veloren/common/src/path.rs

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use crate::{
astar::{Astar, PathResult},
terrain::Block,
vol::{BaseVol, ReadVol},
};
use hashbrown::hash_map::DefaultHashBuilder;
use rand::{thread_rng, Rng};
use std::iter::FromIterator;
use vek::*;
// Path
#[derive(Clone, Debug)]
pub struct Path<T> {
nodes: Vec<T>,
}
impl<T> Default for Path<T> {
fn default() -> Self {
Self {
nodes: Vec::default(),
}
}
}
impl<T> FromIterator<T> for Path<T> {
fn from_iter<I: IntoIterator<Item = T>>(iter: I) -> Self {
Self {
nodes: iter.into_iter().collect(),
}
}
}
#[allow(clippy::len_without_is_empty)] // TODO: Pending review in #587
impl<T> Path<T> {
pub fn len(&self) -> usize { self.nodes.len() }
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pub fn iter(&self) -> impl Iterator<Item = &T> { self.nodes.iter() }
pub fn start(&self) -> Option<&T> { self.nodes.first() }
pub fn end(&self) -> Option<&T> { self.nodes.last() }
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pub fn nodes(&self) -> &[T] { &self.nodes }
}
// Route: A path that can be progressed along
#[derive(Default, Clone, Debug)]
pub struct Route {
path: Path<Vec3<i32>>,
next_idx: usize,
}
impl From<Path<Vec3<i32>>> for Route {
fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
}
impl Route {
pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
pub fn next(&self) -> Option<Vec3<i32>> { self.path.nodes.get(self.next_idx).copied() }
pub fn is_finished(&self) -> bool { self.next().is_none() }
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pub fn traverse<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let next = self.next()?;
if vol.get(next).map(|b| b.is_solid()).unwrap_or(false) {
None
} 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 pos.xy().distance_squared(next_tgt.xy()) < traversal_tolerance.powf(2.0)
&& next_tgt.z - pos.z < 0.2
&& next_tgt.z - pos.z > -2.2
{
self.next_idx += 1;
}
Some(next_tgt - pos)
}
}
}
/// A self-contained system that attempts to chase a moving target, only
/// performing pathfinding if necessary
#[derive(Default, Clone, Debug)]
pub struct Chaser {
last_search_tgt: Option<Vec3<f32>>,
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route: Option<Route>,
/// We use this hasher (AAHasher) because:
/// (1) we care about DDOS attacks (ruling out FxHash);
/// (2) we don't care about determinism across computers (we can use
/// AAHash).
astar: Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
}
impl Chaser {
pub fn chase<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
tgt: Vec3<f32>,
min_dist: f32,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let pos_to_tgt = pos.distance(tgt);
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if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < min_dist.powf(2.0) {
return None;
}
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let bearing = if let Some(end) = self.route.as_ref().and_then(|r| r.path().end().copied()) {
let end_to_tgt = end.map(|e| e as f32).distance(tgt);
if end_to_tgt > pos_to_tgt * 0.3 + 5.0 {
None
} else {
if thread_rng().gen::<f32>() < 0.005 {
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None
} else {
self.route
.as_mut()
.and_then(|r| r.traverse(vol, pos, traversal_tolerance))
.filter(|b| {
b.xy().magnitude_squared() < (traversal_tolerance + 1.0).powf(2.0)
})
}
}
} else {
None
};
// TODO: What happens when we get stuck?
if let Some(bearing) = bearing {
Some(bearing)
} else {
if self
.last_search_tgt
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
.unwrap_or(true)
{
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let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
self.route = path.map(Route::from);
} else {
self.route = None;
}
}
Some((tgt - pos) * Vec3::new(1.0, 1.0, 0.0))
}
}
}
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
fn find_path<V>(
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
vol: &V,
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startf: Vec3<f32>,
endf: Vec3<f32>,
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) -> (Vec3<f32>, Option<Path<Vec3<i32>>>)
where
V: BaseVol<Vox = Block> + ReadVol,
{
let is_walkable = |pos: &Vec3<i32>| {
vol.get(*pos - Vec3::new(0, 0, 1))
.map(|b| b.is_solid() && b.get_height() == 1.0)
.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;
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for _ in 0..32 {
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 (
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get_walkable_z(startf.map(|e| e.floor() as i32)),
get_walkable_z(endf.map(|e| e.floor() as i32)),
) {
(Some(start), Some(end)) => (start, end),
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_ => return (startf, None),
};
let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
let neighbors = |pos: &Vec3<i32>| {
let pos = *pos;
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const DIRS: [Vec3<i32>; 17] = [
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
];
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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] = [
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(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]),
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];
DIRS.iter()
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.map(move |dir| (pos, dir))
.filter(move |(pos, dir)| {
is_walkable(pos)
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&& is_walkable(&(*pos + **dir))
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&& ((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))
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&& (dir.z >= 0
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|| vol
.get(pos + *dir + Vec3::unit_z() * 2)
.map(|b| !b.is_solid())
.unwrap_or(true)))
})
.map(move |(pos, dir)| pos + dir)
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.chain(
DIAGONALS
.iter()
.filter(move |(dir, [a, b])| {
is_walkable(&(pos + *dir)) && walkable[*a] && walkable[*b]
})
.map(move |(dir, _)| pos + *dir),
)
};
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let transition =
|_a: &Vec3<i32>, b: &Vec3<i32>| 1.0 + endf.distance((*b).map(|e| e as f32 + 0.5)) * 0.02;
let satisfied = |pos: &Vec3<i32>| pos == &end;
let mut new_astar = match astar.take() {
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None => Astar::new(25_000, start, heuristic, DefaultHashBuilder::default()),
Some(astar) => astar,
};
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let path_result = new_astar.poll(100, heuristic, neighbors, transition, satisfied);
*astar = Some(new_astar);
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(startf, match path_result {
PathResult::Path(path) => {
*astar = None;
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Some(path)
},
PathResult::None(path) => {
*astar = None;
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Some(path)
},
PathResult::Exhausted(path) => {
*astar = None;
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Some(path)
},
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PathResult::Pending => None,
})
}