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https://gitlab.com/veloren/veloren.git
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Improved hill path following
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ac30fcbd0e
commit
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@ -69,6 +69,7 @@ impl Route {
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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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@ -85,42 +86,51 @@ impl Route {
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}
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let next1 = self.next(1).unwrap_or(next0);
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let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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// We might be able to skip a node in some cases to avoid doubling-back
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let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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next0_tgt
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} else {
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next1_tgt
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};
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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(closest_tgt.xy()) < traversal_tolerance.powf(2.0)
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&& closest_tgt.z - pos.z < 0.2
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&& closest_tgt.z - pos.z > -2.2
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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, closest_tgt + Vec3::unit_z() * 1.5)
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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(closest_tgt) * 0.9
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> pos.distance(next_tgt) * 0.9
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&& self.next_idx < self.path.len()
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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, next0_tgt);
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break (next0, next1, next_tgt);
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}
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};
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let 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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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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// 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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@ -133,65 +143,92 @@ impl Route {
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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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let align = |block_pos: Vec3<i32>| {
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(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 = line.projected_point(block_posf);
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let clamped = 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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);
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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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(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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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 cb = CubicBezier2 {
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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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})
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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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};
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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_else(Vec2::zero) * 1.25,
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ctrl1: align(next0),
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end: align(next1),
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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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};
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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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let tgt2d = cb.evaluate(0.5);
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let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
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let tgt_dir = (tgt - pos)
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.xy()
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let next_dir = bez
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.evaluate_derivative(0.85)
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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let next_dir = cb
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.evaluate_derivative(0.5)
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.try_normalized()
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.unwrap_or(tgt_dir);
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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 vel_dir = vel.xy().try_normalized().unwrap_or(Vec2::zero());
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//let avg_dir = (tgt_dir * 0.2 + vel_dir *
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// 0.8).try_normalized().unwrap_or(Vec2::zero()); let bearing =
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// Vec3::<f32>::from(avg_dir * (tgt - pos).xy().magnitude()) + Vec3::unit_z() *
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// (tgt.z - pos.z);
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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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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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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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next_dir
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.dot(vel.xy().try_normalized().unwrap_or_else(Vec2::zero))
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.max(0.0)
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* 0.75
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+ 0.25,
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straight_factor * 0.75 + 0.25,
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))
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.filter(|(bearing, _)| bearing.z < 2.1)
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}
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}
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@ -214,6 +251,7 @@ impl Chaser {
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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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tgt: Vec3<f32>,
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min_dist: f32,
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traversal_tolerance: f32,
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@ -244,7 +282,7 @@ impl Chaser {
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} else {
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self.route
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.as_mut()
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.and_then(|r| r.traverse(vol, pos, vel, traversal_tolerance))
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.and_then(|r| r.traverse(vol, pos, vel, on_ground, traversal_tolerance))
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// In theory this filter isn't needed, but in practice agents often try to take
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// stale paths that start elsewhere. This code makes sure that we're only using
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// paths that start near us, avoiding the agent doubling back to chase a stale
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@ -256,8 +294,8 @@ impl Chaser {
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None
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};
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if let Some(bearing) = bearing {
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Some(bearing)
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if let Some((bearing, speed)) = bearing {
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Some((bearing, speed))
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} else {
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// Only search for a path if the target has moved from their last position. We
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// don't want to be thrashing the pathfinding code for targets that
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@ -266,6 +304,7 @@ impl Chaser {
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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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|| self.astar.is_some()
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|| self.route.is_none()
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{
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let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
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@ -407,7 +446,7 @@ where
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// Modify the heuristic a little in order to prefer paths that take us on a
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// straight line toward our target. This means we get smoother movement.
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1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
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+ (b.z - a.z - 1).max(0) as f32 * 3.0
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+ (b.z - a.z - 1).max(0) as f32 * 10.0
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};
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let satisfied = |pos: &Vec3<i32>| pos == &end;
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@ -4,7 +4,7 @@ use crate::{
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agent::Activity,
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item::{tool::ToolKind, ItemKind},
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Agent, Alignment, CharacterState, ChatMsg, ControlAction, Controller, Loadout, MountState,
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Ori, Pos, Scale, Stats, Vel,
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Ori, Pos, Scale, Stats, Vel, PhysicsState,
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},
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event::{EventBus, ServerEvent},
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path::Chaser,
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@ -38,6 +38,7 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Stats>,
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ReadStorage<'a, Loadout>,
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ReadStorage<'a, CharacterState>,
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ReadStorage<'a, PhysicsState>,
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ReadStorage<'a, Uid>,
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ReadExpect<'a, TerrainGrid>,
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ReadStorage<'a, Alignment>,
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@ -62,6 +63,7 @@ impl<'a> System<'a> for Sys {
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stats,
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loadouts,
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character_states,
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physics_states,
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uids,
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terrain,
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alignments,
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@ -78,6 +80,7 @@ impl<'a> System<'a> for Sys {
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alignment,
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loadout,
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character_state,
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physics_state,
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uid,
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agent,
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controller,
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@ -90,6 +93,7 @@ impl<'a> System<'a> for Sys {
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alignments.maybe(),
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&loadouts,
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&character_states,
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&physics_states,
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&uids,
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&mut agents,
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&mut controllers,
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@ -126,7 +130,7 @@ impl<'a> System<'a> for Sys {
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// and so can afford to be less precise when trying to move around
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// the world (especially since they would otherwise get stuck on
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// obstacles that smaller entities would not).
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let traversal_tolerance = scale + vel.0.magnitude() * 0.25;
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let traversal_tolerance = scale + vel.0.xy().magnitude() * 0.2;
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let mut do_idle = false;
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let mut choose_target = false;
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@ -198,6 +202,7 @@ impl<'a> System<'a> for Sys {
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&*terrain,
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pos.0,
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vel.0,
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physics_state.on_ground,
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tgt_pos.0,
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AVG_FOLLOW_DIST,
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traversal_tolerance,
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@ -314,6 +319,7 @@ impl<'a> System<'a> for Sys {
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&*terrain,
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pos.0,
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vel.0,
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physics_state.on_ground,
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tgt_pos.0,
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1.25,
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traversal_tolerance,
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