mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added minimap compass
This commit is contained in:
@ -4,6 +4,7 @@ use crate::{
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vol::{BaseVol, ReadVol},
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};
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use hashbrown::hash_map::DefaultHashBuilder;
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use rand::prelude::*;
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use std::iter::FromIterator;
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use vek::*;
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@ -71,11 +72,12 @@ impl Route {
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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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slow_factor: 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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let (next0, next1, next_tgt) = loop {
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let (next0, next1, next_tgt, be_precise) = 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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@ -85,28 +87,57 @@ impl Route {
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return None;
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}
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let diagonals = [
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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(-1, 1),
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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(1, -1),
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];
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let next1 = self.next(1).unwrap_or(next0);
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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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let be_precise = diagonals.iter().any(|pos| {
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!walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
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});
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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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let next_tgt = next0_tgt;
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// Maybe skip a node (useful with traversing downhill)
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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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// 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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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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if dist_sqrd < traversal_tolerance.powf(2.0) * if be_precise { 0.25 } else { 1.0 }
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&& (pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && on_ground))
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&& (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
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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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.ray(pos + Vec3::unit_z() * 1.5, closest_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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> pos.distance(closest_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, next_tgt);
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break (next0, next1, next_tgt, be_precise);
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}
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};
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@ -157,38 +188,56 @@ impl Route {
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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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let lerp_block =
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|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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start: lerp_block(
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(block_pos.xy() + corners[i]).map(|e| e as f32),
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precision,
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),
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end: lerp_block(
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(block_pos.xy() + corners[i + 1]).map(|e| e as f32),
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precision,
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),
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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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intersect(vel_line, edge_line).filter(|intersect| {
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intersect
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.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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)
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.distance_squared(*intersect)
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< 0.001
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})
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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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.min_by_key(|intersect: &Vec2<f32>| {
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(intersect.distance_squared(vel_line.end) * 1000.0) as i32
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})
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.unwrap_or_else(|| {
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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 = 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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let clamped = lerp_block(
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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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precision,
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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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.1
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})
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};
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let bez = CubicBezier2 {
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@ -214,21 +263,38 @@ impl Route {
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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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ctrl1: align(
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next0,
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(1.0 - straight_factor
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* if (next0.z as f32 - pos.z).abs() < 0.25 && !be_precise {
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1.0
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} else {
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0.0
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})
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.max(0.1),
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),
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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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let tgt2d = bez.evaluate(if (next0.z as f32 - pos.z).abs() < 0.25 {
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0.25
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} else {
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0.5
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});
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let tgt = if be_precise {
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next_tgt
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} else {
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Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
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};
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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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straight_factor * 0.75 + 0.25,
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straight_factor * slow_factor + (1.0 - slow_factor),
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))
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.filter(|(bearing, _)| bearing.z < 2.1)
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.filter(|(bearing, _)| bearing.z < 2.1)
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}
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}
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@ -255,6 +321,7 @@ impl Chaser {
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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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slow_factor: 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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@ -282,13 +349,14 @@ 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, on_ground, traversal_tolerance))
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.and_then(|r| r.traverse(vol, pos, vel, on_ground, traversal_tolerance, slow_factor))
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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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// path.
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.filter(|(bearing, _)| bearing.xy()
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.magnitude_squared() < (traversal_tolerance * 3.0).powf(2.0))
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.magnitude_squared() < 1.75f32.powf(2.0)
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&& thread_rng().gen::<f32>() > 0.025)
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}
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} else {
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None
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@ -321,6 +389,24 @@ impl Chaser {
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}
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}
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#[allow(clippy::float_cmp)] // TODO: Pending review in #587
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fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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vol.get(pos - Vec3::new(0, 0, 1))
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.map(|b| b.is_solid() && b.get_height() == 1.0)
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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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#[allow(clippy::float_cmp)] // TODO: Pending review in #587
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fn find_path<V>(
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astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
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@ -331,19 +417,7 @@ fn find_path<V>(
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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() && b.get_height() == 1.0)
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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 is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos);
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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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@ -437,12 +511,12 @@ where
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// )
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};
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let crow_line = LineSegment2 {
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start: startf.xy(),
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end: endf.xy(),
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};
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let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
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let crow_line = LineSegment2 {
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start: startf.xy(),
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end: endf.xy(),
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};
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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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