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-rw-r--r--src/Mobs/Path.cpp90
-rw-r--r--src/Mobs/Path.h33
-rw-r--r--src/Mobs/PathFinder.cpp16
-rw-r--r--src/Mobs/PathFinder.h2
4 files changed, 103 insertions, 38 deletions
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp
index c0cffbeb4..f3a0d6cf2 100644
--- a/src/Mobs/Path.cpp
+++ b/src/Mobs/Path.cpp
@@ -39,34 +39,7 @@ 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; // Until we improve physics, if ever.
-
- m_BoundingBoxWidth = CeilC(a_BoundingBoxWidth);
- m_BoundingBoxHeight = CeilC(a_BoundingBoxHeight);
- m_HalfWidth = a_BoundingBoxWidth / 2;
-
- int HalfWidthInt = FloorC(a_BoundingBoxWidth / 2);
- m_Source.x = FloorC(a_StartingPoint.x - HalfWidthInt);
- m_Source.y = FloorC(a_StartingPoint.y);
- m_Source.z = FloorC(a_StartingPoint.z - HalfWidthInt);
-
- m_Destination.x = FloorC(a_EndingPoint.x - HalfWidthInt);
- m_Destination.y = FloorC(a_EndingPoint.y);
- m_Destination.z = FloorC(a_EndingPoint.z - HalfWidthInt);
-
- if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
- {
- m_Status = ePathFinderStatus::PATH_NOT_FOUND;
- return;
- }
-
- m_NearestPointToTarget = GetCell(m_Source);
- m_Status = ePathFinderStatus::CALCULATING;
-
- ProcessCell(GetCell(m_Source), nullptr, 0);
+ ResetImpl(a_StartingPoint, a_EndingPoint, a_BoundingBoxWidth, a_BoundingBoxHeight);
}
cPath::cPath() : m_IsValid(false)
@@ -497,3 +470,64 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
return &m_Map[a_Location];
}
}
+
+
+
+
+
+void cPath::ResetImpl(
+ const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint,
+ double a_BoundingBoxWidth, double a_BoundingBoxHeight
+)
+{
+ // 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 = CeilC(a_BoundingBoxWidth);
+ m_BoundingBoxHeight = CeilC(a_BoundingBoxHeight);
+ m_HalfWidth = a_BoundingBoxWidth / 2;
+
+ int HalfWidthInt = FloorC(a_BoundingBoxWidth / 2);
+ m_Source.x = FloorC(a_StartingPoint.x - HalfWidthInt);
+ m_Source.y = FloorC(a_StartingPoint.y);
+ m_Source.z = FloorC(a_StartingPoint.z - HalfWidthInt);
+
+ m_Destination.x = FloorC(a_EndingPoint.x - HalfWidthInt);
+ m_Destination.y = FloorC(a_EndingPoint.y);
+ m_Destination.z = FloorC(a_EndingPoint.z - HalfWidthInt);
+
+ if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
+ {
+ m_Status = ePathFinderStatus::PATH_NOT_FOUND;
+ return;
+ }
+
+ m_NearestPointToTarget = GetCell(m_Source);
+ m_Status = ePathFinderStatus::CALCULATING;
+
+ ProcessCell(GetCell(m_Source), nullptr, 0);
+}
+
+
+
+
+
+void cPath::Reset(
+ 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
+)
+{
+ m_Map.clear();
+ m_OpenList = decltype(m_OpenList){};
+ m_StepsLeft = a_MaxSteps;
+ m_IsValid = true;
+ 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;
+ ResetImpl(a_StartingPoint, a_EndingPoint, a_BoundingBoxWidth, a_BoundingBoxHeight);
+}
+
diff --git a/src/Mobs/Path.h b/src/Mobs/Path.h
index 158853a8c..d133c3669 100644
--- a/src/Mobs/Path.h
+++ b/src/Mobs/Path.h
@@ -79,7 +79,8 @@ public:
/** delete default constructors */
cPath(const cPath & a_other) = delete;
cPath(cPath && a_other) = delete;
-
+
+ /** delete default assignment operators */
cPath & operator=(const cPath & a_other) = delete;
cPath & operator=(cPath && a_other) = delete;
@@ -136,6 +137,31 @@ public:
return m_PathPoints.size() - m_CurrentPoint;
}
+ /** Recreates a pathfinder instance. A Mob will probably need a single pathfinder instance for its entire life.
+
+ Note that if you have a man-sized mob (1x1x2, zombies, etc), you are advised to call this function without parameters
+ because the declaration might change in later version of the pathFinder, and a parameter-less call always assumes a man-sized mob.
+
+ If your mob is not man-sized, you are advised to use cPath(width, height), this would be compatible with future versions,
+ but please be aware that as of now those parameters will be ignored and your mob will be assumed to be man sized.
+
+ @param a_BoundingBoxWidth the character's boundingbox width in blocks. Currently the parameter is ignored and 1 is assumed.
+ @param a_BoundingBoxHeight the character's boundingbox width in blocks. Currently the parameter is ignored and 2 is assumed.
+ @param a_MaxUp the character's max jump height in blocks. Currently the parameter is ignored and 1 is assumed.
+ @param a_MaxDown How far is the character willing to fall? Currently the parameter is ignored and 1 is assumed. */
+ /** Attempts to find a path starting from source to destination.
+ After calling this, you are expected to call Step() once per tick or once per several ticks until it returns true. You should then call getPath() to obtain the path.
+ Calling this before a path is found resets the current path and starts another search.
+ @param a_StartingPoint The function expects this position to be the lowest block the mob is in, a rule of thumb: "The block where the Zombie's knees are at".
+ @param a_EndingPoint "The block where the Zombie's knees want to be".
+ @param a_MaxSteps The maximum steps before giving up. */
+ void Reset(
+ cChunk & a_Chunk,
+ 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
+ );
+
@@ -148,6 +174,11 @@ private:
void FinishCalculation(ePathFinderStatus a_NewStatus); // Clears the memory used for calculating the path and changes the status.
void AttemptToFindAlternative();
void BuildPath();
+ /** Handles all logic associated with reseting the path to a clean state */
+ void ResetImpl(
+ const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint,
+ double a_BoundingBoxWidth, double a_BoundingBoxHeight
+ );
/* Openlist and closedlist management */
void OpenListAdd(cPathCell * a_Cell);
diff --git a/src/Mobs/PathFinder.cpp b/src/Mobs/PathFinder.cpp
index 28dce4dc2..cb7d0c493 100644
--- a/src/Mobs/PathFinder.cpp
+++ b/src/Mobs/PathFinder.cpp
@@ -46,17 +46,17 @@ ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d
}
// If m_Path has not been initialized yet, initialize it.
- if (!m_Path->IsValid())
+ if (!m_Path.IsValid())
{
ResetPathFinding(a_Chunk);
}
- switch (m_Path->CalculationStep(a_Chunk))
+ switch (m_Path.CalculationStep(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
- m_PathDestination = m_Path->AcceptNearbyPath();
+ m_PathDestination = m_Path.AcceptNearbyPath();
if (a_DontCare)
{
m_FinalDestination = m_PathDestination;
@@ -89,7 +89,7 @@ ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d
return ePathFinderStatus::CALCULATING;
}
- if (m_Path->NoMoreWayPoints())
+ if (m_Path.NoMoreWayPoints())
{
// We're always heading towards m_PathDestination.
// If m_PathDestination is exactly m_FinalDestination, then we're about to reach the destination.
@@ -108,10 +108,10 @@ ePathFinderStatus cPathFinder::GetNextWayPoint(cChunk & a_Chunk, const Vector3d
}
- if (m_Path->IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
+ if (m_Path.IsFirstPoint() || ((m_WayPoint - m_Source).SqrLength() < WAYPOINT_RADIUS))
{
// if the mob has just started or if the mob reached a waypoint, give them a new waypoint.
- m_WayPoint = m_Path->GetNextPoint();
+ m_WayPoint = m_Path.GetNextPoint();
m_GiveUpCounter = 40;
return ePathFinderStatus::PATH_FOUND;
}
@@ -142,7 +142,7 @@ void cPathFinder::ResetPathFinding(cChunk &a_Chunk)
m_NoPathToTarget = false;
m_PathDestination = m_FinalDestination;
m_DeviationOrigin = m_PathDestination;
- m_Path.reset(new cPath(a_Chunk, m_Source, m_PathDestination, 20, m_Width, m_Height));
+ m_Path.Reset(a_Chunk, m_Source, m_PathDestination, 20, m_Width, m_Height);
}
@@ -248,7 +248,7 @@ bool cPathFinder::EnsureProperDestination(cChunk & a_Chunk)
bool cPathFinder::PathIsTooOld() const
{
- size_t acceptableDeviation = m_Path->WayPointsLeft() / 2;
+ size_t acceptableDeviation = m_Path.WayPointsLeft() / 2;
if (acceptableDeviation == 0)
{
acceptableDeviation = 1;
diff --git a/src/Mobs/PathFinder.h b/src/Mobs/PathFinder.h
index 312bb950c..1570679bf 100644
--- a/src/Mobs/PathFinder.h
+++ b/src/Mobs/PathFinder.h
@@ -52,7 +52,7 @@ private:
double m_Height;
/** The current cPath instance we have. This is discarded and recreated when a path recalculation is needed. */
- std::unique_ptr<cPath> m_Path;
+ cPath m_Path;
/** If 0, will give up reaching the next m_WayPoint and will recalculate path. */
int m_GiveUpCounter;