diff options
Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 60 |
1 files changed, 28 insertions, 32 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 978266165..329b9f399 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -61,9 +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 void StopMovingToPosition(); - virtual bool ReachedDestination(void); // tolua_begin eMonsterType GetMobType(void) const { return m_MobType; } @@ -160,24 +160,21 @@ public: protected: - /* ======= PATHFINDING ======= */ - /** A pointer to the entity this mobile is aiming to reach */ cEntity * m_Target; cPath * m_Path; // TODO unique ptr - ePathFinderStatus m_PathStatus; + + /** Stores if mobile is currently moving towards the ultimate, final destination */ bool m_IsFollowingPath; - /* If 0, will give up reaching the next m_Dest and will re-compute path. */ + + /* If 0, will give up reaching the next m_Destination and will re-compute path. */ int m_GiveUpCounter; + /** Coordinates of the next position that should be reached */ Vector3d m_Destination; + /** 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; /** 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 @@ -185,42 +182,41 @@ 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_Destination has been reached */ + bool ReachedDestination(void) { return ((m_Destination - 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_Destination 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_Destination + */ + bool TickPathFinding(cChunk & a_Chunk); + void MoveToWayPoint(cChunk & a_Chunk); - /** 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(cChunk & a_Chunk); - /** Finishes a pathfinding task, be it due to failure or something else */ + /** 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(); + /** 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; |