Merge pull request #1939 from SafwatHalaby/Polising

AI - More conservative use of ResetPathFinding, some polishing
This commit is contained in:
worktycho 2015-05-05 14:09:16 +01:00
commit f71d693302
2 changed files with 47 additions and 26 deletions

View File

@ -77,6 +77,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_Path(nullptr) , m_Path(nullptr)
, m_IsFollowingPath(false) , m_IsFollowingPath(false)
, m_GiveUpCounter(0) , m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT) , m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0) , m_JumpCoolDown(0)
, m_IdleInterval(0) , m_IdleInterval(0)
@ -126,6 +127,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
{ {
return false; return false;
} }
if (m_TicksSinceLastPathReset < 1000)
{
// No need to count beyond 1000. 1000 is arbitary here.
++m_TicksSinceLastPathReset;
}
if (ReachedFinalDestination()) if (ReachedFinalDestination())
{ {
@ -133,16 +139,31 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
return false; return false;
} }
if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
{
/* If we reached the last path waypoint,
Or if we haven't re-calculated for too long.
Interval is proportional to distance squared. (Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength())
)
{
ResetPathFinding();
}
}
if (m_Path == nullptr) if (m_Path == nullptr)
{ {
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_FinalDestination.Floor(), 20); m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
} }
switch (m_Path->Step(a_Chunk)) switch (m_Path->Step(a_Chunk))
{ {
case ePathFinderStatus::PATH_NOT_FOUND: case ePathFinderStatus::PATH_NOT_FOUND:
{ {
StopMovingToPosition(); // Give up pathfinding to that destination StopMovingToPosition(); // Give up pathfinding to that destination.
break; break;
} }
case ePathFinderStatus::CALCULATING: case ePathFinderStatus::CALCULATING:
@ -154,13 +175,13 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
{ {
if (--m_GiveUpCounter == 0) if (--m_GiveUpCounter == 0)
{ {
ResetPathFinding(); // Try to calculate a path again ResetPathFinding(); // Try to calculate a path again.
return false; return false;
} }
else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedDestination())) // Have we arrived at the next cell, as denoted by m_Destination? else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
{ {
m_Destination = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_Destination. m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
} }
return true; return true;
} }
@ -177,8 +198,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{ {
if (m_JumpCoolDown == 0) if (m_JumpCoolDown == 0)
{ {
// We're not moving and waypoint is above us, it means we are hitting something and we should jump. // We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
if ((GetSpeedX() < 0.1) && (GetSpeedY() < 0.1) && DoesPosYRequireJump(FloorC(m_Destination.y))) if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{ {
if (IsOnGround() || IsSwimming()) if (IsOnGround() || IsSwimming())
{ {
@ -186,8 +207,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
m_JumpCoolDown = 20; m_JumpCoolDown = 20;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!! AddPosY(1.6); // Jump!!
SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed. SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_Destination.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect. SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
} }
} }
} }
@ -196,7 +217,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
--m_JumpCoolDown; --m_JumpCoolDown;
} }
Vector3d Distance = m_Destination - GetPosition(); Vector3d Distance = m_NextWayPointPosition - GetPosition();
if ((Distance.x != 0) || (Distance.z != 0)) if ((Distance.x != 0) || (Distance.z != 0))
{ {
Distance.y = 0; Distance.y = 0;
@ -218,7 +239,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
// Apply walk speed: // Apply walk speed:
Distance *= m_RelativeWalkSpeed; Distance *= m_RelativeWalkSpeed;
/* Reduced default speed. /* Reduced default speed.
Close to Vanilla, easier for mobs to follow m_Destinations, hence Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
better pathfinding. */ better pathfinding. */
Distance *= 0.5; Distance *= 0.5;
AddSpeedX(Distance.x); AddSpeedX(Distance.x);
@ -232,13 +253,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
void cMonster::MoveToPosition(const Vector3d & a_Position) void cMonster::MoveToPosition(const Vector3d & a_Position)
{ {
if ((m_FinalDestination - a_Position).Length() > 0.25)
{
ResetPathFinding();
m_FinalDestination = a_Position; m_FinalDestination = a_Position;
m_IsFollowingPath = true; m_IsFollowingPath = true;
}
} }
@ -248,7 +264,6 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition() void cMonster::StopMovingToPosition()
{ {
m_IsFollowingPath = false; m_IsFollowingPath = false;
ResetPathFinding();
} }
@ -257,6 +272,7 @@ void cMonster::StopMovingToPosition()
void cMonster::ResetPathFinding(void) void cMonster::ResetPathFinding(void)
{ {
m_TicksSinceLastPathReset = 0;
if (m_Path != nullptr) if (m_Path != nullptr)
{ {
delete m_Path; delete m_Path;
@ -297,10 +313,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk)); HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk)) if (TickPathFinding(*Chunk))
{ {
if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk->GetNeighborChunk(FloorC(m_Destination.x), FloorC(m_Destination.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100)) if (m_BurnsInDaylight && WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
{ {
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently: // If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition(); StopMovingToPosition();
m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
} }
else else
{ {
@ -365,7 +382,7 @@ void cMonster::SetPitchAndYawFromDestination()
} }
{ {
Vector3d BodyDistance = m_Destination - GetPosition(); Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
double Rotation, Pitch; double Rotation, Pitch;
BodyDistance.Normalize(); BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);

View File

@ -167,15 +167,19 @@ protected:
/** Stores if mobile is currently moving towards the ultimate, final destination */ /** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_IsFollowingPath; bool m_IsFollowingPath;
/* If 0, will give up reaching the next m_Destination and will re-compute path. */ /* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */
int m_GiveUpCounter; int m_GiveUpCounter;
int m_TicksSinceLastPathReset;
/** Coordinates of the next position that should be reached */ /** Coordinates of the next position that should be reached */
Vector3d m_Destination; Vector3d m_NextWayPointPosition;
/** Coordinates for the ultimate, final destination. */ /** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination; Vector3d m_FinalDestination;
/** Coordinates for the ultimate, final destination last given to the pathfinder. */
Vector3d m_PathFinderDestination;
/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does) /** 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 If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
If current Y is solid, goes up to find first nonsolid block, and returns that. If current Y is solid, goes up to find first nonsolid block, and returns that.
@ -185,8 +189,8 @@ protected:
/** Returns if the ultimate, final destination has been reached */ /** Returns if the ultimate, final destination has been reached */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_Destination has been reached */ /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedDestination(void) { return ((m_Destination - GetPosition()).SqrLength() < 0.25); } bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
/** Returns if a monster can reach a given height by jumping */ /** Returns if a monster can reach a given height by jumping */
inline bool DoesPosYRequireJump(int a_PosY) inline bool DoesPosYRequireJump(int a_PosY)
@ -194,9 +198,9 @@ protected:
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
} }
/** Finds the next place to go by calculating a path and setting the m_Destination variable for the next block to head to /** Finds the next place to go by calculating a path and setting the m_NextWayPointPosition 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 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 Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition
*/ */
bool TickPathFinding(cChunk & a_Chunk); bool TickPathFinding(cChunk & a_Chunk);
void MoveToWayPoint(cChunk & a_Chunk); void MoveToWayPoint(cChunk & a_Chunk);