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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
This commit is contained in:
Tiger Wang
2014-01-24 19:57:32 +00:00
parent 161a1c7274
commit 9c0e3615ce
7 changed files with 336 additions and 244 deletions

View File

@@ -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()
{
m_bMovingToDestination = true;
int PosX = (int)floor(GetPosX());
int PosY = (int)floor(GetPosY());
int PosZ = (int)floor(GetPosZ());
m_Destination = a_Position;
m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z);
std::vector<Vector3d> 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<Vector3d>::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<Vector3i>::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr)
{
if (itr->Equals(a_Coords))
{
return true;
}
}
return false;
}
@@ -123,9 +211,10 @@ 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;
}
@@ -133,6 +222,19 @@ bool cMonster::ReachedDestination()
bool cMonster::ReachedFinalDestination()
{
if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
{
return true;
}
return false;
}
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
@@ -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