diff options
Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 91 |
1 files changed, 53 insertions, 38 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 21ed0c25a..a2295777a 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -10,11 +10,12 @@ - - class cClientHandle; class cWorld; +// Fwd: cPath +enum class ePathFinderStatus; +class cPath; @@ -60,8 +61,9 @@ public: virtual void OnRightClicked(cPlayer & a_Player) override; + /** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly + Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export - virtual bool ReachedDestination(void); // tolua_begin eMonsterType GetMobType(void) const { return m_MobType; } @@ -158,19 +160,25 @@ public: protected: - /* ======= PATHFINDING ======= */ - /** A pointer to the entity this mobile is aiming to reach */ cEntity * m_Target; + cPath * m_Path; // TODO unique ptr + + /** Stores if mobile is currently moving towards the ultimate, final destination */ + bool m_IsFollowingPath; + + /* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */ + int m_GiveUpCounter; + int m_TicksSinceLastPathReset; + /** Coordinates of the next position that should be reached */ - Vector3d m_Destination; + Vector3d m_NextWayPointPosition; + /** Coordinates for the ultimate, final destination. */ Vector3d m_FinalDestination; - /** Returns if the ultimate, final destination has been reached */ - bool ReachedFinalDestination(void); - /** Stores if mobile is currently moving towards the ultimate, final destination */ - bool m_bMovingToDestination; + /** Coordinates for the ultimate, final destination last given to the pathfinder. */ + Vector3d m_PathFinderDestination; /** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does) If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1 @@ -178,44 +186,50 @@ protected: If no suitable position is found, returns cChunkDef::Height. */ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); - /** Returns if a monster can actually reach a given height by jumping or walking */ - inline bool IsNextYPosReachable(int a_PosY) - { - return ( - (a_PosY <= POSY_TOINT) || - DoesPosYRequireJump(a_PosY) - ); - } + /** Returns if the ultimate, final destination has been reached */ + bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } + + /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */ + bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); } + /** Returns if a monster can reach a given height by jumping */ inline bool DoesPosYRequireJump(int a_PosY) { return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); } - /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */ - std::vector<Vector3i> m_TraversedCoordinates; - /** Returns if coordinate is in the traversed list */ - bool IsCoordinateInTraversedList(Vector3i a_Coords); + /** Finds the next place to go by calculating a path and setting the m_NextWayPointPosition variable for the next block to head to + This is based on the ultimate, final destination and the current position, as well as the A* algorithm, and any environmental hazards + Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition + */ + bool TickPathFinding(cChunk & a_Chunk); + + /** Move in a straight line to the next waypoint in the path, will jump if needed. */ + void MoveToWayPoint(cChunk & a_Chunk); + + /** 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. + 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, be it due to failure or something else + Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path. + Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */ + void ResetPathFinding(void); + + /** Stops pathfinding + Calls ResetPathFinding and sets m_IsFollowingPath to false */ + void StopMovingToPosition(); - /** Finds the next place to go - This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */ - void TickPathFinding(void); - /** Finishes a pathfinding task, be it due to failure or something else */ - inline void FinishPathFinding(void) - { - m_TraversedCoordinates.clear(); - m_bMovingToDestination = false; - } /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */ void SetPitchAndYawFromDestination(void); - /* =========================== */ - /* ========= FALLING ========= */ - virtual void HandleFalling(void); int m_LastGroundHeight; - - /* =========================== */ + int m_JumpCoolDown; std::chrono::milliseconds m_IdleInterval; std::chrono::milliseconds m_DestroyTimer; @@ -239,10 +253,11 @@ protected: float m_DropChanceLeggings; float m_DropChanceBoots; bool m_CanPickUpLoot; + int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player? - void HandleDaylightBurning(cChunk & a_Chunk); + void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn); + bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk); bool m_BurnsInDaylight; - double m_RelativeWalkSpeed; /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/ |