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https://gitlab.com/veloren/veloren.git
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Merge branch 'zesterer/small-fixes' into 'master'
Zesterer/small fixes See merge request veloren/veloren!1190
This commit is contained in:
commit
446923f7d8
@ -42,6 +42,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
|
|||||||
- Training dummy items
|
- Training dummy items
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||||||
- Added spin attack for axe
|
- Added spin attack for axe
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||||||
- Creature specific stats
|
- Creature specific stats
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||||||
|
- Minimap compass
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||||||
|
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||||||
### Changed
|
### Changed
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||||||
|
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||||||
|
@ -4,7 +4,7 @@ use crate::{
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|||||||
vol::{BaseVol, ReadVol},
|
vol::{BaseVol, ReadVol},
|
||||||
};
|
};
|
||||||
use hashbrown::hash_map::DefaultHashBuilder;
|
use hashbrown::hash_map::DefaultHashBuilder;
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||||||
use rand::{thread_rng, Rng};
|
use rand::prelude::*;
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||||||
use std::iter::FromIterator;
|
use std::iter::FromIterator;
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||||||
use vek::*;
|
use vek::*;
|
||||||
|
|
||||||
@ -56,6 +56,18 @@ impl From<Path<Vec3<i32>>> for Route {
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fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
|
fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
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||||||
}
|
}
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||||||
|
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||||||
|
pub struct TraversalConfig {
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||||||
|
/// The distance to a node at which node is considered visited.
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||||||
|
pub node_tolerance: f32,
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|
/// The slowdown factor when following corners.
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||||||
|
/// 0.0 = no slowdown on corners, 1.0 = total slowdown on corners.
|
||||||
|
pub slow_factor: f32,
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||||||
|
/// Whether the agent is currently on the ground.
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||||||
|
pub on_ground: bool,
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||||||
|
/// The distance to the target below which it is considered reached.
|
||||||
|
pub min_tgt_dist: f32,
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||||||
|
}
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||||||
|
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||||||
impl Route {
|
impl Route {
|
||||||
pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
|
pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
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||||||
|
|
||||||
@ -70,91 +82,228 @@ impl Route {
|
|||||||
vol: &V,
|
vol: &V,
|
||||||
pos: Vec3<f32>,
|
pos: Vec3<f32>,
|
||||||
vel: Vec3<f32>,
|
vel: Vec3<f32>,
|
||||||
traversal_tolerance: f32,
|
traversal_cfg: TraversalConfig,
|
||||||
) -> Option<(Vec3<f32>, f32)>
|
) -> Option<(Vec3<f32>, f32)>
|
||||||
where
|
where
|
||||||
V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
|
||||||
{
|
{
|
||||||
let next0 = self
|
let (next0, next1, next_tgt, be_precise) = loop {
|
||||||
.next(0)
|
let next0 = self
|
||||||
.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
|
.next(0)
|
||||||
let next1 = self.next(1).unwrap_or(next0);
|
.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
|
||||||
if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
|
|
||||||
None
|
// Stop using obstructed paths
|
||||||
} else {
|
if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
|
||||||
let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
|
return None;
|
||||||
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
|
let diagonals = [
|
||||||
|
Vec2::new(1, 0),
|
||||||
|
Vec2::new(1, 1),
|
||||||
|
Vec2::new(0, 1),
|
||||||
|
Vec2::new(-1, 1),
|
||||||
|
Vec2::new(-1, 0),
|
||||||
|
Vec2::new(-1, -1),
|
||||||
|
Vec2::new(0, -1),
|
||||||
|
Vec2::new(1, -1),
|
||||||
|
];
|
||||||
|
|
||||||
|
let next1 = self.next(1).unwrap_or(next0);
|
||||||
|
|
||||||
|
let be_precise = diagonals.iter().any(|pos| {
|
||||||
|
!walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
|
||||||
|
&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
|
||||||
|
&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
|
||||||
|
&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
|
||||||
|
});
|
||||||
|
|
||||||
|
let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
|
||||||
|
let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
|
||||||
|
let next_tgt = next0_tgt;
|
||||||
|
|
||||||
|
// Maybe skip a node (useful with traversing downhill)
|
||||||
|
let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
|
||||||
|
next0_tgt
|
||||||
|
} else {
|
||||||
|
next1_tgt
|
||||||
|
};
|
||||||
|
|
||||||
|
// Determine whether we're close enough to the next to to consider it completed
|
||||||
|
let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
|
||||||
|
if dist_sqrd < traversal_cfg.node_tolerance.powf(2.0) * if be_precise { 0.25 } else { 1.0 }
|
||||||
|
&& (pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && traversal_cfg.on_ground))
|
||||||
|
&& (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
|
||||||
&& vel.z <= 0.0
|
&& vel.z <= 0.0
|
||||||
|
// Only consider the node reached if there's nothing solid between us and it
|
||||||
&& vol
|
&& vol
|
||||||
.ray(pos + Vec3::unit_z() * 0.5, next_tgt + Vec3::unit_z() * 0.5)
|
.ray(pos + Vec3::unit_z() * 1.5, closest_tgt + Vec3::unit_z() * 1.5)
|
||||||
.until(|block| block.is_solid())
|
.until(|block| block.is_solid())
|
||||||
.cast()
|
.cast()
|
||||||
.0
|
.0
|
||||||
> pos.distance(next_tgt) * 0.9
|
> pos.distance(closest_tgt) * 0.9
|
||||||
|
&& self.next_idx < self.path.len()
|
||||||
{
|
{
|
||||||
|
// Node completed, move on to the next one
|
||||||
self.next_idx += 1;
|
self.next_idx += 1;
|
||||||
|
} else {
|
||||||
|
// The next node hasn't been reached yet, use it as a target
|
||||||
|
break (next0, next1, next_tgt, be_precise);
|
||||||
}
|
}
|
||||||
|
};
|
||||||
|
|
||||||
let line = LineSegment2 {
|
fn gradient(line: LineSegment2<f32>) -> f32 {
|
||||||
start: pos.xy(),
|
let r = (line.start.y - line.end.y) / (line.start.x - line.end.x);
|
||||||
end: pos.xy() + vel.xy() * 100.0,
|
if r.is_nan() { 100000.0 } else { r }
|
||||||
};
|
|
||||||
|
|
||||||
let align = |block_pos: Vec3<i32>| {
|
|
||||||
(0..2)
|
|
||||||
.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
|
|
||||||
.flatten()
|
|
||||||
.map(|rpos| block_pos + rpos)
|
|
||||||
.map(|block_pos| {
|
|
||||||
let block_posf = block_pos.xy().map(|e| e as f32);
|
|
||||||
let proj = line.projected_point(block_posf);
|
|
||||||
let clamped = proj.clamped(
|
|
||||||
block_pos.xy().map(|e| e as f32),
|
|
||||||
block_pos.xy().map(|e| e as f32),
|
|
||||||
);
|
|
||||||
|
|
||||||
(proj.distance_squared(clamped), clamped)
|
|
||||||
})
|
|
||||||
.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
|
|
||||||
.unwrap()
|
|
||||||
.1
|
|
||||||
};
|
|
||||||
|
|
||||||
let cb = CubicBezier2 {
|
|
||||||
start: pos.xy(),
|
|
||||||
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_else(Vec2::zero),
|
|
||||||
ctrl1: align(next0),
|
|
||||||
end: align(next1),
|
|
||||||
};
|
|
||||||
|
|
||||||
let tgt2d = cb.evaluate(0.5);
|
|
||||||
let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
|
|
||||||
let tgt_dir = (tgt - pos)
|
|
||||||
.xy()
|
|
||||||
.try_normalized()
|
|
||||||
.unwrap_or_else(Vec2::unit_y);
|
|
||||||
let next_dir = cb
|
|
||||||
.evaluate_derivative(0.5)
|
|
||||||
.try_normalized()
|
|
||||||
.unwrap_or(tgt_dir);
|
|
||||||
|
|
||||||
//let vel_dir = vel.xy().try_normalized().unwrap_or(Vec2::zero());
|
|
||||||
//let avg_dir = (tgt_dir * 0.2 + vel_dir *
|
|
||||||
// 0.8).try_normalized().unwrap_or(Vec2::zero()); let bearing =
|
|
||||||
// Vec3::<f32>::from(avg_dir * (tgt - pos).xy().magnitude()) + Vec3::unit_z() *
|
|
||||||
// (tgt.z - pos.z);
|
|
||||||
|
|
||||||
Some((
|
|
||||||
tgt - pos,
|
|
||||||
next_dir
|
|
||||||
.dot(vel.xy().try_normalized().unwrap_or_else(Vec2::zero))
|
|
||||||
.max(0.0)
|
|
||||||
* 0.75
|
|
||||||
+ 0.25,
|
|
||||||
))
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn intersect(a: LineSegment2<f32>, b: LineSegment2<f32>) -> Option<Vec2<f32>> {
|
||||||
|
let ma = gradient(a);
|
||||||
|
let mb = gradient(b);
|
||||||
|
|
||||||
|
let ca = a.start.y - ma * a.start.x;
|
||||||
|
let cb = b.start.y - mb * b.start.x;
|
||||||
|
|
||||||
|
if (ma - mb).abs() < 0.0001 || (ca - cb).abs() < 0.0001 {
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let x = (cb - ca) / (ma - mb);
|
||||||
|
let y = ma * x + ca;
|
||||||
|
|
||||||
|
Some(Vec2::new(x, y))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// We don't always want to aim for the centre of block since this can create
|
||||||
|
// jerky zig-zag movement. This function attempts to find a position
|
||||||
|
// inside a target block's area that aligned nicely with our velocity.
|
||||||
|
// This has a twofold benefit:
|
||||||
|
//
|
||||||
|
// 1. Entities can move at any angle when
|
||||||
|
// running on a flat surface
|
||||||
|
//
|
||||||
|
// 2. We don't have to search diagonals when
|
||||||
|
// pathfinding - cartesian positions are enough since this code will
|
||||||
|
// make the entity move smoothly along them
|
||||||
|
let corners = [
|
||||||
|
Vec2::new(0, 0),
|
||||||
|
Vec2::new(1, 0),
|
||||||
|
Vec2::new(1, 1),
|
||||||
|
Vec2::new(0, 1),
|
||||||
|
Vec2::new(0, 0), // Repeated start
|
||||||
|
];
|
||||||
|
|
||||||
|
let vel_line = LineSegment2 {
|
||||||
|
start: pos.xy(),
|
||||||
|
end: pos.xy() + vel.xy() * 100.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
let align = |block_pos: Vec3<i32>, precision: f32| {
|
||||||
|
let lerp_block =
|
||||||
|
|x, precision| Lerp::lerp(x, block_pos.xy().map(|e| e as f32), precision);
|
||||||
|
|
||||||
|
(0..4)
|
||||||
|
.filter_map(|i| {
|
||||||
|
let edge_line = LineSegment2 {
|
||||||
|
start: lerp_block(
|
||||||
|
(block_pos.xy() + corners[i]).map(|e| e as f32),
|
||||||
|
precision,
|
||||||
|
),
|
||||||
|
end: lerp_block(
|
||||||
|
(block_pos.xy() + corners[i + 1]).map(|e| e as f32),
|
||||||
|
precision,
|
||||||
|
),
|
||||||
|
};
|
||||||
|
intersect(vel_line, edge_line).filter(|intersect| {
|
||||||
|
intersect
|
||||||
|
.clamped(
|
||||||
|
block_pos.xy().map(|e| e as f32),
|
||||||
|
block_pos.xy().map(|e| e as f32 + 1.0),
|
||||||
|
)
|
||||||
|
.distance_squared(*intersect)
|
||||||
|
< 0.001
|
||||||
|
})
|
||||||
|
})
|
||||||
|
.min_by_key(|intersect: &Vec2<f32>| {
|
||||||
|
(intersect.distance_squared(vel_line.end) * 1000.0) as i32
|
||||||
|
})
|
||||||
|
.unwrap_or_else(|| {
|
||||||
|
(0..2)
|
||||||
|
.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
|
||||||
|
.flatten()
|
||||||
|
.map(|rpos| block_pos + rpos)
|
||||||
|
.map(|block_pos| {
|
||||||
|
let block_posf = block_pos.xy().map(|e| e as f32);
|
||||||
|
let proj = vel_line.projected_point(block_posf);
|
||||||
|
let clamped = lerp_block(
|
||||||
|
proj.clamped(
|
||||||
|
block_pos.xy().map(|e| e as f32),
|
||||||
|
block_pos.xy().map(|e| e as f32),
|
||||||
|
),
|
||||||
|
precision,
|
||||||
|
);
|
||||||
|
|
||||||
|
(proj.distance_squared(clamped), clamped)
|
||||||
|
})
|
||||||
|
.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
|
||||||
|
.unwrap()
|
||||||
|
.1
|
||||||
|
})
|
||||||
|
};
|
||||||
|
|
||||||
|
let bez = CubicBezier2 {
|
||||||
|
start: pos.xy(),
|
||||||
|
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
|
||||||
|
ctrl1: align(next0, 1.0),
|
||||||
|
end: align(next1, 1.0),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Use a cubic spline of the next few targets to come up with a sensible target
|
||||||
|
// position. We want to use a position that gives smooth movement but is
|
||||||
|
// also accurate enough to avoid the agent getting stuck under ledges or
|
||||||
|
// falling off walls.
|
||||||
|
let next_dir = bez
|
||||||
|
.evaluate_derivative(0.85)
|
||||||
|
.try_normalized()
|
||||||
|
.unwrap_or_default();
|
||||||
|
let straight_factor = next_dir
|
||||||
|
.dot(vel.xy().try_normalized().unwrap_or(next_dir))
|
||||||
|
.max(0.0)
|
||||||
|
.powf(2.0);
|
||||||
|
|
||||||
|
let bez = CubicBezier2 {
|
||||||
|
start: pos.xy(),
|
||||||
|
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
|
||||||
|
ctrl1: align(
|
||||||
|
next0,
|
||||||
|
(1.0 - if (next0.z as f32 - pos.z).abs() < 0.25 && !be_precise {
|
||||||
|
straight_factor
|
||||||
|
} else {
|
||||||
|
0.0
|
||||||
|
})
|
||||||
|
.max(0.1),
|
||||||
|
),
|
||||||
|
end: align(next1, 1.0),
|
||||||
|
};
|
||||||
|
|
||||||
|
let tgt2d = bez.evaluate(if (next0.z as f32 - pos.z).abs() < 0.25 {
|
||||||
|
0.25
|
||||||
|
} else {
|
||||||
|
0.5
|
||||||
|
});
|
||||||
|
let tgt = if be_precise {
|
||||||
|
next_tgt
|
||||||
|
} else {
|
||||||
|
Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
|
||||||
|
};
|
||||||
|
|
||||||
|
Some((
|
||||||
|
tgt - pos,
|
||||||
|
// Control the entity's speed to hopefully stop us falling off walls on sharp corners.
|
||||||
|
// This code is very imperfect: it does its best but it can still fail for particularly
|
||||||
|
// fast entities.
|
||||||
|
straight_factor * traversal_cfg.slow_factor + (1.0 - traversal_cfg.slow_factor),
|
||||||
|
))
|
||||||
|
.filter(|(bearing, _)| bearing.z < 2.1)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -178,41 +327,64 @@ impl Chaser {
|
|||||||
pos: Vec3<f32>,
|
pos: Vec3<f32>,
|
||||||
vel: Vec3<f32>,
|
vel: Vec3<f32>,
|
||||||
tgt: Vec3<f32>,
|
tgt: Vec3<f32>,
|
||||||
min_dist: f32,
|
traversal_cfg: TraversalConfig,
|
||||||
traversal_tolerance: f32,
|
|
||||||
) -> Option<(Vec3<f32>, f32)>
|
) -> Option<(Vec3<f32>, f32)>
|
||||||
where
|
where
|
||||||
V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
|
||||||
{
|
{
|
||||||
let pos_to_tgt = pos.distance(tgt);
|
let pos_to_tgt = pos.distance(tgt);
|
||||||
|
|
||||||
if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < min_dist.powf(2.0) {
|
// If we're already close to the target then there's nothing to do
|
||||||
|
if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared()
|
||||||
|
< traversal_cfg.min_tgt_dist.powf(2.0)
|
||||||
|
{
|
||||||
|
self.route = None;
|
||||||
return None;
|
return None;
|
||||||
}
|
}
|
||||||
|
|
||||||
let bearing = if let Some(end) = self.route.as_ref().and_then(|r| r.path().end().copied()) {
|
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);
|
let end_to_tgt = end.map(|e| e as f32).distance(tgt);
|
||||||
if end_to_tgt > pos_to_tgt * 0.3 + 5.0 || thread_rng().gen::<f32>() < 0.005 {
|
// If the target has moved significantly since the path was generated then it's
|
||||||
|
// time to search for a new path. Also, do this randomly from time
|
||||||
|
// to time to avoid any edge cases that cause us to get stuck. In
|
||||||
|
// theory this shouldn't happen, but in practice the world is full
|
||||||
|
// of unpredictable obstacles that are more than willing to mess up
|
||||||
|
// our day. TODO: Come up with a better heuristic for this
|
||||||
|
if end_to_tgt > pos_to_tgt * 0.3 + 5.0
|
||||||
|
/* || thread_rng().gen::<f32>() < 0.005 */
|
||||||
|
{
|
||||||
None
|
None
|
||||||
} else {
|
} else {
|
||||||
self.route
|
self.route
|
||||||
.as_mut()
|
.as_mut()
|
||||||
.and_then(|r| r.traverse(vol, pos, vel, traversal_tolerance))
|
.and_then(|r| r.traverse(vol, pos, vel, traversal_cfg))
|
||||||
|
// 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() < 1.75f32.powf(2.0)
|
||||||
|
&& thread_rng().gen::<f32>() > 0.025)
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
None
|
None
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO: What happens when we get stuck?
|
if let Some((bearing, speed)) = bearing {
|
||||||
if let Some(bearing) = bearing {
|
Some((bearing, speed))
|
||||||
Some(bearing)
|
|
||||||
} else {
|
} else {
|
||||||
|
// 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!
|
||||||
if self
|
if self
|
||||||
.last_search_tgt
|
.last_search_tgt
|
||||||
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
|
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
|
||||||
.unwrap_or(true)
|
.unwrap_or(true)
|
||||||
|
|| self.astar.is_some()
|
||||||
|
|| self.route.is_none()
|
||||||
{
|
{
|
||||||
let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
|
let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
|
||||||
|
// Don't use a stale path
|
||||||
if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
|
if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
|
||||||
self.route = path.map(Route::from);
|
self.route = path.map(Route::from);
|
||||||
} else {
|
} else {
|
||||||
@ -225,6 +397,24 @@ impl Chaser {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
||||||
|
fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
|
||||||
|
where
|
||||||
|
V: BaseVol<Vox = Block> + ReadVol,
|
||||||
|
{
|
||||||
|
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)
|
||||||
|
}
|
||||||
|
|
||||||
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
||||||
fn find_path<V>(
|
fn find_path<V>(
|
||||||
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
|
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
|
||||||
@ -235,19 +425,7 @@ fn find_path<V>(
|
|||||||
where
|
where
|
||||||
V: BaseVol<Vox = Block> + ReadVol,
|
V: BaseVol<Vox = Block> + ReadVol,
|
||||||
{
|
{
|
||||||
let is_walkable = |pos: &Vec3<i32>| {
|
let is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos);
|
||||||
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 get_walkable_z = |pos| {
|
||||||
let mut z_incr = 0;
|
let mut z_incr = 0;
|
||||||
for _ in 0..32 {
|
for _ in 0..32 {
|
||||||
@ -291,23 +469,23 @@ where
|
|||||||
Vec3::new(0, 0, -1), // Downwards
|
Vec3::new(0, 0, -1), // Downwards
|
||||||
];
|
];
|
||||||
|
|
||||||
let walkable = [
|
// let walkable = [
|
||||||
is_walkable(&(pos + Vec3::new(1, 0, 0))),
|
// is_walkable(&(pos + Vec3::new(1, 0, 0))),
|
||||||
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))),
|
||||||
is_walkable(&(pos + Vec3::new(0, -1, 0))),
|
// is_walkable(&(pos + Vec3::new(0, -1, 0))),
|
||||||
];
|
// ];
|
||||||
|
|
||||||
const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
|
// const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
|
||||||
(Vec3::new(1, 1, 0), [0, 2]),
|
// (Vec3::new(1, 1, 0), [0, 2]),
|
||||||
(Vec3::new(-1, 1, 0), [1, 2]),
|
// (Vec3::new(-1, 1, 0), [1, 2]),
|
||||||
(Vec3::new(1, -1, 0), [0, 3]),
|
// (Vec3::new(1, -1, 0), [0, 3]),
|
||||||
(Vec3::new(-1, -1, 0), [1, 3]),
|
// (Vec3::new(-1, -1, 0), [1, 3]),
|
||||||
(Vec3::new(1, 1, 1), [0, 2]),
|
// (Vec3::new(1, 1, 1), [0, 2]),
|
||||||
(Vec3::new(-1, 1, 1), [1, 2]),
|
// (Vec3::new(-1, 1, 1), [1, 2]),
|
||||||
(Vec3::new(1, -1, 1), [0, 3]),
|
// (Vec3::new(1, -1, 1), [0, 3]),
|
||||||
(Vec3::new(-1, -1, 1), [1, 3]),
|
// (Vec3::new(-1, -1, 1), [1, 3]),
|
||||||
];
|
// ];
|
||||||
|
|
||||||
DIRS.iter()
|
DIRS.iter()
|
||||||
.map(move |dir| (pos, dir))
|
.map(move |dir| (pos, dir))
|
||||||
@ -331,24 +509,26 @@ where
|
|||||||
.unwrap_or(true)))
|
.unwrap_or(true)))
|
||||||
})
|
})
|
||||||
.map(move |(pos, dir)| pos + dir)
|
.map(move |(pos, dir)| pos + dir)
|
||||||
.chain(
|
// .chain(
|
||||||
DIAGONALS
|
// DIAGONALS
|
||||||
.iter()
|
// .iter()
|
||||||
.filter(move |(dir, [a, b])| {
|
// .filter(move |(dir, [a, b])| {
|
||||||
is_walkable(&(pos + *dir)) && walkable[*a] && walkable[*b]
|
// is_walkable(&(pos + *dir)) && walkable[*a] &&
|
||||||
})
|
// walkable[*b] })
|
||||||
.map(move |(dir, _)| pos + *dir),
|
// .map(move |(dir, _)| pos + *dir),
|
||||||
)
|
// )
|
||||||
};
|
|
||||||
|
|
||||||
let crow_line = LineSegment2 {
|
|
||||||
start: startf.xy(),
|
|
||||||
end: endf.xy(),
|
|
||||||
};
|
};
|
||||||
|
|
||||||
let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
|
let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
|
||||||
|
let crow_line = LineSegment2 {
|
||||||
|
start: startf.xy(),
|
||||||
|
end: endf.xy(),
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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.
|
||||||
1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
|
1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
|
||||||
+ (b.z - a.z - 1).max(0) as f32 * 3.0
|
+ (b.z - a.z - 1).max(0) as f32 * 10.0
|
||||||
};
|
};
|
||||||
let satisfied = |pos: &Vec3<i32>| pos == &end;
|
let satisfied = |pos: &Vec3<i32>| pos == &end;
|
||||||
|
|
||||||
|
@ -16,6 +16,7 @@ impl Spiral2d {
|
|||||||
impl Iterator for Spiral2d {
|
impl Iterator for Spiral2d {
|
||||||
type Item = Vec2<i32>;
|
type Item = Vec2<i32>;
|
||||||
|
|
||||||
|
#[allow(clippy::erasing_op)]
|
||||||
fn next(&mut self) -> Option<Self::Item> {
|
fn next(&mut self) -> Option<Self::Item> {
|
||||||
let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
|
let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
|
||||||
if self.i >= layer_size {
|
if self.i >= layer_size {
|
||||||
|
@ -31,9 +31,9 @@ impl Body {
|
|||||||
pub fn base_accel(&self) -> f32 {
|
pub fn base_accel(&self) -> f32 {
|
||||||
match self {
|
match self {
|
||||||
Body::Humanoid(_) => 100.0,
|
Body::Humanoid(_) => 100.0,
|
||||||
Body::QuadrupedSmall(_) => 80.0,
|
Body::QuadrupedSmall(_) => 85.0,
|
||||||
Body::QuadrupedMedium(_) => 180.0,
|
Body::QuadrupedMedium(_) => 180.0,
|
||||||
Body::BirdMedium(_) => 70.0,
|
Body::BirdMedium(_) => 80.0,
|
||||||
Body::FishMedium(_) => 50.0,
|
Body::FishMedium(_) => 50.0,
|
||||||
Body::Dragon(_) => 250.0,
|
Body::Dragon(_) => 250.0,
|
||||||
Body::BirdSmall(_) => 75.0,
|
Body::BirdSmall(_) => 75.0,
|
||||||
@ -41,7 +41,7 @@ impl Body {
|
|||||||
Body::BipedLarge(_) => 120.0,
|
Body::BipedLarge(_) => 120.0,
|
||||||
Body::Object(_) => 40.0,
|
Body::Object(_) => 40.0,
|
||||||
Body::Golem(_) => 130.0,
|
Body::Golem(_) => 130.0,
|
||||||
Body::Critter(_) => 65.0,
|
Body::Critter(_) => 85.0,
|
||||||
Body::QuadrupedLow(_) => 120.0,
|
Body::QuadrupedLow(_) => 120.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,11 +3,11 @@ use crate::{
|
|||||||
self,
|
self,
|
||||||
agent::Activity,
|
agent::Activity,
|
||||||
item::{tool::ToolKind, ItemKind},
|
item::{tool::ToolKind, ItemKind},
|
||||||
Agent, Alignment, CharacterState, ChatMsg, ControlAction, Controller, Loadout, MountState,
|
Agent, Alignment, Body, CharacterState, ChatMsg, ControlAction, Controller, Loadout,
|
||||||
Ori, Pos, Scale, Stats, Vel,
|
MountState, Ori, PhysicsState, Pos, Scale, Stats, Vel,
|
||||||
},
|
},
|
||||||
event::{EventBus, ServerEvent},
|
event::{EventBus, ServerEvent},
|
||||||
path::Chaser,
|
path::{Chaser, TraversalConfig},
|
||||||
state::{DeltaTime, Time},
|
state::{DeltaTime, Time},
|
||||||
sync::{Uid, UidAllocator},
|
sync::{Uid, UidAllocator},
|
||||||
terrain::TerrainGrid,
|
terrain::TerrainGrid,
|
||||||
@ -38,9 +38,11 @@ impl<'a> System<'a> for Sys {
|
|||||||
ReadStorage<'a, Stats>,
|
ReadStorage<'a, Stats>,
|
||||||
ReadStorage<'a, Loadout>,
|
ReadStorage<'a, Loadout>,
|
||||||
ReadStorage<'a, CharacterState>,
|
ReadStorage<'a, CharacterState>,
|
||||||
|
ReadStorage<'a, PhysicsState>,
|
||||||
ReadStorage<'a, Uid>,
|
ReadStorage<'a, Uid>,
|
||||||
ReadExpect<'a, TerrainGrid>,
|
ReadExpect<'a, TerrainGrid>,
|
||||||
ReadStorage<'a, Alignment>,
|
ReadStorage<'a, Alignment>,
|
||||||
|
ReadStorage<'a, Body>,
|
||||||
WriteStorage<'a, Agent>,
|
WriteStorage<'a, Agent>,
|
||||||
WriteStorage<'a, Controller>,
|
WriteStorage<'a, Controller>,
|
||||||
ReadStorage<'a, MountState>,
|
ReadStorage<'a, MountState>,
|
||||||
@ -62,9 +64,11 @@ impl<'a> System<'a> for Sys {
|
|||||||
stats,
|
stats,
|
||||||
loadouts,
|
loadouts,
|
||||||
character_states,
|
character_states,
|
||||||
|
physics_states,
|
||||||
uids,
|
uids,
|
||||||
terrain,
|
terrain,
|
||||||
alignments,
|
alignments,
|
||||||
|
bodies,
|
||||||
mut agents,
|
mut agents,
|
||||||
mut controllers,
|
mut controllers,
|
||||||
mount_states,
|
mount_states,
|
||||||
@ -78,6 +82,8 @@ impl<'a> System<'a> for Sys {
|
|||||||
alignment,
|
alignment,
|
||||||
loadout,
|
loadout,
|
||||||
character_state,
|
character_state,
|
||||||
|
physics_state,
|
||||||
|
body,
|
||||||
uid,
|
uid,
|
||||||
agent,
|
agent,
|
||||||
controller,
|
controller,
|
||||||
@ -90,6 +96,8 @@ impl<'a> System<'a> for Sys {
|
|||||||
alignments.maybe(),
|
alignments.maybe(),
|
||||||
&loadouts,
|
&loadouts,
|
||||||
&character_states,
|
&character_states,
|
||||||
|
&physics_states,
|
||||||
|
bodies.maybe(),
|
||||||
&uids,
|
&uids,
|
||||||
&mut agents,
|
&mut agents,
|
||||||
&mut controllers,
|
&mut controllers,
|
||||||
@ -126,7 +134,8 @@ impl<'a> System<'a> for Sys {
|
|||||||
// and so can afford to be less precise when trying to move around
|
// and so can afford to be less precise when trying to move around
|
||||||
// the world (especially since they would otherwise get stuck on
|
// the world (especially since they would otherwise get stuck on
|
||||||
// obstacles that smaller entities would not).
|
// obstacles that smaller entities would not).
|
||||||
let traversal_tolerance = scale + vel.0.magnitude() * 0.3;
|
let node_tolerance = scale + vel.0.xy().magnitude() * 0.2;
|
||||||
|
let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
|
||||||
|
|
||||||
let mut do_idle = false;
|
let mut do_idle = false;
|
||||||
let mut choose_target = false;
|
let mut choose_target = false;
|
||||||
@ -199,8 +208,12 @@ impl<'a> System<'a> for Sys {
|
|||||||
pos.0,
|
pos.0,
|
||||||
vel.0,
|
vel.0,
|
||||||
tgt_pos.0,
|
tgt_pos.0,
|
||||||
AVG_FOLLOW_DIST,
|
TraversalConfig {
|
||||||
traversal_tolerance,
|
node_tolerance,
|
||||||
|
slow_factor,
|
||||||
|
on_ground: physics_state.on_ground,
|
||||||
|
min_tgt_dist: AVG_FOLLOW_DIST,
|
||||||
|
},
|
||||||
) {
|
) {
|
||||||
inputs.move_dir =
|
inputs.move_dir =
|
||||||
bearing.xy().try_normalized().unwrap_or(Vec2::zero())
|
bearing.xy().try_normalized().unwrap_or(Vec2::zero())
|
||||||
@ -315,8 +328,12 @@ impl<'a> System<'a> for Sys {
|
|||||||
pos.0,
|
pos.0,
|
||||||
vel.0,
|
vel.0,
|
||||||
tgt_pos.0,
|
tgt_pos.0,
|
||||||
1.25,
|
TraversalConfig {
|
||||||
traversal_tolerance,
|
node_tolerance,
|
||||||
|
slow_factor,
|
||||||
|
on_ground: physics_state.on_ground,
|
||||||
|
min_tgt_dist: 1.25,
|
||||||
|
},
|
||||||
) {
|
) {
|
||||||
inputs.move_dir = Vec2::from(bearing)
|
inputs.move_dir = Vec2::from(bearing)
|
||||||
.try_normalized()
|
.try_normalized()
|
||||||
|
@ -146,20 +146,20 @@ impl Sys {
|
|||||||
},
|
},
|
||||||
ClientMsg::SetViewDistance(view_distance) => {
|
ClientMsg::SetViewDistance(view_distance) => {
|
||||||
if let ClientState::Character { .. } = client.client_state {
|
if let ClientState::Character { .. } = client.client_state {
|
||||||
|
players.get_mut(entity).map(|player| {
|
||||||
|
player.view_distance = Some(
|
||||||
|
settings
|
||||||
|
.max_view_distance
|
||||||
|
.map(|max| view_distance.min(max))
|
||||||
|
.unwrap_or(view_distance),
|
||||||
|
)
|
||||||
|
});
|
||||||
|
|
||||||
if settings
|
if settings
|
||||||
.max_view_distance
|
.max_view_distance
|
||||||
.map(|max| view_distance <= max)
|
.map(|max| view_distance > max)
|
||||||
.unwrap_or(true)
|
.unwrap_or(false)
|
||||||
{
|
{
|
||||||
players.get_mut(entity).map(|player| {
|
|
||||||
player.view_distance = Some(
|
|
||||||
settings
|
|
||||||
.max_view_distance
|
|
||||||
.map(|max| view_distance.min(max))
|
|
||||||
.unwrap_or(view_distance),
|
|
||||||
)
|
|
||||||
});
|
|
||||||
} else {
|
|
||||||
client.notify(ServerMsg::SetViewDistance(
|
client.notify(ServerMsg::SetViewDistance(
|
||||||
settings.max_view_distance.unwrap_or(0),
|
settings.max_view_distance.unwrap_or(0),
|
||||||
));
|
));
|
||||||
|
@ -8,7 +8,7 @@ use common::{comp, terrain::TerrainChunkSize, vol::RectVolSize};
|
|||||||
use conrod_core::{
|
use conrod_core::{
|
||||||
color, position,
|
color, position,
|
||||||
widget::{self, Button, Image, Rectangle, Text},
|
widget::{self, Button, Image, Rectangle, Text},
|
||||||
widget_ids, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
|
widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
|
||||||
};
|
};
|
||||||
use specs::WorldExt;
|
use specs::WorldExt;
|
||||||
use vek::*;
|
use vek::*;
|
||||||
@ -23,7 +23,11 @@ widget_ids! {
|
|||||||
mmap_plus,
|
mmap_plus,
|
||||||
mmap_minus,
|
mmap_minus,
|
||||||
grid,
|
grid,
|
||||||
indicator
|
indicator,
|
||||||
|
mmap_north,
|
||||||
|
mmap_east,
|
||||||
|
mmap_south,
|
||||||
|
mmap_west,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -39,6 +43,7 @@ pub struct MiniMap<'a> {
|
|||||||
fonts: &'a ConrodVoxygenFonts,
|
fonts: &'a ConrodVoxygenFonts,
|
||||||
#[conrod(common_builder)]
|
#[conrod(common_builder)]
|
||||||
common: widget::CommonBuilder,
|
common: widget::CommonBuilder,
|
||||||
|
ori: Vec3<f32>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl<'a> MiniMap<'a> {
|
impl<'a> MiniMap<'a> {
|
||||||
@ -49,6 +54,7 @@ impl<'a> MiniMap<'a> {
|
|||||||
rot_imgs: &'a ImgsRot,
|
rot_imgs: &'a ImgsRot,
|
||||||
world_map: &'a (img_ids::Rotations, Vec2<u32>),
|
world_map: &'a (img_ids::Rotations, Vec2<u32>),
|
||||||
fonts: &'a ConrodVoxygenFonts,
|
fonts: &'a ConrodVoxygenFonts,
|
||||||
|
ori: Vec3<f32>,
|
||||||
) -> Self {
|
) -> Self {
|
||||||
Self {
|
Self {
|
||||||
show,
|
show,
|
||||||
@ -58,6 +64,7 @@ impl<'a> MiniMap<'a> {
|
|||||||
world_map,
|
world_map,
|
||||||
fonts,
|
fonts,
|
||||||
common: widget::CommonBuilder::default(),
|
common: widget::CommonBuilder::default(),
|
||||||
|
ori,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -195,10 +202,12 @@ impl<'a> Widget for MiniMap<'a> {
|
|||||||
[w_src, h_src],
|
[w_src, h_src],
|
||||||
);
|
);
|
||||||
|
|
||||||
|
let map_size = Vec2::new(170.0, 170.0);
|
||||||
|
|
||||||
// Map Image
|
// Map Image
|
||||||
Image::new(world_map.source_north)
|
Image::new(world_map.source_north)
|
||||||
.middle_of(state.ids.mmap_frame_bg)
|
.middle_of(state.ids.mmap_frame_bg)
|
||||||
.w_h(170.0 * SCALE, 170.0 * SCALE)
|
.w_h(map_size.x * SCALE, map_size.y * SCALE)
|
||||||
.parent(state.ids.mmap_frame_bg)
|
.parent(state.ids.mmap_frame_bg)
|
||||||
.source_rectangle(rect_src)
|
.source_rectangle(rect_src)
|
||||||
.set(state.ids.grid, ui);
|
.set(state.ids.grid, ui);
|
||||||
@ -212,6 +221,37 @@ impl<'a> Widget for MiniMap<'a> {
|
|||||||
.floating(true)
|
.floating(true)
|
||||||
.parent(ui.window)
|
.parent(ui.window)
|
||||||
.set(state.ids.indicator, ui);
|
.set(state.ids.indicator, ui);
|
||||||
|
|
||||||
|
// Compass directions
|
||||||
|
let dirs = [
|
||||||
|
(Vec2::new(0.0, 1.0), state.ids.mmap_north, "N", true),
|
||||||
|
(Vec2::new(1.0, 0.0), state.ids.mmap_east, "E", false),
|
||||||
|
(Vec2::new(0.0, -1.0), state.ids.mmap_south, "S", false),
|
||||||
|
(Vec2::new(-1.0, 0.0), state.ids.mmap_west, "W", false),
|
||||||
|
];
|
||||||
|
for (dir, id, name, bold) in dirs.iter() {
|
||||||
|
let cardinal_dir = Vec2::unit_x().rotated_z(self.ori.x as f64) * dir.x
|
||||||
|
+ Vec2::unit_y().rotated_z(self.ori.x as f64) * dir.y;
|
||||||
|
let clamped = (cardinal_dir * 3.0)
|
||||||
|
/ (cardinal_dir * 3.0).map(|e| e.abs()).reduce_partial_max();
|
||||||
|
let pos = clamped * (map_size * 0.73 - 10.0);
|
||||||
|
Text::new(name)
|
||||||
|
.x_y_position_relative_to(
|
||||||
|
state.ids.grid,
|
||||||
|
position::Relative::Scalar(pos.x),
|
||||||
|
position::Relative::Scalar(pos.y),
|
||||||
|
)
|
||||||
|
.font_size(self.fonts.cyri.scale(18))
|
||||||
|
.font_id(self.fonts.cyri.conrod_id)
|
||||||
|
.color(if *bold {
|
||||||
|
Color::Rgba(0.75, 0.0, 0.0, 1.0)
|
||||||
|
} else {
|
||||||
|
TEXT_COLOR
|
||||||
|
})
|
||||||
|
.floating(true)
|
||||||
|
.parent(ui.window)
|
||||||
|
.set(*id, ui);
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
Image::new(self.imgs.mmap_frame_closed)
|
Image::new(self.imgs.mmap_frame_closed)
|
||||||
.w_h(174.0 * SCALE, 18.0 * SCALE)
|
.w_h(174.0 * SCALE, 18.0 * SCALE)
|
||||||
|
@ -600,6 +600,7 @@ impl Hud {
|
|||||||
debug_info: DebugInfo,
|
debug_info: DebugInfo,
|
||||||
dt: Duration,
|
dt: Duration,
|
||||||
info: HudInfo,
|
info: HudInfo,
|
||||||
|
camera: &Camera,
|
||||||
) -> Vec<Event> {
|
) -> Vec<Event> {
|
||||||
let mut events = std::mem::replace(&mut self.events, Vec::new());
|
let mut events = std::mem::replace(&mut self.events, Vec::new());
|
||||||
let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
|
let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
|
||||||
@ -1499,6 +1500,7 @@ impl Hud {
|
|||||||
&self.rot_imgs,
|
&self.rot_imgs,
|
||||||
&self.world_map,
|
&self.world_map,
|
||||||
&self.fonts,
|
&self.fonts,
|
||||||
|
camera.get_orientation(),
|
||||||
)
|
)
|
||||||
.set(self.ids.minimap, ui_widgets)
|
.set(self.ids.minimap, ui_widgets)
|
||||||
{
|
{
|
||||||
@ -2251,7 +2253,7 @@ impl Hud {
|
|||||||
if let Some(maybe_id) = self.to_focus.take() {
|
if let Some(maybe_id) = self.to_focus.take() {
|
||||||
self.ui.focus_widget(maybe_id);
|
self.ui.focus_widget(maybe_id);
|
||||||
}
|
}
|
||||||
let events = self.update_layout(client, global_state, debug_info, dt, info);
|
let events = self.update_layout(client, global_state, debug_info, dt, info, camera);
|
||||||
let camera::Dependents {
|
let camera::Dependents {
|
||||||
view_mat, proj_mat, ..
|
view_mat, proj_mat, ..
|
||||||
} = camera.dependents();
|
} = camera.dependents();
|
||||||
|
Loading…
Reference in New Issue
Block a user