use crate::{ astar::{Astar, PathResult}, span, terrain::Block, vol::{BaseVol, ReadVol}, }; use hashbrown::hash_map::DefaultHashBuilder; use rand::prelude::*; use std::iter::FromIterator; use vek::*; // Path #[derive(Clone, Debug)] pub struct Path { nodes: Vec, } impl Default for Path { fn default() -> Self { Self { nodes: Vec::default(), } } } impl FromIterator for Path { fn from_iter>(iter: I) -> Self { Self { nodes: iter.into_iter().collect(), } } } #[allow(clippy::len_without_is_empty)] // TODO: Pending review in #587 impl Path { pub fn len(&self) -> usize { self.nodes.len() } pub fn iter(&self) -> impl Iterator { self.nodes.iter() } pub fn start(&self) -> Option<&T> { self.nodes.first() } pub fn end(&self) -> Option<&T> { self.nodes.last() } pub fn nodes(&self) -> &[T] { &self.nodes } } // Route: A path that can be progressed along #[derive(Default, Clone, Debug)] pub struct Route { path: Path>, next_idx: usize, } impl From>> for Route { fn from(path: Path>) -> Self { Self { path, next_idx: 0 } } } pub struct TraversalConfig { /// The distance to a node at which node is considered visited. pub node_tolerance: f32, /// The slowdown factor when following corners. /// 0.0 = no slowdown on corners, 1.0 = total slowdown on corners. pub slow_factor: f32, /// Whether the agent is currently on the ground. pub on_ground: bool, /// Whether the agent is currently in water. pub in_liquid: bool, /// The distance to the target below which it is considered reached. pub min_tgt_dist: f32, /// Whether the agent can climb. pub can_climb: bool, } const DIAGONALS: [Vec2; 8] = [ 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), ]; impl Route { pub fn path(&self) -> &Path> { &self.path } pub fn next(&self, i: usize) -> Option> { self.path.nodes.get(self.next_idx + i).copied() } pub fn is_finished(&self) -> bool { self.next(0).is_none() } pub fn traverse( &mut self, vol: &V, pos: Vec3, vel: Vec3, traversal_cfg: &TraversalConfig, ) -> Option<(Vec3, f32)> where V: BaseVol + ReadVol, { let (next0, next1, next_tgt, be_precise) = loop { // If we've reached the end of the path, stop self.next(0)?; let next0 = self .next(0) .unwrap_or_else(|| pos.map(|e| e.floor() as i32)); let next1 = self.next(1).unwrap_or(next0); // Stop using obstructed paths if !walkable(vol, next1) { return None; } let be_precise = DIAGONALS.iter().any(|pos| { (-1..2).all(|z| { vol.get(next0 + Vec3::new(pos.x, pos.y, z)) .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); let closest_tgt = next_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil())); // 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 || traversal_cfg.in_liquid))) && (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05)) && vel.z <= 0.0 // Only consider the node reached if there's nothing solid between us and it && (vol .ray(pos + Vec3::unit_z() * 1.5, closest_tgt + Vec3::unit_z() * 1.5) .until(Block::is_solid) .cast() .0 > pos.distance(closest_tgt) * 0.9 || dist_sqrd < 0.5) && self.next_idx < self.path.len() { // Node completed, move on to the next one 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); } }; fn gradient(line: LineSegment2) -> f32 { let r = (line.start.y - line.end.y) / (line.start.x - line.end.x); if r.is_nan() { 100000.0 } else { r } } fn intersect(a: LineSegment2, b: LineSegment2) -> Option> { 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, 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| { (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) } } /// 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>, route: Option<(Route, bool)>, /// 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, DefaultHashBuilder>>, } impl Chaser { pub fn chase( &mut self, vol: &V, pos: Vec3, vel: Vec3, tgt: Vec3, traversal_cfg: TraversalConfig, ) -> Option<(Vec3, f32)> where V: BaseVol + ReadVol, { span!(_guard, "chase", "Chaser::chase"); let pos_to_tgt = pos.distance(tgt); // If we're already close to the target then there's nothing to do let end = self .route .as_ref() .and_then(|(r, _)| r.path.end().copied()) .map(|e| e.map(|e| e as f32 + 0.5)) .unwrap_or(tgt); if ((pos - end) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < traversal_cfg.min_tgt_dist.powf(2.0) { self.route = None; return None; } let bearing = if let Some((end, complete)) = self .route .as_ref() .and_then(|(r, complete)| Some((r.path().end().copied()?, *complete))) { let end_to_tgt = end.map(|e| e as f32).distance(tgt); // 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 && complete) || thread_rng().gen::() < 0.001 { None } else { self.route .as_mut() .and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg)) } } else { None }; if let Some((bearing, speed)) = bearing { Some((bearing, speed)) } else { let tgt_dir = (tgt - pos).xy().try_normalized().unwrap_or_default(); // 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 .last_search_tgt .map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0) .unwrap_or(true) || self.astar.is_some() || self.route.is_none() { self.last_search_tgt = Some(tgt); let (path, complete) = find_path(&mut self.astar, vol, pos, tgt, &traversal_cfg); self.route = path.map(|path| { let start_index = path .iter() .enumerate() .min_by_key(|(_, node)| { node.xy() .map(|e| e as f32) .distance_squared(pos.xy() + tgt_dir) as i32 }) .map(|(idx, _)| idx); ( Route { path, next_idx: start_index.unwrap_or(0), }, complete, ) }); } let walking_towards_edge = (-3..2).all(|z| { vol.get( (pos + Vec3::::from(tgt_dir) * 2.5).map(|e| e as i32) + Vec3::unit_z() * z, ) .map(|b| !b.is_solid()) .unwrap_or(false) }); if !walking_towards_edge { Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 1.0)) } else { None } } } } #[allow(clippy::float_cmp)] // TODO: Pending review in #587 fn walkable(vol: &V, pos: Vec3) -> bool where V: BaseVol + ReadVol, { vol.get(pos - Vec3::new(0, 0, 1)) .map(|b| b.is_filled()) .unwrap_or(false) && vol .get(pos + Vec3::new(0, 0, 0)) .map(|b| !b.is_filled()) .unwrap_or(true) && vol .get(pos + Vec3::new(0, 0, 1)) .map(|b| !b.is_filled()) .unwrap_or(true) } /// Attempt to search for a path to a target, returning the path (if one was /// found) and whether it is complete (reaches the target) fn find_path( astar: &mut Option, DefaultHashBuilder>>, vol: &V, startf: Vec3, endf: Vec3, traversal_cfg: &TraversalConfig, ) -> (Option>>, bool) where V: BaseVol + ReadVol, { let is_walkable = |pos: &Vec3| walkable(vol, *pos); let get_walkable_z = |pos| { let mut z_incr = 0; 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 ( 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), _ => return (None, false), }; let heuristic = |pos: &Vec3| (pos.distance_squared(end) as f32).sqrt(); let neighbors = |pos: &Vec3| { let pos = *pos; const DIRS: [Vec3; 17] = [ Vec3::new(0, 1, 0), // Forward Vec3::new(0, 1, 1), // Forward upward Vec3::new(0, 1, -1), // Forward downward Vec3::new(0, 1, -2), // Forward downwardx2 Vec3::new(1, 0, 0), // Right Vec3::new(1, 0, 1), // Right upward Vec3::new(1, 0, -1), // Right downward Vec3::new(1, 0, -2), // Right downwardx2 Vec3::new(0, -1, 0), // Backwards Vec3::new(0, -1, 1), // Backward Upward Vec3::new(0, -1, -1), // Backward downward Vec3::new(0, -1, -2), // Backward downwardx2 Vec3::new(-1, 0, 0), // Left Vec3::new(-1, 0, 1), // Left upward Vec3::new(-1, 0, -1), // Left downward Vec3::new(-1, 0, -2), // Left downwardx2 Vec3::new(0, 0, -1), // Downwards ]; const JUMPS: [Vec3; 4] = [ Vec3::new(0, 1, 2), // Forward Upwardx2 Vec3::new(1, 0, 2), // Right Upwardx2 Vec3::new(0, -1, 2), // Backward Upwardx2 Vec3::new(-1, 0, 2), // Left Upwardx2 ]; // 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, [usize; 2]); 8] = [ // (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]), // ]; DIRS.iter() .chain(Some(JUMPS.iter()) .filter(|_| vol .get(pos) .map(|b| !b.is_liquid()) .unwrap_or(true) || traversal_cfg.can_climb) .into_iter() .flatten()) .map(move |dir| (pos, dir)) .filter(move |(pos, dir)| { is_walkable(pos) && is_walkable(&(*pos + **dir)) && ((dir.z < 1 || vol .get(pos + Vec3::unit_z() * 2) .map(|b| !b.is_filled()) .unwrap_or(true)) && (dir.z < 2 || vol .get(pos + Vec3::unit_z() * 3) .map(|b| !b.is_filled()) .unwrap_or(true)) && (dir.z >= 0 || vol .get(pos + *dir + Vec3::unit_z() * 2) .map(|b| !b.is_filled()) .unwrap_or(true))) }) .map(move |(pos, dir)| pos + dir) // .chain( // DIAGONALS // .iter() // .filter(move |(dir, [a, b])| { // is_walkable(&(pos + *dir)) && walkable[*a] && // walkable[*b] }) // .map(move |(dir, _)| pos + *dir), // ) }; let transition = |a: &Vec3, b: &Vec3| { 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 + (b.z - a.z - 1).max(0) as f32 * 10.0 }; let satisfied = |pos: &Vec3| pos == &end; let mut new_astar = match astar.take() { None => Astar::new(25_000, start, heuristic, DefaultHashBuilder::default()), Some(astar) => astar, }; let path_result = new_astar.poll(100, heuristic, neighbors, transition, satisfied); *astar = Some(new_astar); match path_result { PathResult::Path(path) => { *astar = None; (Some(path), true) }, PathResult::None(path) => { *astar = None; (Some(path), false) }, PathResult::Exhausted(path) => { *astar = None; (Some(path), false) }, PathResult::Pending => (None, false), } }