mirror of
https://github.com/4jcraft/4jcraft.git
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286 lines
9.7 KiB
C++
286 lines
9.7 KiB
C++
#include "../../Platform/stdafx.h"
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#include "../../Headers/net.minecraft.world.entity.h"
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#include "../../Headers/net.minecraft.world.level.h"
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#include "../../Headers/net.minecraft.world.level.material.h"
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#include "../../Headers/net.minecraft.world.level.tile.h"
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#include "../../Headers/net.minecraft.world.phys.h"
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#include "../../Util/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,
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bool avoidWater, bool canFloat) {
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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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// All the nodes should be uniquely referenced in the nodes map, and
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// everything else should just be duplicate references to the same things,
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// so just need to destroy their containers
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delete[] neighbors->data;
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delete neighbors;
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AUTO_VAR(itEnd, nodes.end());
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for (AUTO_VAR(it, nodes.begin()); it != itEnd; it++) {
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delete it->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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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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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,
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float maxDist) {
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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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startY = (int)(e->bb->y0);
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int tileId = level->getTile((int)Mth::floor(e->x), startY,
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(int)Mth::floor(e->z));
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while (tileId == Tile::water_Id || tileId == Tile::calmWater_Id) {
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++startY;
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tileId = level->getTile((int)Mth::floor(e->x), startY,
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(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
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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),
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(int)floor(zt - e->bbWidth / 2));
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Node* size =
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new Node((int)floor(e->bbWidth + 1), (int)floor(e->bbHeight + 1),
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(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,
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float maxDist) {
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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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Node* x = openSet.pop();
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if (x->equals(to)) {
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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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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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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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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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openSet.changeCost(y, y->g + y->h);
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} else {
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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,
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Node* target, float maxDist) {
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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)
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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)
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neighbors->data[p++] = n;
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if (w != NULL && !w->closed && w->distanceTo(target) < maxDist)
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neighbors->data[p++] = w;
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if (e != NULL && !e->closed && e->distanceTo(target) < maxDist)
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neighbors->data[p++] = e;
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if (s != NULL && !s->closed && s->distanceTo(target) < maxDist)
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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,
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int jumpSize) {
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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 &&
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pathType != TYPE_TRAP &&
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isFree(entity, x, y + jumpSize, z, size) == TYPE_OPEN) {
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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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int drop = 0;
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int cost = 0;
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while (y > 0) {
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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)
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return NULL; // 4J - rolling this back to pre-java 1.6.4
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// version as we're suspicious of the performance
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// implications of this
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// if (drop++ >=
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// 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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int i = Node::createHash(x, y, z);
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Node* node;
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AUTO_VAR(it, nodes.find(i));
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if (it == nodes.end()) {
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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(std::unordered_map<int, Node*>::value_type(i, node));
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} else {
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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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return isFree(entity, x, y, z, size, avoidWater, canOpenDoors,
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canPassDoors);
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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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bool avoidWater, bool canOpenDoors, bool canPassDoors) {
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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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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)
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walkable = true;
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else if (tileId == Tile::water_Id ||
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tileId == Tile::calmWater_Id) {
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if (avoidWater)
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return TYPE_WATER;
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else
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walkable = true;
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} else if (!canPassDoors && tileId == Tile::door_wood_Id) {
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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
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// have already got
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if (entity->level->getTileRenderShape(tileId) ==
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Tile::SHAPE_RAIL) {
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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) ==
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Tile::SHAPE_RAIL ||
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entity->level->getTileRenderShape(xt, yt - 1, zt) ==
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Tile::SHAPE_RAIL) {
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continue;
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} else {
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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 ||
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tileId == Tile::fenceGate_Id ||
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renderShape == Tile::SHAPE_WALL)
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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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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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int count = 1;
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Node* n = to;
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while (n->cameFrom != NULL) {
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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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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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} |