This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
289 lines
7.8 KiB
C++
289 lines
7.8 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.material.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.phys.h"
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#include "BinaryHeap.h"
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#include "Node.h"
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#include "Path.h"
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#include "PathFinder.h"
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PathFinder::PathFinder(LevelSource *level, bool canPassDoors, bool canOpenDoors, bool avoidWater, bool canFloat)
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{
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neighbors = new NodeArray(32);
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this->canPassDoors = canPassDoors;
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this->canOpenDoors = canOpenDoors;
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this->avoidWater = avoidWater;
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this->canFloat = canFloat;
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this->level = level;
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}
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PathFinder::~PathFinder()
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{
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// All the nodes should be uniquely referenced in the nodes map, and everything else should just be duplicate
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// references to the same things, so just need to destroy their containers
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delete [] neighbors->data;
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delete neighbors;
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for(auto& node : nodes)
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{
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delete node.second;
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}
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}
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Path *PathFinder::findPath(Entity *from, Entity *to, float maxDist)
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{
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return findPath(from, to->x, to->bb->y0, to->z, maxDist);
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}
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Path *PathFinder::findPath(Entity *from, int x, int y, int z, float maxDist)
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{
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return findPath(from, x + 0.5f, y + 0.5f, z + 0.5f, maxDist);
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}
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Path *PathFinder::findPath(Entity *e, double xt, double yt, double zt, float maxDist)
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{
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openSet.clear();
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nodes.clear();
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bool resetAvoidWater = avoidWater;
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int startY = Mth::floor(e->bb->y0 + 0.5f);
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if (canFloat && e->isInWater())
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{
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startY = (int) (e->bb->y0);
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int tileId = level->getTile((int) Mth::floor(e->x), startY, (int) Mth::floor(e->z));
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while (tileId == Tile::water_Id || tileId == Tile::calmWater_Id)
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{
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++startY;
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tileId = level->getTile((int) Mth::floor(e->x), startY, (int) Mth::floor(e->z));
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}
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resetAvoidWater = avoidWater;
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avoidWater = false;
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} else startY = Mth::floor(e->bb->y0 + 0.5f);
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Node *from = getNode((int) floor(e->bb->x0), startY, (int) floor(e->bb->z0));
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Node *to = getNode((int) floor(xt - e->bbWidth / 2), (int) floor(yt), (int) floor(zt - e->bbWidth / 2));
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Node *size = new Node((int) floor(e->bbWidth + 1), (int) floor(e->bbHeight + 1), (int) floor(e->bbWidth + 1));
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Path *path = findPath(e, from, to, size, maxDist);
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delete size;
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avoidWater = resetAvoidWater;
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return path;
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}
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// function A*(start,goal)
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Path *PathFinder::findPath(Entity *e, Node *from, Node *to, Node *size, float maxDist)
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{
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from->g = 0;
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from->h = from->distanceToSqr(to);
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from->f = from->h;
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openSet.clear();
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openSet.insert(from);
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Node *closest = from;
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while (!openSet.isEmpty())
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{
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Node *x = openSet.pop();
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if (x->equals(to))
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{
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return reconstruct_path(from, to);
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}
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if (x->distanceToSqr(to) < closest->distanceToSqr(to))
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{
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closest = x;
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}
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x->closed = true;
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int neighborCount = getNeighbors(e, x, size, to, maxDist);
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for (int i = 0; i < neighborCount; i++)
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{
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Node *y = neighbors->data[i];
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float tentative_g_score = x->g + x->distanceToSqr(y);
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if (!y->inOpenSet() || tentative_g_score < y->g)
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{
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y->cameFrom = x;
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y->g = tentative_g_score;
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y->h = y->distanceToSqr(to);
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if (y->inOpenSet())
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{
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openSet.changeCost(y, y->g + y->h);
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}
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else
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{
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y->f = y->g + y->h;
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openSet.insert(y);
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}
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}
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}
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}
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if (closest == from) return NULL;
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return reconstruct_path(from, closest);
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}
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int PathFinder::getNeighbors(Entity *entity, Node *pos, Node *size, Node *target, float maxDist)
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{
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int p = 0;
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int jumpSize = 0;
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if (isFree(entity, pos->x, pos->y + 1, pos->z, size) == TYPE_OPEN) jumpSize = 1;
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Node *n = getNode(entity, pos->x, pos->y, pos->z + 1, size, jumpSize);
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Node *w = getNode(entity, pos->x - 1, pos->y, pos->z, size, jumpSize);
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Node *e = getNode(entity, pos->x + 1, pos->y, pos->z, size, jumpSize);
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Node *s = getNode(entity, pos->x, pos->y, pos->z - 1, size, jumpSize);
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if (n != NULL && !n->closed && n->distanceTo(target) < maxDist) neighbors->data[p++] = n;
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if (w != NULL && !w->closed && w->distanceTo(target) < maxDist) neighbors->data[p++] = w;
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if (e != NULL && !e->closed && e->distanceTo(target) < maxDist) neighbors->data[p++] = e;
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if (s != NULL && !s->closed && s->distanceTo(target) < maxDist) neighbors->data[p++] = s;
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return p;
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}
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Node *PathFinder::getNode(Entity *entity, int x, int y, int z, Node *size, int jumpSize)
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{
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Node *best = NULL;
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int pathType = isFree(entity, x, y, z, size);
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if (pathType == TYPE_WALKABLE) return getNode(x, y, z);
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if (pathType == TYPE_OPEN) best = getNode(x, y, z);
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if (best == NULL && jumpSize > 0 && pathType != TYPE_FENCE && pathType != TYPE_TRAP && isFree(entity, x, y + jumpSize, z, size) == TYPE_OPEN)
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{
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best = getNode(x, y + jumpSize, z);
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y += jumpSize;
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}
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if (best != NULL)
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{
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int drop = 0;
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int cost = 0;
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while (y > 0)
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{
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cost = isFree(entity, x, y - 1, z, size);
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if (avoidWater && cost == TYPE_WATER) return NULL;
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if (cost != TYPE_OPEN) break;
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// fell too far?
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if (++drop >= 4) return NULL; // 4J - rolling this back to pre-java 1.6.4 version as we're suspicious of the performance implications of this
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// if (drop++ >= entity->getMaxFallDistance()) return NULL;
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y--;
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if (y > 0) best = getNode(x, y, z);
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}
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// fell into lava?
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if (cost == TYPE_LAVA) return NULL;
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}
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return best;
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}
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/*final*/ Node *PathFinder::getNode(int x, int y, int z)
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{
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int i = Node::createHash(x, y, z);
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Node *node = nullptr;
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auto it = nodes.find(i);
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if ( it == nodes.end() )
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{
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MemSect(54);
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node = new Node(x, y, z);
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MemSect(0);
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nodes.insert( unordered_map<int, Node *>::value_type(i, node) );
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}
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else
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{
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node = (*it).second;
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}
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return node;
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}
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int PathFinder::isFree(Entity *entity, int x, int y, int z, Node *size)
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{
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return isFree(entity, x, y, z, size, avoidWater, canOpenDoors, canPassDoors);
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}
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int PathFinder::isFree(Entity *entity, int x, int y, int z, Node *size, bool avoidWater, bool canOpenDoors, bool canPassDoors)
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{
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bool walkable = false;
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for (int xx = x; xx < x + size->x; xx++)
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for (int yy = y; yy < y + size->y; yy++)
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for (int zz = z; zz < z + size->z; zz++)
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{
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int tileId = entity->level->getTile(xx, yy, zz);
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if(tileId <= 0) continue;
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if (tileId == Tile::trapdoor_Id) walkable = true;
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else if (tileId == Tile::water_Id || tileId == Tile::calmWater_Id)
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{
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if (avoidWater) return TYPE_WATER;
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else walkable = true;
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}
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else if (!canPassDoors && tileId == Tile::door_wood_Id)
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{
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return TYPE_BLOCKED;
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}
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Tile *tile = Tile::tiles[tileId];
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// 4J Stu - Use new getTileRenderShape passing in the tileId we have already got
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if (entity->level->getTileRenderShape(tileId) == Tile::SHAPE_RAIL)
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{
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int xt = Mth::floor(entity->x);
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int yt = Mth::floor(entity->y);
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int zt = Mth::floor(entity->z);
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if (entity->level->getTileRenderShape(xt, yt, zt) == Tile::SHAPE_RAIL
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|| entity->level->getTileRenderShape(xt, yt - 1, zt) == Tile::SHAPE_RAIL)
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{
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continue;
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}
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else
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{
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return TYPE_FENCE;
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}
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}
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if (tile->isPathfindable(entity->level, xx, yy, zz)) continue;
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if (canOpenDoors && tileId == Tile::door_wood_Id) continue;
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int renderShape = tile->getRenderShape();
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if (renderShape == Tile::SHAPE_FENCE || tileId == Tile::fenceGate_Id || renderShape == Tile::SHAPE_WALL) return TYPE_FENCE;
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if (tileId == Tile::trapdoor_Id) return TYPE_TRAP;
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Material *m = tile->material;
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if (m == Material::lava)
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{
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if (entity->isInLava()) continue;
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return TYPE_LAVA;
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}
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return TYPE_BLOCKED;
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}
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return walkable ? TYPE_WALKABLE : TYPE_OPEN;
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}
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// function reconstruct_path(came_from,current_node)
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Path *PathFinder::reconstruct_path(Node *from, Node *to)
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{
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int count = 1;
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Node *n = to;
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while (n->cameFrom != NULL)
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{
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count++;
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n = n->cameFrom;
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}
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NodeArray nodes = NodeArray(count);
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n = to;
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nodes.data[--count] = n;
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while (n->cameFrom != NULL)
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{
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n = n->cameFrom;
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nodes.data[--count] = n;
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}
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Path *ret = new Path(nodes);
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delete [] nodes.data;
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return ret;
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} |