Files
MinecraftConsoles/Minecraft.World/PathNavigation.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

383 lines
9.1 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.pathfinder.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.ai.attributes.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.monster.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.phys.h"
#include "PathNavigation.h"
PathNavigation::PathNavigation(Mob *mob, Level *level)
{
this->mob = mob;
this->level = level;
dist = mob->getAttribute(SharedMonsterAttributes::FOLLOW_RANGE);
path = NULL;
speedModifier = 0.0;
avoidSun = false;
_tick = 0;
lastStuckCheck = 0;
lastStuckCheckPos = Vec3::newPermanent(0, 0, 0);
_canPassDoors = true;
_canOpenDoors = false;
avoidWater = false;
canFloat = false;
}
PathNavigation::~PathNavigation()
{
if(path != NULL) delete path;
delete lastStuckCheckPos;
}
void PathNavigation::setAvoidWater(bool avoidWater)
{
this->avoidWater = avoidWater;
}
bool PathNavigation::getAvoidWater()
{
return avoidWater;
}
void PathNavigation::setCanOpenDoors(bool canOpenDoors)
{
this->_canOpenDoors = canOpenDoors;
}
bool PathNavigation::canPassDoors()
{
return _canPassDoors;
}
void PathNavigation::setCanPassDoors(bool canPass)
{
_canPassDoors = canPass;
}
bool PathNavigation::canOpenDoors()
{
return _canOpenDoors;
}
void PathNavigation::setAvoidSun(bool avoidSun)
{
this->avoidSun = avoidSun;
}
void PathNavigation::setSpeedModifier(double speedModifier)
{
this->speedModifier = speedModifier;
}
void PathNavigation::setCanFloat(bool canFloat)
{
this->canFloat = canFloat;
}
float PathNavigation::getMaxDist()
{
return (float) dist->getValue();
}
Path *PathNavigation::createPath(double x, double y, double z)
{
if (!canUpdatePath()) return NULL;
return level->findPath(mob->shared_from_this(), Mth::floor(x), (int) y, Mth::floor(z), getMaxDist(), _canPassDoors, _canOpenDoors, avoidWater, canFloat);
}
bool PathNavigation::moveTo(double x, double y, double z, double speedModifier)
{
MemSect(52);
Path *newPath = createPath(Mth::floor(x), (int) y, Mth::floor(z));
MemSect(0);
// No need to delete newPath here as this will be copied into the member variable path and the class can assume responsibility for it
return moveTo(newPath, speedModifier);
}
Path *PathNavigation::createPath(shared_ptr<Entity> target)
{
if (!canUpdatePath()) return NULL;
return level->findPath(mob->shared_from_this(), target, getMaxDist(), _canPassDoors, _canOpenDoors, avoidWater, canFloat);
}
bool PathNavigation::moveTo(shared_ptr<Entity> target, double speedModifier)
{
MemSect(53);
Path *newPath = createPath(target);
MemSect(0);
// No need to delete newPath here as this will be copied into the member variable path and the class can assume responsibility for it
if (newPath != NULL) return moveTo(newPath, speedModifier);
else return false;
}
bool PathNavigation::moveTo(Path *newPath, double speedModifier)
{
if(newPath == NULL)
{
if(path != NULL) delete path;
path = NULL;
return false;
}
if(!newPath->sameAs(path))
{
if(path != NULL) delete path;
path = newPath;
}
else
{
delete newPath;
}
if (avoidSun) trimPathFromSun();
if (path->getSize() == 0) return false;
this->speedModifier = speedModifier;
Vec3 *mobPos = getTempMobPos();
lastStuckCheck = _tick;
lastStuckCheckPos->x = mobPos->x;
lastStuckCheckPos->y = mobPos->y;
lastStuckCheckPos->z = mobPos->z;
return true;
}
Path *PathNavigation::getPath()
{
return path;
}
void PathNavigation::tick()
{
++_tick;
if (isDone()) return;
if (canUpdatePath()) updatePath();
if (isDone()) return;
Vec3 *target = path->currentPos(mob->shared_from_this());
if (target == NULL) return;
mob->getMoveControl()->setWantedPosition(target->x, target->y, target->z, speedModifier);
}
void PathNavigation::updatePath()
{
Vec3 *mobPos = getTempMobPos();
// find first elevations in path
int firstElevation = path->getSize();
for (int i = path->getIndex(); path != NULL && i < path->getSize(); ++i)
{
if ((int) path->get(i)->y != (int) mobPos->y)
{
firstElevation = i;
break;
}
}
// remove those within way point radius (this is not optimal, should
// check canWalkDirectly also) possibly only check next as well
float waypointRadiusSqr = mob->bbWidth * mob->bbWidth;
for (int i = path->getIndex(); i < firstElevation; ++i)
{
Vec3 *pathPos = path->getPos(mob->shared_from_this(), i);
if (mobPos->distanceToSqr(pathPos) < waypointRadiusSqr)
{
path->setIndex(i + 1);
}
}
// smooth remaining on same elevation
int sx = (int) ceil(mob->bbWidth);
int sy = (int) mob->bbHeight + 1;
int sz = sx;
for (int i = firstElevation - 1; i >= path->getIndex(); --i)
{
if (canMoveDirectly(mobPos, path->getPos(mob->shared_from_this(), i), sx, sy, sz))
{
path->setIndex(i);
break;
}
}
// stuck detection (probably pushed off path)
if (_tick - lastStuckCheck > 100)
{
if (mobPos->distanceToSqr(lastStuckCheckPos) < 1.5 * 1.5) stop();
lastStuckCheck = _tick;
lastStuckCheckPos->x = mobPos->x;
lastStuckCheckPos->y = mobPos->y;
lastStuckCheckPos->z = mobPos->z;
}
}
bool PathNavigation::isDone()
{
return path == NULL || path->isDone();
}
void PathNavigation::stop()
{
if(path != NULL) delete path;
path = NULL;
}
Vec3 *PathNavigation::getTempMobPos()
{
return Vec3::newTemp(mob->x, getSurfaceY(), mob->z);
}
int PathNavigation::getSurfaceY()
{
if (!mob->isInWater() || !canFloat) return (int) (mob->bb->y0 + 0.5);
int surface = (int) (mob->bb->y0);
int tileId = level->getTile(Mth::floor(mob->x), surface, Mth::floor(mob->z));
int steps = 0;
while (tileId == Tile::water_Id || tileId == Tile::calmWater_Id)
{
++surface;
tileId = level->getTile(Mth::floor(mob->x), surface, Mth::floor(mob->z));
if (++steps > 16) return (int) (mob->bb->y0);
}
return surface;
}
bool PathNavigation::canUpdatePath()
{
return mob->onGround || (canFloat && isInLiquid());
}
bool PathNavigation::isInLiquid()
{
return mob->isInWater() || mob->isInLava();
}
void PathNavigation::trimPathFromSun()
{
if (level->canSeeSky(Mth::floor(mob->x), (int) (mob->bb->y0 + 0.5), Mth::floor(mob->z))) return;
for (int i = 0; i < path->getSize(); ++i)
{
Node *n = path->get(i);
if (level->canSeeSky((int) n->x, (int) n->y, (int) n->z))
{
path->setSize(i - 1);
return;
}
}
}
bool PathNavigation::canMoveDirectly(Vec3 *startPos, Vec3 *stopPos, int sx, int sy, int sz)
{
int gridPosX = Mth::floor(startPos->x);
int gridPosZ = Mth::floor(startPos->z);
double dirX = stopPos->x - startPos->x;
double dirZ = stopPos->z - startPos->z;
double distSqr = dirX * dirX + dirZ * dirZ;
if (distSqr < 0.00000001) return false;
double nf = 1 / sqrt(distSqr);
dirX *= nf;
dirZ *= nf;
sx += 2;
sz += 2;
if (!canWalkOn(gridPosX, (int) startPos->y, gridPosZ, sx, sy, sz, startPos, dirX, dirZ)) return false;
sx -= 2;
sz -= 2;
double deltaX = 1 / abs(dirX);
double deltaZ = 1 / abs(dirZ);
double maxX = gridPosX * 1 - startPos->x;
double maxZ = gridPosZ * 1 - startPos->z;
if (dirX >= 0) maxX += 1;
if (dirZ >= 0) maxZ += 1;
maxX /= dirX;
maxZ /= dirZ;
int stepX = dirX < 0 ? -1 : 1;
int stepZ = dirZ < 0 ? -1 : 1;
int gridGoalX = Mth::floor(stopPos->x);
int gridGoalZ = Mth::floor(stopPos->z);
int currentDirX = gridGoalX - gridPosX;
int currentDirZ = gridGoalZ - gridPosZ;
while (currentDirX * stepX > 0 || currentDirZ * stepZ > 0)
{
if (maxX < maxZ)
{
maxX += deltaX;
gridPosX += stepX;
currentDirX = gridGoalX - gridPosX;
}
else
{
maxZ += deltaZ;
gridPosZ += stepZ;
currentDirZ = gridGoalZ - gridPosZ;
}
if (!canWalkOn(gridPosX, (int) startPos->y, gridPosZ, sx, sy, sz, startPos, dirX, dirZ)) return false;
}
return true;
}
bool PathNavigation::canWalkOn(int x, int y, int z, int sx, int sy, int sz, Vec3 *startPos, double goalDirX, double goalDirZ)
{
int startX = x - sx / 2;
int startZ = z - sz / 2;
if (!canWalkAbove(startX, y, startZ, sx, sy, sz, startPos, goalDirX, goalDirZ)) return false;
// lava or water or air under
for (int xx = startX; xx < startX + sx; xx++)
{
for (int zz = startZ; zz < startZ + sz; zz++)
{
double dirX = xx + 0.5 - startPos->x;
double dirZ = zz + 0.5 - startPos->z;
if (dirX * goalDirX + dirZ * goalDirZ < 0) continue;
int tile = level->getTile(xx, y - 1, zz);
if (tile <= 0) return false;
Material *m = Tile::tiles[tile]->material;
if (m == Material::water && !mob->isInWater()) return false;
if (m == Material::lava) return false;
}
}
return true;
}
bool PathNavigation::canWalkAbove(int startX, int startY, int startZ, int sx, int sy, int sz, Vec3 *startPos, double goalDirX, double goalDirZ)
{
for (int xx = startX; xx < startX + sx; xx++)
{
for (int yy = startY; yy < startY + sy; yy++)
{
for (int zz = startZ; zz < startZ + sz; zz++)
{
double dirX = xx + 0.5 - startPos->x;
double dirZ = zz + 0.5 - startPos->z;
if (dirX * goalDirX + dirZ * goalDirZ < 0) continue;
int tile = level->getTile(xx, yy, zz);
if (tile <= 0) continue;
if (!Tile::tiles[tile]->isPathfindable(level, xx, yy, zz)) return false;
}
}
}
return true;
}
void PathNavigation::setLevel(Level *level)
{
this->level = level;
}