diff options
Diffstat (limited to 'src/Mobs/Path.cpp')
-rw-r--r-- | src/Mobs/Path.cpp | 260 |
1 files changed, 202 insertions, 58 deletions
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index dd306af13..e987381f7 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 5 // Higher means more CPU load but faster path calculations. +#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. -}; + + @@ -37,24 +32,40 @@ 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_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; m_StepsLeft = a_MaxSteps; @@ -81,15 +92,20 @@ cPath::~cPath() ePathFinderStatus cPath::Step(cChunk & a_Chunk) { m_Chunk = &a_Chunk; - if (m_Status != ePathFinderStatus::CALCULATING) { return m_Status; } - if (m_StepsLeft == 0) + if (m_BadChunkFound) { FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND); + return m_Status; + } + + if (m_StepsLeft == 0) + { + AttemptToFindAlternative(); } else { @@ -102,9 +118,9 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk) break; // if we're here, m_Status must have changed either to PATH_FOUND or PATH_NOT_FOUND. } } - } - m_Chunk = nullptr; + m_Chunk = nullptr; + } return m_Status; } @@ -112,6 +128,17 @@ ePathFinderStatus cPath::Step(cChunk & a_Chunk) +Vector3i cPath::AcceptNearbyPath() +{ + ASSERT(m_Status == ePathFinderStatus::NEARBY_FOUND); + m_Status = ePathFinderStatus::PATH_FOUND; + return m_Destination; +} + + + + + bool cPath::IsSolid(const Vector3i & a_Location) { ASSERT(m_Chunk != nullptr); @@ -119,6 +146,7 @@ bool cPath::IsSolid(const Vector3i & a_Location) auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z); if ((Chunk == nullptr) || !Chunk->IsValid()) { + m_BadChunkFound = true; return true; } m_Chunk = Chunk; @@ -129,13 +157,19 @@ bool cPath::IsSolid(const Vector3i & a_Location) 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_FENCE_GATE)) + if ( + (BlockType == E_BLOCK_FENCE) || + (BlockType == E_BLOCK_FENCE_GATE) || + (BlockType == E_BLOCK_NETHER_BRICK_FENCE) || + ((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; // 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); @@ -149,50 +183,81 @@ bool cPath::Step_Internal() { cPathCell * CurrentCell = OpenListPop(); - // Path not reachable, open list exauhsted. + // Path not reachable. if (CurrentCell == nullptr) { - FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND); - ASSERT(m_Status == ePathFinderStatus::PATH_NOT_FOUND); + AttemptToFindAlternative(); return true; } // Path found. - if ( - (CurrentCell->m_Location == m_Destination + Vector3i(0, 0, 1)) || - (CurrentCell->m_Location == m_Destination + Vector3i(1, 0, 0)) || - (CurrentCell->m_Location == m_Destination + Vector3i(-1, 0, 0)) || - (CurrentCell->m_Location == m_Destination + Vector3i(0, 0, -1)) || - (CurrentCell->m_Location == m_Destination + Vector3i(0, -1, 0)) - ) + if (CurrentCell->m_Location == m_Destination) { - do - { - m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. - CurrentCell = CurrentCell->m_Parent; - } while (CurrentCell != nullptr); - + BuildPath(); FinishCalculation(ePathFinderStatus::PATH_FOUND); return true; } - // Calculation not finished yet, process a currentCell by inspecting all neighbors. + // Calculation not finished yet. + // Check if we have a new NearestPoint. + // 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. + // x = -1: west, x = 1: east. + 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. + { + if (!GetCell(CurrentCell->m_Location + Vector3i(0, 1, 0))->m_IsSolid) // If there isn't a solid above. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east-up / west-up. + } + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east-down / 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 north / south. + { + if (!GetCell(CurrentCell->m_Location + Vector3i(0, 1, 0))->m_IsSolid) // If there isn't a solid above. + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check north-up / south-up. + } + } + else + { + ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check north-down / south-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) @@ -213,6 +278,38 @@ bool cPath::Step_Internal() +void cPath::AttemptToFindAlternative() +{ + if (m_NearestPointToTarget == GetCell(m_Source)) + { + FinishCalculation(ePathFinderStatus::PATH_NOT_FOUND); + } + else + { + m_Destination = m_NearestPointToTarget->m_Location; + BuildPath(); + FinishCalculation(ePathFinderStatus::NEARBY_FOUND); + } +} + + + + + +void cPath::BuildPath() +{ + cPathCell * CurrentCell = GetCell(m_Destination); + do + { + m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. + CurrentCell = CurrentCell->m_Parent; + } while (CurrentCell != nullptr); +} + + + + + void cPath::FinishCalculation() { m_Map.clear(); @@ -225,6 +322,10 @@ void cPath::FinishCalculation() void cPath::FinishCalculation(ePathFinderStatus a_NewStatus) { + if (m_BadChunkFound) + { + a_NewStatus = ePathFinderStatus::PATH_NOT_FOUND; + } m_Status = a_NewStatus; FinishCalculation(); } @@ -250,7 +351,7 @@ cPathCell * cPath::OpenListPop() // Popping from the open list also means addin { if (m_OpenList.size() == 0) { - return nullptr; // We've exhausted the search space and nothing was found, this will trigger a PATH_NOT_FOUND status. + return nullptr; // We've exhausted the search space and nothing was found, this will trigger a PATH_NOT_FOUND or NEARBY_FOUND status. } cPathCell * Ret = m_OpenList.top(); @@ -269,7 +370,53 @@ 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); } @@ -338,23 +485,20 @@ 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]; } } |