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RE: Implementing Pathfinding - LogicParrot - 04-28-2015

(04-28-2015, 07:35 AM)NiLSPACE Wrote: Do you have the world's scheme set to Forgetful? Otherwise the chunk might be corrupted. In that case try removing the region folder.

I did not modify any of the settings.
Deleting region did not help.

By the way, destroyed blocks are saved.
I was playing around with cChunk and I thought I messed stuff, but the master branch seems to be doing this too.
I'll clone and compile the whole master repo again just in case. What is the minimum protocol currently supported? I was using 1.7.2


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

Since the issue is unrelated to pathfinding, I opened an issue here: https://github.com/mc-server/MCServer/issues/1912


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

Need some help here, I cannot get setBlock to work.
https://github.com/wiseoldman95/MCServer/commit/737eea1f6e24c7a847a86a7d4c9db2ea327b9adf#diff-82acb40c7ebfc7fe72f56c4fff417d5eR78


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

It worked. Thanks Xoft.


Working PathFinder.cpp - LogicParrot - 04-28-2015

Gentlemen, I'm super excited to announce that PathFinder.cpp is WORKING inside MCServer.

Note that currently, the only interface user is the lousy "pathfind" console command (Soon with console parameters), which finds a path between the two points defined at cPath::consoleCommand() and paints it with cobblestone.

The mob AI does not query the PathFinder for paths yet, but that should be the easy part.

[Image: 571gW72.png%5D]


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

I won't have much time for the next week or two, so if anyone would be kind enough to re-implement cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) and make it use cPathFinder, it would be awesome!


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

You know what, I'll give it a shot at my "monsterTick" branch, might not finish it though.


RE: Implementing Pathfinding - LogicParrot - 04-28-2015

How do I prevent natural mob spawning?


RE: Implementing Pathfinding - xoft - 04-28-2015

Awesome. Finally we'll have something good in the code.

Natural mobs can be disabled in world.ini, [Monsters].AnimalsOn=0


RE: Implementing Pathfinding - NiLSPACE - 04-28-2015

Don't forget to remove the Animals finisher in the world.ini