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Fixed a position bug in the pathfinder

This commit is contained in:
Tiger Wang
2015-07-11 20:40:03 +01:00
parent 3e0af6ca36
commit baf3a07804
4 changed files with 25 additions and 101 deletions

View File

@@ -76,8 +76,8 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_Target(nullptr)
, m_Path(nullptr)
, m_IsFollowingPath(false)
, m_PathfinderActivated(false)
, m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
@@ -124,15 +124,10 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (!m_IsFollowingPath)
if (!m_PathfinderActivated)
{
return false;
}
if (m_TicksSinceLastPathReset < 1000)
{
// No need to count beyond 1000. 1000 is arbitary here.
++m_TicksSinceLastPathReset;
}
if (ReachedFinalDestination())
{
@@ -140,26 +135,6 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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))
@@ -167,21 +142,17 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
return false;
}
m_NoPathToTarget = false;
m_NoMoreWayPoints = false;
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
m_GiveUpCounter = 40;
m_Path = new cPath(a_Chunk, GetPosition(), m_FinalDestination, 20, GetWidth(), GetHeight());
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
m_PathFinderDestination = m_Path->AcceptNearbyPath();
m_FinalDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Try to calculate a path again.
@@ -195,9 +166,10 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
}
case ePathFinderStatus::PATH_FOUND:
{
if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
if ((--m_GiveUpCounter) == 0)
{
if (m_EMState == ATTACKING)
// Failed to reach a waypoint - that's a failure condition whichever point we're at
if (m_EMState == CHASING)
{
ResetPathFinding(); // Try to calculate a path again.
// This results in mobs hanging around an unreachable target (player).
@@ -216,10 +188,8 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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;
}
}
@@ -389,8 +359,8 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
m_IsFollowingPath = true;
m_FinalDestination = a_Position;
m_PathfinderActivated = true;
}
@@ -399,7 +369,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_IsFollowingPath = false;
m_PathfinderActivated = false;
ResetPathFinding();
}
@@ -409,7 +379,7 @@ void cMonster::StopMovingToPosition()
void cMonster::ResetPathFinding(void)
{
m_TicksSinceLastPathReset = 0;
m_IsFollowingPath = false;
if (m_Path != nullptr)
{
delete m_Path;