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Decoupled cMonster and path recalc logic, re-implemented recalc

This commit is contained in:
Safwat Halaby
2015-11-20 10:03:20 +02:00
parent 7501d44258
commit 8a5df43e6c
8 changed files with 490 additions and 339 deletions

View File

@@ -14,7 +14,7 @@
#include "../Chunk.h"
#include "../FastRandom.h"
#include "Path.h"
#include "PathFinder.h"
@@ -75,11 +75,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_EMState(IDLE)
, m_EMPersonality(AGGRESSIVE)
, m_Target(nullptr)
, m_Path(nullptr)
, m_IsFollowingPath(false)
, m_PathFinder(a_Width, a_Height)
, m_PathfinderActivated(false)
, m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@@ -125,127 +122,20 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (!m_PathfinderActivated)
{
return false;
}
if (m_TicksSinceLastPathReset < 1000)
{
// No need to count beyond 1000. 1000 is arbitary here.
++m_TicksSinceLastPathReset;
}
if (ReachedFinalDestination())
{
StopMovingToPosition();
return false;
}
if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
{
/* If we reached the last path waypoint,
Or if we haven't re-calculated for too long.
Interval is proportional to distance squared, and its minimum is 10.
(Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
)
{
/* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
This is a workaround till we get better path recalculation. */
if (!m_NoPathToTarget)
{
ResetPathFinding();
}
}
}
if (m_Path == nullptr)
{
if (!EnsureProperDestination(a_Chunk))
{
StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
return false;
}
m_GiveUpCounter = 40;
m_NoPathToTarget = false;
m_NoMoreWayPoints = false;
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
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:
{
// Pathfinder needs more time
break;
}
case ePathFinderStatus::PATH_FOUND:
{
if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
{
if (m_EMState == ATTACKING)
{
ResetPathFinding(); // Try to calculate a path again.
// This results in mobs hanging around an unreachable target (player).
}
else
{
StopMovingToPosition(); // Find a different place to go to.
}
return false;
}
else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
{
if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
{
m_NextWayPointPosition = m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
}
}
else
{
m_NoMoreWayPoints = true;
}
m_IsFollowingPath = true;
return true;
}
}
return false;
}
void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
{
return;
}
if (m_JumpCoolDown == 0)
{
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
if (
(IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) ||
(IsSwimming() && (m_GiveUpCounter < 15))
(IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) // TODO water handling?
)
{
m_bOnGround = false;
@@ -296,98 +186,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
// If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (!cBlockInfo::IsSolid(BlockType))
{
bool InTheAir = true;
int x, z;
for (z = -1; z <= 1; ++z)
{
for (x = -1; x <= 1; ++x)
{
if ((x == 0) && (z == 0))
{
continue;
}
Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
RelX = FloorC(m_FinalDestination.x + x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(m_FinalDestination.z + z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
m_FinalDestination.x += x;
m_FinalDestination.z += z;
InTheAir = false;
goto breakBothLoops;
}
}
}
breakBothLoops:
// Go down to the lowest air block.
if (InTheAir)
{
while (m_FinalDestination.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
break;
}
m_FinalDestination.y -= 1;
}
}
}
// If destination in water, go up to the highest water block.
// If destination in solid, go up to first air block.
bool InWater = false;
while (m_FinalDestination.y < cChunkDef::Height)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
InWater = true;
}
else if (cBlockInfo::IsSolid(BlockType))
{
InWater = false;
}
else
{
break;
}
m_FinalDestination.y += 1;
}
if (InWater)
{
m_FinalDestination.y -= 1;
}
return true;
}
@@ -406,22 +205,6 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_PathfinderActivated = false;
ResetPathFinding();
}
void cMonster::ResetPathFinding(void)
{
m_TicksSinceLastPathReset = 0;
m_IsFollowingPath = false;
if (m_Path != nullptr)
{
delete m_Path;
m_Path = nullptr;
}
}
@@ -435,7 +218,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die.
// The mob is dead, but we're still animating the "puff" they leave when they die
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
@@ -453,34 +236,57 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
if (GetPosY() >= 0)
// Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
bool a_IsFollowingPath = false;
if (m_PathfinderActivated)
{
// Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
if (ReachedFinalDestination())
{
/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
1. I am idle
2. I was not hurt by a player recently.
Then STOP. */
if (
m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
!WouldBurnAt(GetPosition(), *Chunk)
)
StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
}
else
{
// Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
}
else
{
MoveToWayPoint(*Chunk);
case ePathFinderStatus::PATH_FOUND:
{
/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
1. I am idle
2. I was not hurt by a player recently.
Then STOP. */
if (
m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
!WouldBurnAt(GetPosition(), *Chunk)
)
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
}
else
{
a_IsFollowingPath = true; // Used for proper body / head orientation only.
MoveToWayPoint(*Chunk);
}
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition();
break;
}
default:
{
}
}
}
}
SetPitchAndYawFromDestination();
SetPitchAndYawFromDestination(a_IsFollowingPath);
HandleFalling();
switch (m_EMState)
@@ -522,24 +328,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
void cMonster::SetPitchAndYawFromDestination()
void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
Vector3d FinalDestination = m_FinalDestination;
if (m_Target != nullptr)
{
if (m_Target->IsPlayer())
{
FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
}
else
{
FinalDestination.y = m_Target->GetPosY() + GetHeight();
}
}
/* Todo Buggy */
Vector3d BodyDistance;
if (!m_IsFollowingPath && (m_Target != nullptr))
if (!a_IsFollowingPath && (m_Target != nullptr))
{
BodyDistance = m_Target->GetPosition() - GetPosition();
}
@@ -552,22 +345,39 @@ void cMonster::SetPitchAndYawFromDestination()
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
SetYaw(BodyRotation);
Vector3d Distance = FinalDestination - GetPosition();
Vector3d HeadDistance;
if (m_Target != nullptr)
{
double HeadRotation, HeadPitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
if (std::abs(BodyRotation - HeadRotation) < 90)
if (m_Target->IsPlayer()) // Look at a player
{
SetHeadYaw(HeadRotation);
SetPitch(-HeadPitch);
HeadDistance = m_Target->GetPosition() - GetPosition();
// HeadDistance.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
}
else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
else // Look at some other entity
{
SetHeadYaw(BodyRotation);
SetPitch(-BodyPitch);
HeadDistance = m_Target->GetPosition() - GetPosition();
// HeadDistance.y = m_Target->GetPosY() + GetHeight();
}
}
else // Look straight
{
HeadDistance = BodyDistance;
HeadDistance.y = 0;
}
double HeadRotation, HeadPitch;
HeadDistance.Normalize();
VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
if (std::abs(BodyRotation - HeadRotation) < 90)
{
SetHeadYaw(HeadRotation);
SetPitch(-HeadPitch);
}
else
{
SetHeadYaw(BodyRotation);
SetPitch(-BodyPitch);
}
}
@@ -806,7 +616,7 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
if (m_IsFollowingPath)
if (m_PathfinderActivated)
{
return; // Still getting there
}