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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-02 17:50:42 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-02 17:50:42 +0200 |
commit | 9226bdbd4c3dafe7b35f5e82a452b5ee6e8b44cf (patch) | |
tree | c9791797f079c73213f39bd8c9b69c1e80da9c23 /src/Mobs/Path.cpp | |
parent | Merge pull request #1928 from SafwatHalaby/contrib (diff) | |
parent | PathFinding - Chunk querying optimization and improve cPath::IsSolid (diff) | |
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Diffstat (limited to 'src/Mobs/Path.cpp')
-rw-r--r-- | src/Mobs/Path.cpp | 67 |
1 files changed, 26 insertions, 41 deletions
diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index 0cb03c925..32eff9d2b 100644 --- a/src/Mobs/Path.cpp +++ b/src/Mobs/Path.cpp @@ -1,12 +1,9 @@ #include "Globals.h" -#ifndef COMPILING_PATHFIND_DEBUGGER - /* MCServer headers */ - #include "../World.h" - #include "../Chunk.h" -#endif #include <cmath> + #include "Path.h" +#include "../Chunk.h" #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. @@ -38,18 +35,17 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2) /* cPath implementation */ cPath::cPath( - cWorld * a_World, + 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 ) { + ASSERT(m_Chunk != nullptr); // TODO: if src not walkable OR dest not walkable, then abort. // Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable - m_World = a_World; - // m_World = cRoot::Get()->GetDefaultWorld(); - + m_Chunk = a_Chunk; m_Source = a_StartingPoint.Floor(); m_Destination = a_EndingPoint.Floor(); @@ -65,6 +61,7 @@ cPath::cPath( m_PointCount = 0; ProcessCell(GetCell(a_StartingPoint), nullptr, 0); + m_Chunk = nullptr; } @@ -83,8 +80,10 @@ cPath::~cPath() -ePathFinderStatus cPath::Step() +ePathFinderStatus cPath::Step(cChunk * a_Chunk) { + m_Chunk = a_Chunk; + ASSERT(m_Chunk != nullptr); if (m_Status != ePathFinderStatus::CALCULATING) { return m_Status; @@ -106,6 +105,7 @@ ePathFinderStatus cPath::Step() } } } + m_Chunk = nullptr; return m_Status; } @@ -113,15 +113,25 @@ ePathFinderStatus cPath::Step() -#ifndef COMPILING_PATHFIND_DEBUGGER bool cPath::IsSolid(const Vector3d & a_Location) { - int ChunkX, ChunkZ; - m_Item_CurrentBlock = a_Location; - cChunkDef::BlockToChunk(a_Location.x, a_Location.z, ChunkX, ChunkZ); - return !m_World->DoWithChunk(ChunkX, ChunkZ, * this); + ASSERT(m_Chunk != nullptr); + m_Chunk = m_Chunk->GetNeighborChunk(a_Location.x, a_Location.z); + if (!m_Chunk->IsValid()) + { + return true; + } + 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_FENCE_GATE)) + { + GetCell(a_Location + Vector3d(0, 1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over. + } + return cBlockInfo::IsSolid(BlockType); } -#endif @@ -352,28 +362,3 @@ void cPath::AddPoint(Vector3d a_Vector) m_PathPoints.push_back(a_Vector); ++m_PointCount; } - - - - - -#ifndef COMPILING_PATHFIND_DEBUGGER -bool cPath::Item(cChunk * a_Chunk) // returns FALSE if there's a solid or if we failed. -{ - int RelX = m_Item_CurrentBlock.x - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = m_Item_CurrentBlock.z - a_Chunk->GetPosZ() * cChunkDef::Width; - - if (!a_Chunk->IsValid()) - { - return false; - } - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - a_Chunk->GetBlockTypeMeta(RelX, m_Item_CurrentBlock.y, RelZ, BlockType, BlockMeta); - return (!cBlockInfo::IsSolid(BlockType)); - - // TODO Maybe I should queue several blocks and call item() at once for all of them for better performance? - // I think Worktycho said each item() call needs 2 locks. - -} -#endif |