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PF - "Special blocks" handling

This commit is contained in:
Safwat Halaby
2015-12-22 07:43:50 +02:00
parent 7b65ee4096
commit dfeced18b2
14 changed files with 400 additions and 219 deletions

View File

@@ -7,6 +7,8 @@
#include "../Chunk.h"
#define JUMP_G_COST 20
#define NORMAL_G_COST 10
#define DIAGONAL_G_COST 14
#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.
@@ -30,8 +32,7 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
cPath::cPath(
cChunk & a_Chunk,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
double a_BoundingBoxWidth, double a_BoundingBoxHeight
) :
m_StepsLeft(a_MaxSteps),
m_IsValid(true),
@@ -39,10 +40,8 @@ cPath::cPath(
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; // Treat all mobs width as 1 until physics is improved. This would also require changes to stepOnce to work.
a_BoundingBoxWidth = 1; // Treat all mobs width as 1 until physics is improved.
m_BoundingBoxWidth = CeilC(a_BoundingBoxWidth);
m_BoundingBoxHeight = CeilC(a_BoundingBoxHeight);
@@ -57,7 +56,7 @@ cPath::cPath(
m_Destination.y = FloorC(a_EndingPoint.y);
m_Destination.z = FloorC(a_EndingPoint.z - HalfWidthInt);
if (!IsWalkable(m_Source))
if (!IsWalkable(m_Source, m_Source))
{
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
return;
@@ -126,51 +125,6 @@ Vector3i cPath::AcceptNearbyPath()
bool cPath::IsSolid(const Vector3i & a_Location)
{
ASSERT(m_Chunk != nullptr);
if (!cChunkDef::IsValidHeight(a_Location.y))
{
return false;
}
auto Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
m_BadChunkFound = true;
return true;
}
m_Chunk = Chunk;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = a_Location.x - m_Chunk->GetPosX() * cChunkDef::Width;
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_OAK_FENCE_GATE) ||
(BlockType == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockType == E_BLOCK_COBBLESTONE_WALL) ||
((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;
}
return cBlockInfo::IsSolid(BlockType);
}
bool cPath::StepOnce()
{
cPathCell * CurrentCell = OpenListPop();
@@ -209,40 +163,47 @@ bool cPath::StepOnce()
// Now we start checking adjacent cells.
bool done_east = false,
done_west = false,
done_north = false,
done_south = false; // If true, no need to do more checks in that direction
// If true, no need to do more checks in that direction
bool DoneEast = false,
DoneWest = false,
DoneNorth = false,
DoneSouth = false;
// If true, we can walk in that direction without changing height
// This is used for deciding if to calculate diagonals
bool WalkableEast = false,
WalkableWest = false,
WalkableNorth = false,
WalkableSouth = false;
// If we can jump without hitting the ceiling
if (BodyFitsIn(CurrentCell->m_Location + Vector3i(0, 1, 0)))
if (BodyFitsIn(CurrentCell->m_Location + Vector3i(0, 1, 0), CurrentCell->m_Location))
{
// For ladder climbing
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 0), CurrentCell, JUMP_G_COST);
// Check east-up
if (GetCell(CurrentCell->m_Location + Vector3i(1, 0, 0))->m_IsSolid)
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 1, 0), CurrentCell, JUMP_G_COST))
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 1, 0), CurrentCell, JUMP_G_COST);
done_east = true;
DoneEast = true;
}
// Check west-up
if (GetCell(CurrentCell->m_Location + Vector3i(-1, 0, 0))->m_IsSolid)
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 1, 0), CurrentCell, JUMP_G_COST))
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 1, 0), CurrentCell, JUMP_G_COST);
done_west = true;
DoneWest = true;
}
// Check north-up
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, -1))->m_IsSolid)
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, -1), CurrentCell, JUMP_G_COST))
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, -1), CurrentCell, JUMP_G_COST);
done_north = true;
DoneNorth = true;
}
// Check south-up
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, 1))->m_IsSolid)
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 1), CurrentCell, JUMP_G_COST))
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, 1), CurrentCell, JUMP_G_COST);
done_south = true;
DoneSouth = true;
}
}
@@ -251,72 +212,87 @@ bool cPath::StepOnce()
// Check North, South, East, West at our own height or below. We are willing to jump up to 3 blocks down.
if (!done_east)
if (!DoneEast)
{
for (int i = 0; i >= -3; --i)
for (int y = 0; y >= -3; --y)
{
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10))
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, y, 0), CurrentCell, NORMAL_G_COST))
{
done_east = true;
DoneEast = true;
if (y == 0)
{
WalkableEast = true;
}
break;
}
}
}
if (!done_west)
if (!DoneWest)
{
for (int i = 0; i >= -3; --i)
for (int y = 0; y >= -3; --y)
{
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10))
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, y, 0), CurrentCell, NORMAL_G_COST))
{
done_west = true;
DoneWest = true;
if (y == 0)
{
WalkableWest = true;
}
break;
}
}
}
if (!done_south)
if (!DoneSouth)
{
for (int i = 0; i >= -3; --i)
for (int y = 0; y >= -3; --y)
{
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10))
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, y, 1), CurrentCell, NORMAL_G_COST))
{
done_west = true;
DoneWest = true;
if (y == 0)
{
WalkableSouth = true;
}
break;
}
}
}
if (!done_north)
if (!DoneNorth)
{
for (int i = 0; i >= -3; --i)
for (int y = 0; y >= -3; --y)
{
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10))
if (ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, y, -1), CurrentCell, NORMAL_G_COST))
{
done_north = true;
DoneNorth = true;
if (y == 0)
{
WalkableNorth = true;
}
break;
}
}
}
// Check diagonals
for (int x = -1; x <= 1; x += 2)
if (WalkableNorth && WalkableEast)
{
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)
{
// This prevents falling of "sharp turns" e.g. a 1x1x20 rectangle in the air which breaks in a right angle suddenly.
if (GetCell(CurrentCell->m_Location + Vector3i(x, -1, 0))->m_IsSolid && GetCell(CurrentCell->m_Location + Vector3i(0, -1, z))->m_IsSolid)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 0, z), CurrentCell, 14); // 14 is a good enough approximation of sqrt(10 + 10).
}
}
}
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, -1), CurrentCell, DIAGONAL_G_COST);
}
if (WalkableNorth && WalkableWest)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, -1), CurrentCell, DIAGONAL_G_COST);
}
if (WalkableSouth && WalkableEast)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 1), CurrentCell, DIAGONAL_G_COST);
}
if (WalkableSouth && WalkableWest)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 1), CurrentCell, DIAGONAL_G_COST);
}
return false;
@@ -349,6 +325,12 @@ void cPath::BuildPath()
cPathCell * CurrentCell = GetCell(m_Destination);
while (CurrentCell->m_Parent != nullptr)
{
// Waypoints are cylinders that start at some particular x, y, z and have infinite height.
// Submerging water waypoints allows swimming mobs to be able to touch them.
if (GetCell(CurrentCell->m_Location + Vector3i(0, -1, 0))->m_BlockType == E_BLOCK_STATIONARY_WATER)
{
CurrentCell->m_Location.y -= 30;
}
m_PathPoints.push_back(CurrentCell->m_Location); // Populate the cPath with points. All midpoints are added. Destination is added. Source is excluded.
CurrentCell = CurrentCell->m_Parent;
}
@@ -418,7 +400,7 @@ cPathCell * cPath::OpenListPop() // Popping from the open list also means addin
bool cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
{
if (IsWalkable(a_Location))
if (IsWalkable(a_Location, a_Parent->m_Location))
{
ProcessCell(GetCell(a_Location), a_Parent, a_Cost);
return true;
@@ -486,13 +468,72 @@ void cPath::ProcessCell(cPathCell * a_Cell, cPathCell * a_Caller, int a_GDelta)
void cPath::FillCellAttributes(cPathCell & a_Cell)
{
const Vector3i & Location = a_Cell.m_Location;
ASSERT(m_Chunk != nullptr);
if (!cChunkDef::IsValidHeight(Location.y))
{
// Players can't build outside the game height, so it must be air
a_Cell.m_IsSolid = false;
a_Cell.m_IsSpecial = false;
a_Cell.m_BlockType = E_BLOCK_AIR;
return;
}
auto Chunk = m_Chunk->GetNeighborChunk(Location.x, Location.z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
m_BadChunkFound = true;
a_Cell.m_IsSolid = true;
a_Cell.m_IsSpecial = false;
a_Cell.m_BlockType = E_BLOCK_AIR; // m_BlockType is never used when m_IsSpecial is false, but it may be used if we implement dijkstra
return;
}
m_Chunk = Chunk;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = Location.x - m_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = Location.z - m_Chunk->GetPosZ() * cChunkDef::Width;
m_Chunk->GetBlockTypeMeta(RelX, Location.y, RelZ, BlockType, BlockMeta);
a_Cell.m_BlockType = BlockType;
a_Cell.m_BlockMeta = BlockMeta;
if (BlockTypeIsSpecial(BlockType))
{
a_Cell.m_IsSpecial = true;
a_Cell.m_IsSolid = true; // Specials are solids only from a certain direction. But their m_IsSolid is always true
}
else if ((a_Cell.m_BlockType == E_BLOCK_AIR) && BlockTypeIsFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType))
{
// Air blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids.
a_Cell.m_IsSpecial = true;
a_Cell.m_IsSolid = true;
}
else
{
a_Cell.m_IsSpecial = false;
a_Cell.m_IsSolid = cBlockInfo::IsSolid(BlockType);
}
}
cPathCell * cPath::GetCell(const Vector3i & a_Location)
{
// Create the cell in the hash table if it's not already there.
if (m_Map.count(a_Location) == 0) // Case 1: Cell is not on any list. We've never checked this cell before.
{
m_Map[a_Location].m_Location = a_Location;
m_Map[a_Location].m_IsSolid = IsSolid(a_Location);
FillCellAttributes(m_Map[a_Location]);
m_Map[a_Location].m_Status = eCellStatus::NOLIST;
#ifdef COMPILING_PATHFIND_DEBUGGER
#ifdef COMPILING_PATHFIND_DEBUGGER_MARK_UNCHECKED
@@ -511,16 +552,16 @@ cPathCell * cPath::GetCell(const Vector3i & a_Location)
bool cPath::IsWalkable(const Vector3i & a_Location)
bool cPath::IsWalkable(const Vector3i & a_Location, const Vector3i & a_Source)
{
return (HasSolidBelow(a_Location) && BodyFitsIn(a_Location));
return (HasSolidBelow(a_Location) && BodyFitsIn(a_Location, a_Source));
}
bool cPath::BodyFitsIn(const Vector3i & a_Location)
// We need the source because some special blocks are solid only from a certain direction e.g. doors
bool cPath::BodyFitsIn(const Vector3i & a_Location, const Vector3i & a_Source)
{
int x, y, z;
for (y = 0; y < m_BoundingBoxHeight; ++y)
@@ -529,9 +570,20 @@ bool cPath::BodyFitsIn(const Vector3i & a_Location)
{
for (z = 0; z < m_BoundingBoxWidth; ++z)
{
if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
cPathCell * CurrentCell = GetCell(a_Location + Vector3i(x, y, z));
if (CurrentCell->m_IsSolid)
{
return false;
if (CurrentCell->m_IsSpecial)
{
if (SpecialIsSolidFromThisDirection(CurrentCell->m_BlockType, CurrentCell->m_BlockMeta, a_Location - a_Source))
{
return false;
}
}
else
{
return false;
}
}
}
}
@@ -543,6 +595,91 @@ bool cPath::BodyFitsIn(const Vector3i & a_Location)
bool cPath::BlockTypeIsSpecial(BLOCKTYPE a_Type)
{
if (BlockTypeIsFence(a_Type))
{
return true;
}
switch (a_Type)
{
case E_BLOCK_OAK_DOOR:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
return true;
}
default:
{
return false;
}
}
}
bool cPath::BlockTypeIsFence(BLOCKTYPE a_Type)
{
switch (a_Type)
{
case E_BLOCK_FENCE:
case E_BLOCK_OAK_FENCE_GATE:
case E_BLOCK_NETHER_BRICK_FENCE:
case E_BLOCK_COBBLESTONE_WALL:
case E_BLOCK_DARK_OAK_FENCE:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_ACACIA_FENCE:
{
return true;
}
default:
{
return false;
}
}
}
bool cPath::SpecialIsSolidFromThisDirection(BLOCKTYPE a_Type, NIBBLETYPE a_Meta, const Vector3i & a_Direction)
{
if (a_Direction == Vector3i(0, 0, 0))
{
return false;
}
switch (a_Type)
{
// Air is special only when above a fence
case E_BLOCK_AIR:
{
// Treat the air block as solid if the mob is going upward and trying to climb a fence
if (a_Direction.y > 0)
{
return true;
}
else
{
return false;
}
}
// TODO Fill this with the other specials after physics is fixed
}
return true;
}
bool cPath::HasSolidBelow(const Vector3i & a_Location)
{
int x, z;