
+ switch (a_Type)
+ {
+ case E_BLOCK_FENCE:
+ case E_BLOCK_OAK_FENCE_GATE:
+ case E_BLOCK_NETHER_BRICK_FENCE:
+ case E_BLOCK_COBBLESTONE_WALL:
+ case E_BLOCK_DARK_OAK_FENCE:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_ACACIA_FENCE:
+ {
+ return true;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+}
+
+
+
+
+bool cPath::SpecialIsSolidFromThisDirection(BLOCKTYPE a_Type, NIBBLETYPE a_Meta, const Vector3i & a_Direction)
+{
+ if (a_Direction == Vector3i(0, 0, 0))
+ {
+ return false;
+ }
+
+
+
+ switch (a_Type)
+ {
+ // Air is special only when above a fence
+ case E_BLOCK_AIR:
+ {
+ // Treat the air block as solid if the mob is going upward and trying to climb a fence
+ if (a_Direction.y > 0)
+ {
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ // TODO Fill this with the other specials after physics is fixed
+ }
+
+
+
+ return true;
+}
+
+
+
+
+
bool cPath::HasSolidBelow(const Vector3i & a_Location)
{
int x, z;