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author | Safwat Halaby <SafwatHalaby@users.noreply.github.com> | 2015-12-13 06:33:59 +0100 |
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committer | Safwat Halaby <SafwatHalaby@users.noreply.github.com> | 2015-12-13 06:33:59 +0100 |
commit | 86b51083a174713eeaa4a9e602bb71acb51d55f5 (patch) | |
tree | c73d4b10ce1e4159a29b386e2d933ccaaa3c5d23 /src/Mobs/PathFinder.h | |
parent | Merge pull request #2739 from Gargaj/patch-6 (diff) | |
parent | Decoupled cMonster and path recalc logic, re-implemented recalc (diff) | |
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Diffstat (limited to 'src/Mobs/PathFinder.h')
-rw-r--r-- | src/Mobs/PathFinder.h | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/src/Mobs/PathFinder.h b/src/Mobs/PathFinder.h new file mode 100644 index 000000000..1570679bf --- /dev/null +++ b/src/Mobs/PathFinder.h @@ -0,0 +1,96 @@ + +#pragma once +#include "Path.h" + +#define WAYPOINT_RADIUS 0.5 +/* +TODO DOXY style + +This class wraps cPath. +cPath is a "dumb device" - You give it point A and point B, and it returns a full path path. +cPathFinder - You give it a constant stream of point A (where you are) and point B (where you want to go), +and it tells you where to go next. It manages path recalculation internally, and is much more efficient that calling cPath every step. + +*/ + +class cPathFinder +{ + +public: + /** Creates a cPathFinder instance. Each mob should have one cPathFinder throughout its lifetime. + @param a_MobWidth The mob width. + @param a_MobWidth The mob height. + */ + cPathFinder(double a_MobWidth, double a_MobHeight); + + /** Updates the PathFinder's internal state and returns a waypoint. + A waypoint is a coordinate which the mob can safely move to from its current position in a straight line. + The mob is expected to call this function tick as long as it is following a path. + @param a_Chunk The chunk in which the mob is currently at. + @param a_Source The mob's position. a_Source's coordinates are expected to be within the chunk given in a_Chunk. + @param a_Destination The position the mob would like to reach. If a_ExactPath is true, the PathFinder may modify this. + @param a_OutputWaypoint An output parameter: The next waypoint to go to. + @param a_DontCare If true, the mob doesn't care where to go, and the Pathfinder may modify a_Destination. + This should usually be false. An exception is a wandering idle mob which doesn't care about its final destination. + In the future, idle mobs shouldn't use A* at all. + + Returns an ePathFinderStatus. + ePathFinderStatus:CALCULATING - The PathFinder is still processing a path. Nothing was written to a_OutputWaypoint. The mob should probably not move. + ePathFinderStatus:PATH_FOUND - The PathFinder has found a path to the target. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint. + ePathFinderStatus:NEARBY_FOUND - The PathFinder did not find a destination to the target but did find a nearby spot. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint. + ePathFinderStatus:PATH_NOT_FOUND - The PathFinder did not find a destination to the target. Nothing was written to a_OutputWaypoint. The mob should probably not move. + + Note: Once NEARBY_FOUND is returned once, subsequent calls return PATH_FOUND. */ + ePathFinderStatus GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint, bool a_DontCare = false); + +private: + + /** The width of the Mob which owns this PathFinder. */ + double m_Width; + + /** The height of the Mob which owns this PathFinder. */ + double m_Height; + + /** The current cPath instance we have. This is discarded and recreated when a path recalculation is needed. */ + cPath m_Path; + + /** If 0, will give up reaching the next m_WayPoint and will recalculate path. */ + int m_GiveUpCounter; + + /** Coordinates of the next position that should be reached. */ + Vector3d m_WayPoint; + + /** Coordinates for where we should go. This is out ultimate, final destination. */ + Vector3d m_FinalDestination; + + /** Coordinates for where we are practically going. */ + Vector3d m_PathDestination; + + /** When FinalDestination is too far from this, we recalculate. + This usually equals PathDestination. Except when m_NoPathToTarget is true. */ + Vector3d m_DeviationOrigin; + + + /** Coordinates for where the mob is currently at. */ + Vector3d m_Source; + + /** True if there's no path to target and we're walking to a nearby location instead. */ + bool m_NoPathToTarget; + + /** When a path is not found, this cooldown prevents any recalculations for several ticks. */ + int m_NotFoundCooldown; + + /** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air. + Only the Y coordinate of m_FinalDestination might be changed by this call. + 1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column. + 2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column. + 3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water. + Now either 1 or 2 is performed. */ + bool EnsureProperDestination(cChunk & a_Chunk); + + /** Resets a pathfinding task, typically because m_FinalDestination has deviated too much from m_DeviationOrigin. */ + void ResetPathFinding(cChunk &a_Chunk); + + /** Is the path too old and should be recalculated? When this is true ResetPathFinding() is called. */ + bool PathIsTooOld() const; +}; |