diff options
Diffstat (limited to 'src/Mobs')
-rw-r--r-- | src/Mobs/AggressiveMonster.cpp | 6 | ||||
-rw-r--r-- | src/Mobs/Horse.h | 2 | ||||
-rw-r--r-- | src/Mobs/Monster.cpp | 11 | ||||
-rw-r--r-- | src/Mobs/Path.cpp | 151 | ||||
-rw-r--r-- | src/Mobs/Path.h | 48 | ||||
-rw-r--r-- | src/Mobs/Wolf.h | 4 |
6 files changed, 163 insertions, 59 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index 055ff47d2..648599999 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -76,9 +76,11 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } cTracer LineOfSight(GetWorld()); - Vector3d AttackDirection(m_Target->GetPosition() - GetPosition()); + Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0); + Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition); - if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length())) + + if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length()))) { // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) Attack(a_Dt); diff --git a/src/Mobs/Horse.h b/src/Mobs/Horse.h index be283705e..27168ebae 100644 --- a/src/Mobs/Horse.h +++ b/src/Mobs/Horse.h @@ -26,7 +26,7 @@ public: bool IsEating (void) const {return m_bIsEating; } bool IsRearing (void) const {return m_bIsRearing; } bool IsMthOpen (void) const {return m_bIsMouthOpen; } - bool IsTame (void) const {return m_bIsTame; } + bool IsTame (void) const override {return m_bIsTame; } int GetHorseType (void) const {return m_Type; } int GetHorseColor (void) const {return m_Color; } int GetHorseStyle (void) const {return m_Style; } diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index a29d67d15..1da4124ed 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -169,7 +169,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) m_NoPathToTarget = false; m_NoMoreWayPoints = false; m_PathFinderDestination = m_FinalDestination; - m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); + m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight()); } switch (m_Path->Step(a_Chunk)) @@ -177,13 +177,14 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) case ePathFinderStatus::NEARBY_FOUND: { m_NoPathToTarget = true; - m_Path->AcceptNearbyPath(); + m_PathFinderDestination = m_Path->AcceptNearbyPath(); break; } case ePathFinderStatus::PATH_NOT_FOUND: { - StopMovingToPosition(); // Give up pathfinding to that destination. + StopMovingToPosition(); // Try to calculate a path again. + // Note that the next time may succeed, e.g. if a player breaks a barrier. break; } case ePathFinderStatus::CALCULATING: @@ -202,7 +203,7 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) { if ((m_Path->IsFirstPoint() || ReachedNextWaypoint())) { - m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); + m_NextWayPointPosition = m_Path->GetNextPoint(); m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. } } @@ -519,7 +520,7 @@ void cMonster::SetPitchAndYawFromDestination() double HeadRotation, HeadPitch; Distance.Normalize(); VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch); - if (abs(BodyRotation - HeadRotation) < 120) + if (std::abs(BodyRotation - HeadRotation) < 120) { SetHeadYaw(HeadRotation); SetPitch(-HeadPitch); diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index ba8046a2b..6f3d43305 100644 --- a/src/Mobs/Path.cpp +++ b/src/Mobs/Path.cpp @@ -6,20 +6,15 @@ #include "Path.h" #include "../Chunk.h" +#define JUMP_G_COST 20 + #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 10 // 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 -{ - 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*. - bool m_IsSolid; // Is the cell an air or a solid? Partial solids are currently considered solids. -}; + + @@ -37,12 +32,11 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2) /* cPath implementation */ cPath::cPath( cChunk & a_Chunk, - const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, + const Vector3d & a_StartingPoint, const Vector3d & 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), m_BadChunkFound(false) @@ -50,6 +44,21 @@ cPath::cPath( // 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; // Until we improve physics, if ever. + + m_BoundingBoxWidth = ceil(a_BoundingBoxWidth); + m_BoundingBoxHeight = ceil(a_BoundingBoxHeight); + m_HalfWidth = a_BoundingBoxWidth / 2; + + int HalfWidthInt = a_BoundingBoxWidth / 2; + m_Source.x = floor(a_StartingPoint.x - HalfWidthInt); + m_Source.y = floor(a_StartingPoint.y); + m_Source.z = floor(a_StartingPoint.z - HalfWidthInt); + + m_Destination.x = floor(a_EndingPoint.x - HalfWidthInt); + m_Destination.y = floor(a_EndingPoint.y); + m_Destination.z = floor(a_EndingPoint.z - HalfWidthInt); + if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid) { m_Status = ePathFinderStatus::PATH_NOT_FOUND; @@ -154,7 +163,7 @@ bool cPath::IsSolid(const Vector3i & a_Location) } 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. + GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; } return cBlockInfo::IsSolid(BlockType); @@ -185,28 +194,57 @@ bool cPath::Step_Internal() // Calculation not finished yet. // Check if we have a new NearestPoint. - if (CurrentCell->m_H < m_NearestPointToTarget->m_H) + // TODO I don't like this that much, there should be a smarter way. + if ((m_Destination - CurrentCell->m_Location).Length() < 5) + { + if (m_Rand.NextInt(4) == 0) + { + m_NearestPointToTarget = CurrentCell; + } + } + else if (CurrentCell->m_H < m_NearestPointToTarget->m_H) { m_NearestPointToTarget = CurrentCell; } - // process a currentCell by inspecting all neighbors. - // Check North, South, East, West on all 3 different heights. - int i; - for (i = -1; i <= 1; ++i) + + // Check North, South, East, West on our height. + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 0), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, 1), CurrentCell, 10); + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, -1), CurrentCell, 10); + + // Check diagonals on XY plane. + for (int x = -1; x <= 1; x += 2) { - 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); + if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east / west-up. + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east / west-down. + } + } + + // Check diagonals on the YZ plane. + for (int z = -1; z <= 1; z += 2) + { + if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our east / west. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check east / west-up. + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check east / west-down. + } } - // Check diagonals on mob's height only. - int x, z; - for (x = -1; x <= 1; x += 2) + // Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc) + for (int x = -1; x <= 1; x += 2) { - for (z = -1; z <= 1; z += 2) + 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) @@ -319,7 +357,53 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu 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 + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid) + int x, y, z; + + // Make sure we fit in the position. + for (y = 0; y < m_BoundingBoxHeight; ++y) + { + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + return; + } + } + } + } + + /*y =-1; + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (!GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + return; + } + } + } + ProcessCell(cell, a_Parent, a_Cost);*/ + + // Make sure there's at least 1 piece of solid below us. + + bool GroundFlag = false; + y =-1; + for (x = 0; x < m_BoundingBoxWidth; ++x) + { + for (z = 0; z < m_BoundingBoxWidth; ++z) + { + if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid) + { + GroundFlag = true; + break; + } + } + } + + if (GroundFlag) { ProcessCell(cell, a_Parent, a_Cost); } @@ -388,23 +472,20 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta) cPathCell * cPath::GetCell(const Vector3i & a_Location) { // Create the cell in the hash table if it's not already there. - cPathCell * Cell; if (m_Map.count(a_Location) == 0) // Case 1: Cell is not on any list. We've never checked this cell before. { - Cell = new cPathCell(); - Cell->m_Location = a_Location; - m_Map[a_Location] = UniquePtr<cPathCell>(Cell); - Cell->m_IsSolid = IsSolid(a_Location); - Cell->m_Status = eCellStatus::NOLIST; + m_Map[a_Location].m_Location = a_Location; + m_Map[a_Location].m_IsSolid = IsSolid(a_Location); + m_Map[a_Location].m_Status = eCellStatus::NOLIST; #ifdef COMPILING_PATHFIND_DEBUGGER #ifdef COMPILING_PATHFIND_DEBUGGER_MARK_UNCHECKED si::setBlock(a_Location.x, a_Location.y, a_Location.z, debug_unchecked, Cell->m_IsSolid ? NORMAL : MINI); #endif #endif - return Cell; + return &m_Map[a_Location]; } else { - return m_Map[a_Location].get(); + return &m_Map[a_Location]; } } diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h index 7a4182f17..3b9c0400e 100644 --- a/src/Mobs/Path.h +++ b/src/Mobs/Path.h @@ -1,16 +1,13 @@ #pragma once -/* Wanna use the pathfinder? Put this in your header file: - -// Fwd: cPath +/* +// Needed Fwds: cPath enum class ePathFinderStatus; class cPath; - -Put this in your .cpp: -#include "...Path.h" */ +#include "../FastRandom.h" #ifdef COMPILING_PATHFIND_DEBUGGER /* Note: the COMPILING_PATHFIND_DEBUGGER flag is used by Native / WiseOldMan95 to debug this class outside of MCServer. This preprocessor flag is never set when compiling MCServer. */ @@ -24,13 +21,30 @@ class cChunk; /* Various little structs and classes */ enum class ePathFinderStatus {CALCULATING, PATH_FOUND, PATH_NOT_FOUND, NEARBY_FOUND}; -struct cPathCell; // Defined inside Path.cpp +enum class eCellStatus {OPENLIST, CLOSEDLIST, NOLIST}; +struct cPathCell +{ + 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*. + bool m_IsSolid; // Is the cell an air or a solid? Partial solids are currently considered solids. +}; + + + + + class compareHeuristics { public: bool operator()(cPathCell * & a_V1, cPathCell * & a_V2); }; + + + + class cPath { public: @@ -54,8 +68,8 @@ public: @param a_MaxSteps The maximum steps before giving up. */ cPath( cChunk & a_Chunk, - const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps, - double a_BoundingBoxWidth = 1, double a_BoundingBoxHeight = 2, + const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps, + double a_BoundingBoxWidth, double a_BoundingBoxHeight, int a_MaxUp = 1, int a_MaxDown = 1 ); @@ -75,10 +89,11 @@ public: /* Point retrieval functions, inlined for performance. */ /** Returns the next point in the path. */ - inline Vector3i GetNextPoint() + inline Vector3d GetNextPoint() { ASSERT(m_Status == ePathFinderStatus::PATH_FOUND); - return m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)]; + Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - (++m_CurrentPoint)]; + return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth); } /** Checks whether this is the last point or not. Never call getnextPoint when this is true. */ inline bool IsLastPoint() @@ -92,11 +107,12 @@ public: return (m_CurrentPoint == 0); } /** Get the point at a_index. Remark: Internally, the indexes are reversed. */ - inline Vector3i GetPoint(size_t a_index) + inline Vector3d 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]; + Vector3i Point = m_PathPoints[m_PathPoints.size() - 1 - a_index]; + return Vector3d(Point.x + m_HalfWidth, Point.y, Point.z + m_HalfWidth); } /** Returns the total number of points this path has. */ inline int GetPointCount() @@ -144,11 +160,15 @@ private: /* Pathfinding fields */ std::priority_queue<cPathCell *, std::vector<cPathCell *>, compareHeuristics> m_OpenList; - std::unordered_map<Vector3i, UniquePtr<cPathCell>, VectorHasher> m_Map; + std::unordered_map<Vector3i, cPathCell, VectorHasher> m_Map; Vector3i m_Destination; Vector3i m_Source; + int m_BoundingBoxWidth; + int m_BoundingBoxHeight; + double m_HalfWidth; int m_StepsLeft; cPathCell * m_NearestPointToTarget; + cFastRandom m_Rand; /* Control fields */ ePathFinderStatus m_Status; diff --git a/src/Mobs/Wolf.h b/src/Mobs/Wolf.h index 73ffb55c2..5de83acd8 100644 --- a/src/Mobs/Wolf.h +++ b/src/Mobs/Wolf.h @@ -25,8 +25,8 @@ public: virtual void Attack(std::chrono::milliseconds a_Dt) override; // Get functions - bool IsSitting (void) const { return m_IsSitting; } - bool IsTame (void) const { return m_IsTame; } + bool IsSitting (void) const override { return m_IsSitting; } + bool IsTame (void) const override { return m_IsTame; } bool IsBegging (void) const { return m_IsBegging; } bool IsAngry (void) const { return m_IsAngry; } AString GetOwnerName (void) const { return m_OwnerName; } |