2020-01-22 03:12:17 +00:00
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use crate::{
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2020-01-23 14:10:49 +00:00
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astar::{Astar, PathResult},
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2020-01-22 03:12:17 +00:00
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terrain::Block,
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vol::{BaseVol, ReadVol},
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};
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2020-05-21 19:20:01 +00:00
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use hashbrown::hash_map::DefaultHashBuilder;
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2020-01-22 03:12:17 +00:00
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use std::iter::FromIterator;
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use vek::*;
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// Path
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2020-01-25 02:15:15 +00:00
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#[derive(Clone, Debug)]
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pub struct Path<T> {
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nodes: Vec<T>,
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2020-01-22 03:12:17 +00:00
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}
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2020-01-25 02:15:15 +00:00
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impl<T> Default for Path<T> {
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fn default() -> Self {
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Self {
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nodes: Vec::default(),
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}
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}
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}
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2020-01-23 14:10:49 +00:00
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impl<T> FromIterator<T> for Path<T> {
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fn from_iter<I: IntoIterator<Item = T>>(iter: I) -> Self {
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2020-01-22 03:12:17 +00:00
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Self {
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nodes: iter.into_iter().collect(),
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}
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}
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}
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::len_without_is_empty)] // TODO: Pending review in #587
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impl<T> Path<T> {
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pub fn len(&self) -> usize { self.nodes.len() }
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2020-02-06 22:32:26 +00:00
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pub fn iter(&self) -> impl Iterator<Item = &T> { self.nodes.iter() }
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pub fn start(&self) -> Option<&T> { self.nodes.first() }
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2020-02-01 20:39:39 +00:00
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pub fn end(&self) -> Option<&T> { self.nodes.last() }
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2020-04-20 00:17:54 +00:00
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2020-04-20 16:30:39 +00:00
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pub fn nodes(&self) -> &[T] { &self.nodes }
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2020-01-22 03:12:17 +00:00
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}
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// Route: A path that can be progressed along
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#[derive(Default, Clone, Debug)]
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pub struct Route {
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path: Path<Vec3<i32>>,
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next_idx: usize,
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}
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2020-01-23 14:10:49 +00:00
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impl From<Path<Vec3<i32>>> for Route {
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fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
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}
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impl Route {
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pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
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2020-07-04 19:22:55 +00:00
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pub fn next(&self, i: usize) -> Option<Vec3<i32>> {
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self.path.nodes.get(self.next_idx + i).copied()
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}
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2020-01-22 03:12:17 +00:00
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2020-07-04 19:22:55 +00:00
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pub fn is_finished(&self) -> bool { self.next(0).is_none() }
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2020-04-18 18:28:19 +00:00
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pub fn traverse<V>(
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&mut self,
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vol: &V,
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pos: Vec3<f32>,
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vel: Vec3<f32>,
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on_ground: bool,
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traversal_tolerance: f32,
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) -> Option<(Vec3<f32>, f32)>
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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2020-07-07 17:23:01 +00:00
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let (next0, next1, next_tgt) = loop {
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let next0 = self
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.next(0)
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.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
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// Stop using obstructed paths
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if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
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return None;
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}
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let next1 = self.next(1).unwrap_or(next0);
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2020-07-09 23:43:11 +00:00
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let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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// Determine whether we're close enough to the next to to consider it completed
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if pos.xy().distance_squared(next_tgt.xy()) < traversal_tolerance.powf(2.0)
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&& (pos.z - next_tgt.z > 1.2 || (pos.z - next_tgt.z > -0.2 && on_ground))
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&& pos.z - next_tgt.z < 2.2
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&& vel.z <= 0.0
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// Only consider the node reached if there's nothing solid between us and it
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&& vol
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.ray(pos + Vec3::unit_z() * 1.5, next_tgt + Vec3::unit_z() * 1.5)
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.until(|block| block.is_solid())
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.cast()
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.0
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> pos.distance(next_tgt) * 0.9
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&& self.next_idx < self.path.len()
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2020-01-25 23:39:38 +00:00
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{
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// Node completed, move on to the next one
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self.next_idx += 1;
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} else {
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// The next node hasn't been reached yet, use it as a target
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break (next0, next1, next_tgt);
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}
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};
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2020-07-09 23:43:11 +00:00
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fn gradient(line: LineSegment2<f32>) -> f32 {
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let r = (line.start.y - line.end.y) / (line.start.x - line.end.x);
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if r.is_nan() { 100000.0 } else { r }
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}
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fn intersect(a: LineSegment2<f32>, b: LineSegment2<f32>) -> Option<Vec2<f32>> {
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let ma = gradient(a);
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let mb = gradient(b);
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let ca = a.start.y - ma * a.start.x;
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let cb = b.start.y - mb * b.start.x;
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if (ma - mb).abs() < 0.0001 || (ca - cb).abs() < 0.0001 {
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None
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} else {
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let x = (cb - ca) / (ma - mb);
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let y = ma * x + ca;
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Some(Vec2::new(x, y))
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}
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}
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2020-07-04 19:22:55 +00:00
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2020-07-07 17:23:01 +00:00
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// We don't always want to aim for the centre of block since this can create
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// jerky zig-zag movement. This function attempts to find a position
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// inside a target block's area that aligned nicely with our velocity.
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// This has a twofold benefit:
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//
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// 1. Entities can move at any angle when
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// running on a flat surface
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//
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// 2. We don't have to search diagonals when
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// pathfinding - cartesian positions are enough since this code will
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// make the entity move smoothly along them
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2020-07-09 23:43:11 +00:00
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let corners = [
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Vec2::new(0, 0),
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(0, 0), // Repeated start
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];
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let vel_line = LineSegment2 {
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start: pos.xy(),
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end: pos.xy() + vel.xy() * 100.0,
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};
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let align = |block_pos: Vec3<i32>, precision: f32| {
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let lerp_block = |x, precision| Lerp::lerp(x, block_pos.xy().map(|e| e as f32), precision);
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(0..4)
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.filter_map(|i| {
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let edge_line = LineSegment2 {
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start: lerp_block((block_pos.xy() + corners[i]).map(|e| e as f32), precision),
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end: lerp_block((block_pos.xy() + corners[i + 1]).map(|e| e as f32), precision),
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};
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intersect(vel_line, edge_line)
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.filter(|intersect| intersect.clamped(
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block_pos.xy().map(|e| e as f32),
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block_pos.xy().map(|e| e as f32 + 1.0),
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).distance_squared(*intersect) < 0.001)
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2020-07-07 17:23:01 +00:00
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})
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2020-07-09 23:43:11 +00:00
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.min_by_key(|intersect: &Vec2<f32>| (intersect.distance_squared(vel_line.end) * 1000.0) as i32)
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.unwrap_or_else(|| (0..2)
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.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
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.flatten()
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.map(|rpos| block_pos + rpos)
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.map(|block_pos| {
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let block_posf = block_pos.xy().map(|e| e as f32);
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let proj = vel_line.projected_point(block_posf);
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let clamped = lerp_block(proj.clamped(
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block_pos.xy().map(|e| e as f32),
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block_pos.xy().map(|e| e as f32),
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), precision);
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(proj.distance_squared(clamped), clamped)
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})
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.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
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.unwrap()
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.1)
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2020-07-07 17:23:01 +00:00
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};
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2020-07-04 19:22:55 +00:00
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2020-07-09 23:43:11 +00:00
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let bez = CubicBezier2 {
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2020-07-07 17:23:01 +00:00
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start: pos.xy(),
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2020-07-09 23:43:11 +00:00
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ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or(Vec2::zero()) * 1.0,
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ctrl1: align(next0, 1.0),
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end: align(next1, 1.0),
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2020-07-07 17:23:01 +00:00
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};
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2020-07-04 19:22:55 +00:00
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2020-07-07 17:23:01 +00:00
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// Use a cubic spline of the next few targets to come up with a sensible target
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// position. We want to use a position that gives smooth movement but is
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// also accurate enough to avoid the agent getting stuck under ledges or
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// falling off walls.
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2020-07-09 23:43:11 +00:00
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let next_dir = bez
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.evaluate_derivative(0.85)
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2020-07-07 17:23:01 +00:00
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.try_normalized()
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2020-07-09 23:43:11 +00:00
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.unwrap_or(Vec2::zero());
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let straight_factor = next_dir
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.dot(vel.xy().try_normalized().unwrap_or(next_dir))
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.max(0.0)
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.powf(2.0);
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let bez = CubicBezier2 {
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start: pos.xy(),
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ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or(Vec2::zero()) * 1.0,
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ctrl1: align(next0, (1.0 - straight_factor * if (next0.z as f32 - pos.z).abs() < 0.25 { 1.0 } else { 0.0 }).max(0.1)),
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end: align(next1, 1.0),
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};
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2020-07-07 17:23:01 +00:00
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2020-07-09 23:43:11 +00:00
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let tgt2d = bez.evaluate(if (next0.z as f32 - pos.z).abs() < 0.25 { 0.25 } else { 0.5 });
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let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
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2020-07-07 17:23:01 +00:00
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Some((
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tgt - pos,
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// Control the entity's speed to hopefully stop us falling off walls on sharp corners.
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// This code is very imperfect: it does its best but it can still fail for particularly
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// fast entities.
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2020-07-09 23:43:11 +00:00
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straight_factor * 0.75 + 0.25,
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2020-07-07 17:23:01 +00:00
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))
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2020-07-09 23:43:11 +00:00
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.filter(|(bearing, _)| bearing.z < 2.1)
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2020-01-22 03:12:17 +00:00
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}
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}
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2020-02-01 20:39:39 +00:00
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/// A self-contained system that attempts to chase a moving target, only
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/// performing pathfinding if necessary
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2020-01-22 03:12:17 +00:00
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#[derive(Default, Clone, Debug)]
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pub struct Chaser {
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2020-01-22 14:24:11 +00:00
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last_search_tgt: Option<Vec3<f32>>,
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2020-07-04 00:17:51 +00:00
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route: Option<Route>,
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2020-05-21 19:20:01 +00:00
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/// We use this hasher (AAHasher) because:
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/// (1) we care about DDOS attacks (ruling out FxHash);
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/// (2) we don't care about determinism across computers (we can use
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/// AAHash).
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astar: Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
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2020-01-22 03:12:17 +00:00
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}
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impl Chaser {
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2020-01-24 21:24:57 +00:00
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pub fn chase<V>(
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&mut self,
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vol: &V,
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pos: Vec3<f32>,
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2020-07-04 19:22:55 +00:00
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vel: Vec3<f32>,
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2020-07-09 23:43:11 +00:00
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on_ground: bool,
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2020-01-24 21:24:57 +00:00
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tgt: Vec3<f32>,
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min_dist: f32,
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2020-04-16 23:07:29 +00:00
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traversal_tolerance: f32,
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2020-07-04 19:22:55 +00:00
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) -> Option<(Vec3<f32>, f32)>
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2020-01-22 03:12:17 +00:00
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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let pos_to_tgt = pos.distance(tgt);
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2020-07-07 17:23:01 +00:00
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// If we're already close to the target then there's nothing to do
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2020-07-04 00:17:51 +00:00
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if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < min_dist.powf(2.0) {
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2020-07-07 17:23:01 +00:00
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self.route = None;
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2020-01-22 03:12:17 +00:00
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return None;
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}
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2020-07-04 00:17:51 +00:00
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let bearing = if let Some(end) = self.route.as_ref().and_then(|r| r.path().end().copied()) {
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2020-01-22 03:12:17 +00:00
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let end_to_tgt = end.map(|e| e as f32).distance(tgt);
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2020-07-07 17:23:01 +00:00
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// If the target has moved significantly since the path was generated then it's
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// time to search for a new path. Also, do this randomly from time
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// to time to avoid any edge cases that cause us to get stuck. In
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// theory this shouldn't happen, but in practice the world is full
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// of unpredictable obstacles that are more than willing to mess up
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// our day. TODO: Come up with a better heuristic for this
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0
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/* || thread_rng().gen::<f32>() < 0.005 */
|
|
|
|
{
|
2020-07-05 14:00:44 +00:00
|
|
|
None
|
|
|
|
} else {
|
|
|
|
self.route
|
|
|
|
.as_mut()
|
2020-07-09 23:43:11 +00:00
|
|
|
.and_then(|r| r.traverse(vol, pos, vel, on_ground, traversal_tolerance))
|
2020-07-07 17:23:01 +00:00
|
|
|
// In theory this filter isn't needed, but in practice agents often try to take
|
|
|
|
// stale paths that start elsewhere. This code makes sure that we're only using
|
|
|
|
// paths that start near us, avoiding the agent doubling back to chase a stale
|
|
|
|
// path.
|
|
|
|
.filter(|(bearing, _)| bearing.xy()
|
|
|
|
.magnitude_squared() < (traversal_tolerance * 3.0).powf(2.0))
|
2020-07-05 14:00:44 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
};
|
2020-01-22 03:12:17 +00:00
|
|
|
|
2020-07-09 23:43:11 +00:00
|
|
|
if let Some((bearing, speed)) = bearing {
|
|
|
|
Some((bearing, speed))
|
2020-01-22 03:12:17 +00:00
|
|
|
} else {
|
2020-07-07 17:23:01 +00:00
|
|
|
// Only search for a path if the target has moved from their last position. We
|
|
|
|
// don't want to be thrashing the pathfinding code for targets that
|
|
|
|
// we're unable to access!
|
2020-01-22 14:24:11 +00:00
|
|
|
if self
|
|
|
|
.last_search_tgt
|
|
|
|
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
|
|
|
|
.unwrap_or(true)
|
2020-07-09 23:43:11 +00:00
|
|
|
|| self.astar.is_some()
|
2020-07-07 17:23:01 +00:00
|
|
|
|| self.route.is_none()
|
2020-01-22 14:24:11 +00:00
|
|
|
{
|
2020-07-04 00:17:51 +00:00
|
|
|
let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
|
2020-07-07 17:23:01 +00:00
|
|
|
// Don't use a stale path
|
2020-07-04 00:17:51 +00:00
|
|
|
if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
|
|
|
|
self.route = path.map(Route::from);
|
|
|
|
} else {
|
|
|
|
self.route = None;
|
|
|
|
}
|
2020-01-22 14:24:11 +00:00
|
|
|
}
|
2020-01-22 03:12:17 +00:00
|
|
|
|
2020-07-04 19:22:55 +00:00
|
|
|
Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 0.75))
|
2020-01-22 03:12:17 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-01-23 14:10:49 +00:00
|
|
|
|
2020-06-10 19:47:36 +00:00
|
|
|
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
2020-01-23 14:10:49 +00:00
|
|
|
fn find_path<V>(
|
2020-05-21 19:20:01 +00:00
|
|
|
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
|
2020-01-23 14:10:49 +00:00
|
|
|
vol: &V,
|
2020-01-24 10:40:52 +00:00
|
|
|
startf: Vec3<f32>,
|
|
|
|
endf: Vec3<f32>,
|
2020-07-04 00:17:51 +00:00
|
|
|
) -> (Vec3<f32>, Option<Path<Vec3<i32>>>)
|
2020-01-23 14:10:49 +00:00
|
|
|
where
|
|
|
|
V: BaseVol<Vox = Block> + ReadVol,
|
|
|
|
{
|
|
|
|
let is_walkable = |pos: &Vec3<i32>| {
|
|
|
|
vol.get(*pos - Vec3::new(0, 0, 1))
|
2020-04-20 16:06:19 +00:00
|
|
|
.map(|b| b.is_solid() && b.get_height() == 1.0)
|
2020-01-23 14:10:49 +00:00
|
|
|
.unwrap_or(false)
|
|
|
|
&& vol
|
|
|
|
.get(*pos + Vec3::new(0, 0, 0))
|
|
|
|
.map(|b| !b.is_solid())
|
|
|
|
.unwrap_or(true)
|
|
|
|
&& vol
|
|
|
|
.get(*pos + Vec3::new(0, 0, 1))
|
|
|
|
.map(|b| !b.is_solid())
|
|
|
|
.unwrap_or(true)
|
|
|
|
};
|
|
|
|
let get_walkable_z = |pos| {
|
|
|
|
let mut z_incr = 0;
|
2020-01-25 18:49:47 +00:00
|
|
|
for _ in 0..32 {
|
2020-01-23 14:10:49 +00:00
|
|
|
let test_pos = pos + Vec3::unit_z() * z_incr;
|
|
|
|
if is_walkable(&test_pos) {
|
|
|
|
return Some(test_pos);
|
|
|
|
}
|
|
|
|
z_incr = -z_incr + if z_incr <= 0 { 1 } else { 0 };
|
|
|
|
}
|
|
|
|
None
|
|
|
|
};
|
|
|
|
|
|
|
|
let (start, end) = match (
|
2020-01-24 10:40:52 +00:00
|
|
|
get_walkable_z(startf.map(|e| e.floor() as i32)),
|
|
|
|
get_walkable_z(endf.map(|e| e.floor() as i32)),
|
2020-01-23 14:10:49 +00:00
|
|
|
) {
|
|
|
|
(Some(start), Some(end)) => (start, end),
|
2020-07-04 00:17:51 +00:00
|
|
|
_ => return (startf, None),
|
2020-01-23 14:10:49 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
|
|
|
|
let neighbors = |pos: &Vec3<i32>| {
|
|
|
|
let pos = *pos;
|
2020-01-25 18:49:47 +00:00
|
|
|
const DIRS: [Vec3<i32>; 17] = [
|
2020-01-23 14:10:49 +00:00
|
|
|
Vec3::new(0, 1, 0), // Forward
|
|
|
|
Vec3::new(0, 1, 1), // Forward upward
|
|
|
|
Vec3::new(0, 1, 2), // Forward Upwardx2
|
|
|
|
Vec3::new(0, 1, -1), // Forward downward
|
|
|
|
Vec3::new(1, 0, 0), // Right
|
|
|
|
Vec3::new(1, 0, 1), // Right upward
|
|
|
|
Vec3::new(1, 0, 2), // Right Upwardx2
|
|
|
|
Vec3::new(1, 0, -1), // Right downward
|
|
|
|
Vec3::new(0, -1, 0), // Backwards
|
|
|
|
Vec3::new(0, -1, 1), // Backward Upward
|
|
|
|
Vec3::new(0, -1, 2), // Backward Upwardx2
|
|
|
|
Vec3::new(0, -1, -1), // Backward downward
|
|
|
|
Vec3::new(-1, 0, 0), // Left
|
|
|
|
Vec3::new(-1, 0, 1), // Left upward
|
|
|
|
Vec3::new(-1, 0, 2), // Left Upwardx2
|
|
|
|
Vec3::new(-1, 0, -1), // Left downward
|
|
|
|
Vec3::new(0, 0, -1), // Downwards
|
|
|
|
];
|
|
|
|
|
2020-07-08 12:42:13 +00:00
|
|
|
// let walkable = [
|
|
|
|
// is_walkable(&(pos + Vec3::new(1, 0, 0))),
|
|
|
|
// is_walkable(&(pos + Vec3::new(-1, 0, 0))),
|
|
|
|
// is_walkable(&(pos + Vec3::new(0, 1, 0))),
|
|
|
|
// is_walkable(&(pos + Vec3::new(0, -1, 0))),
|
|
|
|
// ];
|
|
|
|
|
|
|
|
// const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
|
|
|
|
// (Vec3::new(1, 1, 0), [0, 2]),
|
|
|
|
// (Vec3::new(-1, 1, 0), [1, 2]),
|
|
|
|
// (Vec3::new(1, -1, 0), [0, 3]),
|
|
|
|
// (Vec3::new(-1, -1, 0), [1, 3]),
|
|
|
|
// (Vec3::new(1, 1, 1), [0, 2]),
|
|
|
|
// (Vec3::new(-1, 1, 1), [1, 2]),
|
|
|
|
// (Vec3::new(1, -1, 1), [0, 3]),
|
|
|
|
// (Vec3::new(-1, -1, 1), [1, 3]),
|
|
|
|
// ];
|
2020-01-25 18:49:47 +00:00
|
|
|
|
|
|
|
DIRS.iter()
|
2020-03-17 14:14:20 +00:00
|
|
|
.map(move |dir| (pos, dir))
|
|
|
|
.filter(move |(pos, dir)| {
|
|
|
|
is_walkable(pos)
|
2020-07-04 00:17:51 +00:00
|
|
|
&& is_walkable(&(*pos + **dir))
|
2020-03-17 14:14:20 +00:00
|
|
|
&& ((dir.z < 1
|
|
|
|
|| vol
|
|
|
|
.get(pos + Vec3::unit_z() * 2)
|
|
|
|
.map(|b| !b.is_solid())
|
|
|
|
.unwrap_or(true))
|
|
|
|
&& (dir.z < 2
|
|
|
|
|| vol
|
|
|
|
.get(pos + Vec3::unit_z() * 3)
|
|
|
|
.map(|b| !b.is_solid())
|
|
|
|
.unwrap_or(true))
|
2020-03-17 16:37:39 +00:00
|
|
|
&& (dir.z >= 0
|
2020-03-17 14:14:20 +00:00
|
|
|
|| vol
|
|
|
|
.get(pos + *dir + Vec3::unit_z() * 2)
|
|
|
|
.map(|b| !b.is_solid())
|
|
|
|
.unwrap_or(true)))
|
|
|
|
})
|
|
|
|
.map(move |(pos, dir)| pos + dir)
|
2020-07-07 17:23:01 +00:00
|
|
|
// .chain(
|
|
|
|
// DIAGONALS
|
|
|
|
// .iter()
|
|
|
|
// .filter(move |(dir, [a, b])| {
|
|
|
|
// is_walkable(&(pos + *dir)) && walkable[*a] &&
|
|
|
|
// walkable[*b] })
|
|
|
|
// .map(move |(dir, _)| pos + *dir),
|
|
|
|
// )
|
2020-01-23 14:10:49 +00:00
|
|
|
};
|
2020-07-04 19:22:55 +00:00
|
|
|
|
|
|
|
let crow_line = LineSegment2 {
|
|
|
|
start: startf.xy(),
|
|
|
|
end: endf.xy(),
|
|
|
|
};
|
|
|
|
|
|
|
|
let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
|
2020-07-07 17:23:01 +00:00
|
|
|
// Modify the heuristic a little in order to prefer paths that take us on a
|
|
|
|
// straight line toward our target. This means we get smoother movement.
|
2020-07-04 19:22:55 +00:00
|
|
|
1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
|
2020-07-09 23:43:11 +00:00
|
|
|
+ (b.z - a.z - 1).max(0) as f32 * 10.0
|
2020-07-04 19:22:55 +00:00
|
|
|
};
|
2020-01-23 14:10:49 +00:00
|
|
|
let satisfied = |pos: &Vec3<i32>| pos == &end;
|
|
|
|
|
|
|
|
let mut new_astar = match astar.take() {
|
2020-07-04 00:17:51 +00:00
|
|
|
None => Astar::new(25_000, start, heuristic, DefaultHashBuilder::default()),
|
2020-01-23 14:10:49 +00:00
|
|
|
Some(astar) => astar,
|
|
|
|
};
|
|
|
|
|
2020-07-04 00:17:51 +00:00
|
|
|
let path_result = new_astar.poll(100, heuristic, neighbors, transition, satisfied);
|
2020-01-23 14:10:49 +00:00
|
|
|
|
|
|
|
*astar = Some(new_astar);
|
|
|
|
|
2020-07-04 00:17:51 +00:00
|
|
|
(startf, match path_result {
|
2020-01-23 14:10:49 +00:00
|
|
|
PathResult::Path(path) => {
|
|
|
|
*astar = None;
|
2020-07-04 00:17:51 +00:00
|
|
|
Some(path)
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2020-01-25 02:15:15 +00:00
|
|
|
PathResult::None(path) => {
|
|
|
|
*astar = None;
|
2020-07-04 00:17:51 +00:00
|
|
|
Some(path)
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2020-01-25 02:15:15 +00:00
|
|
|
PathResult::Exhausted(path) => {
|
2020-01-23 14:10:49 +00:00
|
|
|
*astar = None;
|
2020-07-04 00:17:51 +00:00
|
|
|
Some(path)
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2020-07-04 00:17:51 +00:00
|
|
|
PathResult::Pending => None,
|
|
|
|
})
|
2020-01-23 14:10:49 +00:00
|
|
|
}
|