From 9c0e3615ce61dba0ae973b97807833bd6ddd5bda Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Fri, 24 Jan 2014 19:57:32 +0000 Subject: Large reworking of mob code [SEE DESC] + Implemented better pathfinding - Removed lots of unused variables, functions, etc. * Changed some variable types * Other miscellaneous fixes, and also completes the previous PRs --- src/Mobs/AggressiveMonster.cpp | 65 ++++--- src/Mobs/AggressiveMonster.h | 5 +- src/Mobs/Monster.cpp | 400 ++++++++++++++++++++++++----------------- src/Mobs/Monster.h | 68 +++++-- src/Mobs/PassiveMonster.cpp | 16 +- src/Mobs/Wolf.cpp | 2 +- 6 files changed, 324 insertions(+), 232 deletions(-) (limited to 'src/Mobs') diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index cc7e7da2b..a4b3eede1 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -4,7 +4,6 @@ #include "AggressiveMonster.h" #include "../World.h" -#include "../Vector3f.h" #include "../Entities/Player.h" #include "../MersenneTwister.h" @@ -13,8 +12,7 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : - super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height), - m_ChaseTime(999999) + super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height) { m_EMPersonality = AGGRESSIVE; } @@ -27,32 +25,23 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_Mob void cAggressiveMonster::InStateChasing(float a_Dt) { super::InStateChasing(a_Dt); - m_ChaseTime += a_Dt; + if (m_Target != NULL) { if (m_Target->IsPlayer()) { - cPlayer * Player = (cPlayer *) m_Target; - if (Player->IsGameModeCreative()) + if (((cPlayer *)m_Target)->IsGameModeCreative()) { m_EMState = IDLE; return; } } - Vector3f Pos = Vector3f( GetPosition() ); - Vector3f Their = Vector3f( m_Target->GetPosition() ); - if ((Their - Pos).Length() <= m_AttackRange) + if (((float)m_FinalDestination.x != (float)m_Target->GetPosX()) || ((float)m_FinalDestination.z != (float)m_Target->GetPosZ())) { - Attack(a_Dt); + MoveToPosition(m_Target->GetPosition()); } - MoveToPosition(Their + Vector3f(0, 0.65f, 0)); } - else if (m_ChaseTime > 5.f) - { - m_ChaseTime = 0; - m_EMState = IDLE; - } } @@ -62,7 +51,10 @@ void cAggressiveMonster::InStateChasing(float a_Dt) void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity) { super::EventSeePlayer(a_Entity); - m_EMState = CHASING; + if (!((cPlayer *)a_Entity)->IsGameModeCreative()) + { + m_EMState = CHASING; + } } @@ -73,25 +65,32 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); - m_SeePlayerInterval += a_Dt; - - if (m_SeePlayerInterval > 1) + if (m_EMState == CHASING) + { + CheckEventLostPlayer(); + } + else { - int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally + CheckEventSeePlayer(); + } +} - m_SeePlayerInterval = 0.0; - if (rem >= 2) - { - if (m_EMState == CHASING) - { - CheckEventLostPlayer(); - } - else - { - CheckEventSeePlayer(); - } - } + + + + +void cAggressiveMonster::Attack(float a_Dt) +{ + super::Attack(a_Dt); + + if ((m_Target != NULL) && (m_AttackInterval > 3.0)) + { + // Setting this higher gives us more wiggle room for attackrate + m_AttackInterval = 0.0; + m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0); } } + + diff --git a/src/Mobs/AggressiveMonster.h b/src/Mobs/AggressiveMonster.h index 5a0d93f3d..9cee4e7a7 100644 --- a/src/Mobs/AggressiveMonster.h +++ b/src/Mobs/AggressiveMonster.h @@ -13,16 +13,15 @@ class cAggressiveMonster : typedef cMonster super; public: + cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); virtual void Tick (float a_Dt, cChunk & a_Chunk) override; virtual void InStateChasing(float a_Dt) override; virtual void EventSeePlayer(cEntity *) override; + virtual void Attack(float a_Dt) override; - -protected: - float m_ChaseTime; } ; diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 98b6c1d28..91ecf3b52 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -8,13 +8,9 @@ #include "../World.h" #include "../Entities/Player.h" #include "../Entities/ExpOrb.h" -#include "../Defines.h" #include "../MonsterConfig.h" #include "../MersenneTwister.h" -#include "../Vector3f.h" -#include "../Vector3i.h" -#include "../Vector3d.h" #include "../Tracer.h" #include "../Chunk.h" #include "../FastRandom.h" @@ -81,11 +77,9 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString , m_bMovingToDestination(false) , m_DestinationTime( 0 ) , m_DestroyTimer( 0 ) - , m_Jump(0) , m_MobType(a_MobType) , m_SoundHurt(a_SoundHurt) , m_SoundDeath(a_SoundDeath) - , m_SeePlayerInterval (0) , m_AttackDamage(1.0f) , m_AttackRange(2.0f) , m_AttackInterval(0) @@ -110,11 +104,105 @@ void cMonster::SpawnOn(cClientHandle & a_Client) -void cMonster::MoveToPosition( const Vector3f & a_Position ) +void cMonster::TickPathFinding() { + int PosX = (int)floor(GetPosX()); + int PosY = (int)floor(GetPosY()); + int PosZ = (int)floor(GetPosZ()); + + m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z); + + std::vector m_PotentialCoordinates; + m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ)); + + static const struct // Define which directions the torch can power + { + int x, z; + } gCrossCoords[] = + { + { 1, 0}, + {-1, 0}, + { 0, 1}, + { 0,-1}, + } ; + + for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) + { + if ((gCrossCoords[i].x + PosX == PosX) && (gCrossCoords[i].z + PosZ == PosZ)) + { + continue; + } + + if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ))) + { + continue; + } + + BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYM = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY - 1, gCrossCoords[i].z + PosZ); + + if (!g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !IsBlockLava(BlockAtYM)) + { + m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ)); + } + else if (g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !g_BlockIsSolid[BlockAtYPP] && !IsBlockLava(BlockAtYM)) + { + m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ)); + } + } + + if (!m_PotentialCoordinates.empty()) + { + Vector3f ShortestCoords = m_PotentialCoordinates.front(); + for (std::vector::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr) + { + Vector3f Distance = m_FinalDestination - ShortestCoords; + Vector3f Distance2 = m_FinalDestination - *itr; + if (Distance.SqrLength() > Distance2.SqrLength()) + { + ShortestCoords = *itr; + } + } + + m_Destination = ShortestCoords; + m_Destination.z += 0.5f; + m_Destination.x += 0.5f; + } + else + { + FinishPathFinding(); + } +} + + + + + +void cMonster::MoveToPosition(const Vector3f & a_Position) +{ + FinishPathFinding(); + + m_FinalDestination = a_Position; m_bMovingToDestination = true; + TickPathFinding(); +} + + + + +bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords) +{ + for (std::vector::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr) + { + if (itr->Equals(a_Coords)) + { + return true; + } + } - m_Destination = a_Position; + return false; } @@ -123,10 +211,24 @@ void cMonster::MoveToPosition( const Vector3f & a_Position ) bool cMonster::ReachedDestination() { - Vector3f Distance = (m_Destination) - GetPosition(); - if( Distance.SqrLength() < 2.f ) + if ((m_Destination - GetPosition()).Length() < 0.5f) + { return true; + } + + return false; +} + + + +bool cMonster::ReachedFinalDestination() +{ + if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange) + { + return true; + } + return false; } @@ -151,23 +253,19 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // Burning in daylight HandleDaylightBurning(a_Chunk); - - HandlePhysics(a_Dt,a_Chunk); - BroadcastMovementUpdate(); a_Dt /= 1000; if (m_bMovingToDestination) { - Vector3f Pos( GetPosition() ); - Vector3f Distance = m_Destination - Pos; - if( !ReachedDestination() ) + Vector3f Distance = m_Destination - GetPosition(); + if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move { Distance.y = 0; Distance.Normalize(); Distance *= 3; - SetSpeedX( Distance.x ); - SetSpeedZ( Distance.z ); + SetSpeedX(Distance.x); + SetSpeedZ(Distance.z); if (m_EMState == ESCAPING) { //Runs Faster when escaping :D otherwise they just walk away @@ -177,40 +275,32 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) } else { - m_bMovingToDestination = false; + if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate + { + FinishPathFinding(); + } + else + { + TickPathFinding(); // We have reached the next point in our path, calculate another point + } } - if( GetSpeed().SqrLength() > 0.f ) + if(m_bOnGround) { - if( m_bOnGround ) + int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z); + + if (IsNextYPosReachable(NextHeight)) { - Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy(); - Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed; - int NextHeight; - if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight)) - { - // The chunk at NextBlock is not loaded - return; - } - if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 ) - { - m_bOnGround = false; - SetSpeedY(5.f); // Jump!! - } + m_bOnGround = false; + SetSpeedY(5.f); // Jump!! } } } - Vector3d Distance = m_Destination - GetPosition(); - if (Distance.SqrLength() > 0.1f) - { - double Rotation, Pitch; - Distance.Normalize(); - VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch ); - SetHeadYaw (Rotation); - SetYaw( Rotation ); - SetPitch( -Pitch ); - } + if (ReachedFinalDestination()) + Attack(a_Dt); + + SetPitchAndYawFromDestination(); switch (m_EMState) { @@ -219,21 +309,87 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // If enemy passive we ignore checks for player visibility InStateIdle(a_Dt); break; - } - + } case CHASING: { // If we do not see a player anymore skip chasing action InStateChasing(a_Dt); break; - } - + } case ESCAPING: { InStateEscaping(a_Dt); break; } } // switch (m_EMState) + + BroadcastMovementUpdate(); +} + + + + +void cMonster::SetPitchAndYawFromDestination() +{ + Vector3d FinalDestination = m_FinalDestination; + if (m_Target != NULL) + { + if (m_Target->IsPlayer()) + { + FinalDestination.y = ((cPlayer *)m_Target)->GetStance(); + } + else + { + FinalDestination.y = GetHeight(); + } + } + + Vector3d Distance = FinalDestination - GetPosition(); + if (Distance.SqrLength() > 0.1f) + { + { + double Rotation, Pitch; + Distance.Normalize(); + VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); + SetHeadYaw(Rotation); + SetPitch(-Pitch); + } + + { + Vector3d BodyDistance = m_Destination - GetPosition(); + double Rotation, Pitch; + Distance.Normalize(); + VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); + SetYaw(Rotation); + } + } +} + + + + +int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ) +{ + int PosY = (int)floor(GetPosY()); + + if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))]) + { + while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0)) + { + PosY--; + } + + return PosY + 1; + } + else + { + while (g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY < cChunkDef::Height)) + { + PosY++; + } + + return PosY; + } } @@ -244,11 +400,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { super::DoTakeDamage(a_TDI); - if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); + + if((m_SoundHurt != "") && (m_Health > 0)) + m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); + if (a_TDI.Attacker != NULL) { m_Target = a_TDI.Attacker; - AddReference(m_Target); } } @@ -330,55 +488,12 @@ void cMonster::KilledBy(cEntity * a_Killer) -//----State Logic - -const char *cMonster::GetState() -{ - switch(m_EMState) - { - case IDLE: return "Idle"; - case ATTACKING: return "Attacking"; - case CHASING: return "Chasing"; - default: return "Unknown"; - } -} - - - - - -// for debugging -void cMonster::SetState(const AString & a_State) -{ - if (a_State.compare("Idle") == 0) - { - m_EMState = IDLE; - } - else if (a_State.compare("Attacking") == 0) - { - m_EMState = ATTACKING; - } - else if (a_State.compare("Chasing") == 0) - { - m_EMState = CHASING; - } - else - { - LOGD("cMonster::SetState(): Invalid state"); - ASSERT(!"Invalid state"); - } -} - - - - - //Checks to see if EventSeePlayer should be fired //monster sez: Do I see the player void cMonster::CheckEventSeePlayer(void) { // TODO: Rewrite this to use cWorld's DoWithPlayers() - cPlayer * Closest = FindClosestPlayer(); + cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), m_SightDistance); if (Closest != NULL) { @@ -398,7 +513,10 @@ void cMonster::CheckEventLostPlayer(void) if (m_Target != NULL) { pos = m_Target->GetPosition(); - if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length())) + if ( + ((pos - GetPosition()).Length() > m_SightDistance) || + LineOfSight.Trace(Vector3d(GetPosX(), GetPosY() + 1, GetPosZ()), (pos - GetPosition()), (int)(pos - GetPosition()).Length()) + ) { EventLosePlayer(); } @@ -418,7 +536,6 @@ void cMonster::CheckEventLostPlayer(void) void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) { m_Target = a_SeenPlayer; - AddReference(m_Target); } @@ -427,7 +544,6 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) void cMonster::EventLosePlayer(void) { - Dereference(m_Target); m_Target = NULL; m_EMState = IDLE; } @@ -436,27 +552,30 @@ void cMonster::EventLosePlayer(void) -// What to do if in Idle State void cMonster::InStateIdle(float a_Dt) { m_IdleInterval += a_Dt; + if (m_IdleInterval > 1) { - // at this interval the results are predictable + // At this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; - // LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem); - m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds - Vector3f Dist; - Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5); - Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5); + m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds + + Vector3d Dist; + Dist.x = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance; + Dist.z = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance; + if ((Dist.SqrLength() > 2) && (rem >= 3)) { - m_Destination.x = (float)(GetPosX() + Dist.x); - m_Destination.z = (float)(GetPosZ() + Dist.z); - int PosY; - if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY)) + m_Destination.x = GetPosX() + Dist.x; + m_Destination.z = GetPosZ() + Dist.z; + + int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z); + + if (IsNextYPosReachable(NextHeight + 1)) { - m_Destination.y = (float)PosY + 1.2f; + m_Destination.y = (double)NextHeight; MoveToPosition(m_Destination); } } @@ -505,22 +624,6 @@ void cMonster::InStateEscaping(float a_Dt) void cMonster::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; - if ((m_Target != NULL) && (m_AttackInterval > 3.0)) - { - // Setting this higher gives us more wiggle room for attackrate - m_AttackInterval = 0.0; - ((cPawn *)m_Target)->TakeDamage(*this); - } -} - - - - - -// Checks for Players close by and if they are visible return the closest -cPlayer * cMonster::FindClosestPlayer(void) -{ - return m_World->FindClosestPlayer(GetPosition(), m_SightDistance); } @@ -536,42 +639,6 @@ void cMonster::GetMonsterConfig(const AString & a_Name) -void cMonster::SetAttackRate(int ar) -{ - m_AttackRate = (float)ar; -} - - - - - -void cMonster::SetAttackRange(float ar) -{ - m_AttackRange = ar; -} - - - - - -void cMonster::SetAttackDamage(float ad) -{ - m_AttackDamage = ad; -} - - - - - -void cMonster::SetSightDistance(float sd) -{ - m_SightDistance = sd; -} - - - - - AString cMonster::MobTypeToString(cMonster::eType a_MobType) { // Mob types aren't sorted, so we need to search linearly: @@ -635,6 +702,8 @@ cMonster::eType cMonster::StringToMobType(const AString & a_Name) cMonster::eFamily cMonster::FamilyFromType(eType a_Type) { + // Passive-agressive mobs are counted in mob spawning code as passive + switch (a_Type) { case mtBat: return mfAmbient; @@ -699,7 +768,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType) case mtMagmaCube: case mtSlime: { - toReturn = new cSlime (Random.NextInt(2) + 1); + toReturn = new cSlime(Random.NextInt(2) + 1); break; } case mtSkeleton: @@ -803,6 +872,13 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk) int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width; int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width; + + if (!a_Chunk.IsLightValid()) + { + m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); + return; + } + if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index dafb33574..5f32650cf 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -10,7 +10,6 @@ -class Vector3f; class cClientHandle; class cWorld; @@ -74,8 +73,6 @@ public: enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality; - float m_SightDistance; - /** Creates the mob object. * If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() * a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22)) @@ -100,14 +97,9 @@ public: eType GetMobType(void) const {return m_MobType; } eFamily GetMobFamily(void) const; // tolua_end - - - const char * GetState(); - void SetState(const AString & str); virtual void CheckEventSeePlayer(void); virtual void EventSeePlayer(cEntity * a_Player); - virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo /// Reads the monster configuration for the specified monster name and assigns it to this object. void GetMonsterConfig(const AString & a_Name); @@ -121,11 +113,11 @@ public: virtual void Attack(float a_Dt); - int GetAttackRate(){return (int)m_AttackRate;} - void SetAttackRate(int ar); - void SetAttackRange(float ar); - void SetAttackDamage(float ad); - void SetSightDistance(float sd); + int GetAttackRate() { return (int)m_AttackRate; } + void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } + void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; } + void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; } + void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; } /// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } @@ -159,34 +151,72 @@ public: protected: + /* ======= PATHFINDING ======= */ + + /** A pointer to the entity this mobile is aiming to reach */ cEntity * m_Target; + /** Coordinates of the next position that should be reached */ + Vector3d m_Destination; + /** Coordinates for the ultimate, final destination. */ + Vector3d m_FinalDestination; + /** Returns if the ultimate, final destination has been reached */ + bool ReachedFinalDestination(void); + + /** Stores if mobile is currently moving towards the ultimate, final destination */ + bool m_bMovingToDestination; + /** Finds the first non-air block position (not the highest, as cWorld::GetHeight does) + If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1 + If current Y is solid, goes up to find first nonsolid block, and returns that */ + int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); + + /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */ + std::vector m_TraversedCoordinates; + /** Returns if coordinate is in the traversed list */ + bool IsCoordinateInTraversedList(Vector3i a_Coords); + + /** Finds the next place to go + This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */ + void TickPathFinding(void); + /** Finishes a pathfinding task, be it due to failure or something else */ + inline void FinishPathFinding(void) + { + m_TraversedCoordinates.clear(); + m_bMovingToDestination = false; + } + /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */ + void SetPitchAndYawFromDestination(void); + + /* ===========================*/ + float m_AttackRate; float m_IdleInterval; - Vector3f m_Destination; - bool m_bMovingToDestination; + bool m_bPassiveAggressive; float m_DestinationTime; float m_DestroyTimer; - float m_Jump; eType m_MobType; AString m_SoundHurt; AString m_SoundDeath; - float m_SeePlayerInterval; - float m_AttackDamage; - float m_AttackRange; + int m_AttackDamage; + int m_AttackRange; float m_AttackInterval; + int m_SightDistance; bool m_BurnsInDaylight; void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); void HandleDaylightBurning(cChunk & a_Chunk); + inline bool IsNextYPosReachable(int a_PosY) + { + return (a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1); + } } ; // tolua_export diff --git a/src/Mobs/PassiveMonster.cpp b/src/Mobs/PassiveMonster.cpp index 91ceb5a53..d774d3170 100644 --- a/src/Mobs/PassiveMonster.cpp +++ b/src/Mobs/PassiveMonster.cpp @@ -2,7 +2,6 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "PassiveMonster.h" -#include "../MersenneTwister.h" #include "../World.h" @@ -36,20 +35,9 @@ void cPassiveMonster::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); - m_SeePlayerInterval += a_Dt; - - if (m_SeePlayerInterval > 1) // Check every second + if (m_EMState == ESCAPING) { - int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally - - m_SeePlayerInterval = 0.0; - if (rem >= 2) - { - if (m_EMState == ESCAPING) - { - CheckEventLostPlayer(); - } - } + CheckEventLostPlayer(); } } diff --git a/src/Mobs/Wolf.cpp b/src/Mobs/Wolf.cpp index 3d4e97c80..483f1d193 100644 --- a/src/Mobs/Wolf.cpp +++ b/src/Mobs/Wolf.cpp @@ -108,7 +108,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk) m_bMovingToDestination = false; } - cPlayer * a_Closest_Player = FindClosestPlayer(); + cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), m_SightDistance); if (a_Closest_Player != NULL) { switch (a_Closest_Player->GetEquippedItem().m_ItemType) -- cgit v1.2.3