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209 lines
7.5 KiB
Diff
209 lines
7.5 KiB
Diff
From 8287fe3f64b74ccd77c5b7e26d4ac557be8d8998 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 9 Sep 2018 12:39:06 -0400
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Subject: [PATCH] Mob Pathfinding API
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Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity
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This does not do anything to stop other AI rules from changing the location, so
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it is still up to the plugin to control that or override after another goal changed
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the location.
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You can use EntityPathfindEvent to cancel new pathfinds from overriding your current.
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diff --git a/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java b/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java
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new file mode 100644
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index 000000000..d6953b390
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java
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@@ -0,0 +1,167 @@
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+package com.destroystokyo.paper.entity;
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+
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+import org.bukkit.Location;
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+import org.bukkit.entity.LivingEntity;
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+import org.bukkit.entity.Mob;
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+
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+import javax.annotation.Nonnull;
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+import javax.annotation.Nullable;
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+import java.util.List;
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+
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+/**
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+ * Handles pathfinding operations for an Entity
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+ */
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+public interface Pathfinder {
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+
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+ /**
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+ *
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+ * @return The entity that is controlled by this pathfinder
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+ */
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+ Mob getEntity();
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+
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+ /**
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+ * Instructs the Entity to stop trying to navigate to its current desired location
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+ */
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+ void stopPathfinding();
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+
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+ /**
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+ * If the entity is currently trying to navigate to a destination, this will return true
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+ * @return true if the entity is navigating to a destination
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+ */
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+ boolean hasPath();
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+
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+ /**
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+ * @return The location the entity is trying to navigate to, or null if there is no destination
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+ */
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+ @Nullable PathResult getCurrentPath();
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to, but does not set it
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+ * as the current target. Useful for calculating what would happen before setting it.
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+ * @param loc Location to navigate to
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+ * @return The closest Location the Entity can get to for this navigation, or null if no path could be calculated
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+ */
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+ @Nullable PathResult findPath(Location loc);
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to to reach the target entity,
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+ * but does not set it as the current target.
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+ * Useful for calculating what would happen before setting it.
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+ *
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+ * The behavior of this PathResult is subject to the games pathfinding rules, and may
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+ * result in the pathfinding automatically updating to follow the target Entity.
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+ *
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+ * However, this behavior is not guaranteed, and is subject to the games behavior.
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+ *
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+ * @param target the Entity to navigate to
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+ * @return The closest Location the Entity can get to for this navigation, or null if no path could be calculated
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+ */
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+ @Nullable PathResult findPath(LivingEntity target);
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to, and sets it with default speed
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+ * as the current target.
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+ * @param loc Location to navigate to
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+ * @return If the pathfinding was successfully started
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+ */
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+ default boolean moveTo(@Nonnull Location loc) {
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+ return moveTo(loc, 1);
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+ }
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to, with desired speed
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+ * as the current target.
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+ * @param loc Location to navigate to
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+ * @param speed Speed multiplier to navigate at, where 1 is 'normal'
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+ * @return If the pathfinding was successfully started
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+ */
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+ default boolean moveTo(@Nonnull Location loc, double speed) {
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+ PathResult path = findPath(loc);
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+ return path != null && moveTo(path, speed);
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+ }
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to to reach the target entity,
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+ * and sets it with default speed.
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+ *
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+ * The behavior of this PathResult is subject to the games pathfinding rules, and may
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+ * result in the pathfinding automatically updating to follow the target Entity.
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+ *
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+ * However, this behavior is not guaranteed, and is subject to the games behavior.
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+ *
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+ * @param target the Entity to navigate to
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+ * @return If the pathfinding was successfully started
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+ */
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+ default boolean moveTo(@Nonnull LivingEntity target) {
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+ return moveTo(target, 1);
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+ }
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+
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+ /**
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+ * Calculates a destination for the Entity to navigate to to reach the target entity,
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+ * and sets it with specified speed.
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+ *
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+ * The behavior of this PathResult is subject to the games pathfinding rules, and may
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+ * result in the pathfinding automatically updating to follow the target Entity.
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+ *
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+ * However, this behavior is not guaranteed, and is subject to the games behavior.
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+ *
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+ * @param target the Entity to navigate to
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+ * @param speed Speed multiplier to navigate at, where 1 is 'normal'
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+ * @return If the pathfinding was successfully started
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+ */
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+ default boolean moveTo(@Nonnull LivingEntity target, double speed) {
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+ PathResult path = findPath(target);
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+ return path != null && moveTo(path, speed);
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+ }
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+
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+ /**
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+ * Takes the result of a previous pathfinding calculation and sets it
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+ * as the active pathfinding with default speed.
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+ *
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+ * @param path The Path to start following
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+ * @return If the pathfinding was successfully started
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+ */
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+ default boolean moveTo(@Nonnull PathResult path) {
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+ return moveTo(path, 1);
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+ }
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+
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+ /**
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+ * Takes the result of a previous pathfinding calculation and sets it
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+ * as the active pathfinding,
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+ *
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+ * @param path The Path to start following
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+ * @param speed Speed multiplier to navigate at, where 1 is 'normal'
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+ * @return If the pathfinding was successfully started
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+ */
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+ boolean moveTo(@Nonnull PathResult path, double speed);
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+
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+ /**
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+ * Represents the result of a pathfinding calculation
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+ */
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+ interface PathResult {
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+
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+ /**
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+ * All currently calculated points to follow along the path to reach the destination location
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+ *
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+ * Will return points the entity has already moved past, see {@link #getNextPointIndex()}
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+ * @return List of points
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+ */
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+ List<Location> getPoints();
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+
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+ /**
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+ * @return Returns the index of the current point along the points returned in {@link #getPoints()} the entity
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+ * is trying to reach, or null if we are done with this pathfinding.
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+ */
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+ int getNextPointIndex();
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+
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+ /**
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+ * @return The next location in the path points the entity is trying to reach, or null if there is no next point
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+ */
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+ @Nullable Location getNextPoint();
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+
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+ /**
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+ * @return The closest point the path can get to the target location
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+ */
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+ @Nullable Location getFinalPoint();
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+ }
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+}
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diff --git a/src/main/java/org/bukkit/entity/Mob.java b/src/main/java/org/bukkit/entity/Mob.java
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index d029d34ea..48eddcd30 100644
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--- a/src/main/java/org/bukkit/entity/Mob.java
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+++ b/src/main/java/org/bukkit/entity/Mob.java
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@@ -7,6 +7,14 @@ import org.bukkit.loot.Lootable;
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*/
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public interface Mob extends LivingEntity, Lootable {
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+ // Paper start
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+ /**
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+ * Enables access to control the pathing of an Entity
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+ * @return Pathfinding Manager for this entity
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+ */
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+ com.destroystokyo.paper.entity.Pathfinder getPathfinder();
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+ // Paper end
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+
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/**
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* Instructs this Mob to set the specified LivingEntity as its target.
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* <p>
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--
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2.19.0
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