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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2020-01-24 21:24:57 +00:00
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use rand::{thread_rng, Rng};
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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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}
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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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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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2020-01-23 14:10:49 +00:00
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impl<T> Path<T> {
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pub fn len(&self) -> usize {
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self.nodes.len()
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}
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pub fn start(&self) -> Option<&T> {
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self.nodes.first()
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}
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pub fn end(&self) -> Option<&T> {
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self.nodes.last()
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}
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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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impl From<Path<Vec3<i32>>> for Route {
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fn from(path: Path<Vec3<i32>>) -> Self {
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Self { path, next_idx: 0 }
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}
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}
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impl Route {
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pub fn path(&self) -> &Path<Vec3<i32>> {
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&self.path
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}
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pub fn next(&self) -> Option<Vec3<i32>> {
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self.path.nodes.get(self.next_idx).copied()
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}
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pub fn is_finished(&self) -> bool {
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self.next().is_none()
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}
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pub fn traverse<V>(&mut self, vol: &V, pos: Vec3<f32>) -> Option<Vec3<f32>>
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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let next = self.next()?;
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if vol.get(next).map(|b| b.is_solid()).unwrap_or(false) {
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None
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} else {
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let next_tgt = next.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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if next_tgt.distance_squared(pos) < 1.0f32.powf(2.0) {
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self.next_idx += 1;
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}
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Some(next_tgt - pos)
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}
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}
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}
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// Chaser: A self-contained system that attempts to chase a moving target
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#[derive(Default, Clone, Debug)]
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pub struct Chaser {
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last_search_tgt: Option<Vec3<f32>>,
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route: Route,
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astar: Option<Astar<Vec3<i32>>>,
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}
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impl Chaser {
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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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tgt: Vec3<f32>,
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min_dist: f32,
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) -> Option<Vec3<f32>>
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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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if pos_to_tgt < min_dist {
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return None;
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}
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let bearing = if let Some(end) = self.route.path().end().copied() {
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let end_to_tgt = end.map(|e| e as f32).distance(tgt);
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0 {
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None
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} else {
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if thread_rng().gen::<f32>() < 0.005 {
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// TODO: Only re-calculate route when we're stuck
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self.route = Route::default();
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}
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self.route.traverse(vol, pos)
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}
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} else {
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None
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};
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// TODO: What happens when we get stuck?
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if let Some(bearing) = bearing {
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Some(bearing)
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} else {
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if self
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.last_search_tgt
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.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
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.unwrap_or(true)
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{
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self.route = find_path(&mut self.astar, vol, pos, tgt).into();
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}
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Some((tgt - pos) * Vec3::new(1.0, 1.0, 0.0))
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}
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}
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}
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fn find_path<V>(
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astar: &mut Option<Astar<Vec3<i32>>>,
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vol: &V,
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startf: Vec3<f32>,
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endf: Vec3<f32>,
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) -> Path<Vec3<i32>>
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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let is_walkable = |pos: &Vec3<i32>| {
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vol.get(*pos - Vec3::new(0, 0, 1))
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.map(|b| b.is_solid())
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.unwrap_or(false)
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&& vol
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.get(*pos + Vec3::new(0, 0, 0))
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.map(|b| !b.is_solid())
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.unwrap_or(true)
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&& vol
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.get(*pos + Vec3::new(0, 0, 1))
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.map(|b| !b.is_solid())
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.unwrap_or(true)
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};
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let get_walkable_z = |pos| {
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let mut z_incr = 0;
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for _ in 0..32 {
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let test_pos = pos + Vec3::unit_z() * z_incr;
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if is_walkable(&test_pos) {
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return Some(test_pos);
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}
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z_incr = -z_incr + if z_incr <= 0 { 1 } else { 0 };
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}
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None
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};
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let (start, end) = match (
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get_walkable_z(startf.map(|e| e.floor() as i32)),
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get_walkable_z(endf.map(|e| e.floor() as i32)),
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) {
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(Some(start), Some(end)) => (start, end),
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_ => return Path::default(),
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};
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let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
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let neighbors = |pos: &Vec3<i32>| {
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let pos = *pos;
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const DIRS: [Vec3<i32>; 17] = [
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Vec3::new(0, 1, 0), // Forward
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Vec3::new(0, 1, 1), // Forward upward
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Vec3::new(0, 1, 2), // Forward Upwardx2
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Vec3::new(0, 1, -1), // Forward downward
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Vec3::new(1, 0, 0), // Right
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Vec3::new(1, 0, 1), // Right upward
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Vec3::new(1, 0, 2), // Right Upwardx2
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Vec3::new(1, 0, -1), // Right downward
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Vec3::new(0, -1, 0), // Backwards
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Vec3::new(0, -1, 1), // Backward Upward
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Vec3::new(0, -1, 2), // Backward Upwardx2
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Vec3::new(0, -1, -1), // Backward downward
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Vec3::new(-1, 0, 0), // Left
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Vec3::new(-1, 0, 1), // Left upward
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Vec3::new(-1, 0, 2), // Left Upwardx2
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Vec3::new(-1, 0, -1), // Left downward
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Vec3::new(0, 0, -1), // Downwards
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];
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let walkable = [
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is_walkable(&(pos + Vec3::new(1, 0, 0))),
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is_walkable(&(pos + Vec3::new(-1, 0, 0))),
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is_walkable(&(pos + Vec3::new(0, 1, 0))),
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is_walkable(&(pos + Vec3::new(0, -1, 0))),
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];
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const DIAGONALS: [(Vec3<i32>, [usize; 2]); 4] = [
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(Vec3::new(1, 1, 0), [0, 2]),
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(Vec3::new(-1, 1, 0), [1, 2]),
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(Vec3::new(1, -1, 0), [0, 3]),
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(Vec3::new(-1, -1, 0), [1, 3]),
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];
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DIRS.iter()
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.map(move |dir| pos + dir)
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.filter(move |pos| is_walkable(pos))
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.chain(
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DIAGONALS
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.iter()
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.filter(move |(dir, [a, b])| {
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is_walkable(&(pos + *dir)) && walkable[*a] && walkable[*b]
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})
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.map(move |(dir, _)| pos + *dir),
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)
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};
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let transition = |_: &Vec3<i32>, _: &Vec3<i32>| 1.0;
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let satisfied = |pos: &Vec3<i32>| pos == &end;
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let mut new_astar = match astar.take() {
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None => Astar::new(20_000, start, heuristic.clone()),
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Some(astar) => astar,
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};
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let path_result = new_astar.poll(30, heuristic, neighbors, transition, satisfied);
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*astar = Some(new_astar);
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match path_result {
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PathResult::Path(path) => {
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*astar = None;
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path
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}
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PathResult::None(path) => {
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*astar = None;
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path
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}
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PathResult::Exhausted(path) => {
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*astar = None;
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path
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}
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PathResult::Pending => Path::default(),
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}
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}
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