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