veloren/common/src/path.rs
Joshua Yanovski 34427373ef Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use!  This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
2020-05-21 21:43:54 +02:00

300 lines
8.9 KiB
Rust

use crate::{
astar::{Astar, PathResult},
terrain::Block,
vol::{BaseVol, ReadVol},
};
use hashbrown::hash_map::DefaultHashBuilder;
use rand::{thread_rng, Rng};
use std::iter::FromIterator;
use vek::*;
// Path
#[derive(Clone, Debug)]
pub struct Path<T> {
nodes: Vec<T>,
}
impl<T> Default for Path<T> {
fn default() -> Self {
Self {
nodes: Vec::default(),
}
}
}
impl<T> FromIterator<T> for Path<T> {
fn from_iter<I: IntoIterator<Item = T>>(iter: I) -> Self {
Self {
nodes: iter.into_iter().collect(),
}
}
}
impl<T> Path<T> {
pub fn len(&self) -> usize { self.nodes.len() }
pub fn iter(&self) -> impl Iterator<Item = &T> { self.nodes.iter() }
pub fn start(&self) -> Option<&T> { self.nodes.first() }
pub fn end(&self) -> Option<&T> { self.nodes.last() }
pub fn nodes(&self) -> &[T] { &self.nodes }
}
// Route: A path that can be progressed along
#[derive(Default, Clone, Debug)]
pub struct Route {
path: Path<Vec3<i32>>,
next_idx: usize,
}
impl From<Path<Vec3<i32>>> for Route {
fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
}
impl Route {
pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
pub fn next(&self) -> Option<Vec3<i32>> { self.path.nodes.get(self.next_idx).copied() }
pub fn is_finished(&self) -> bool { self.next().is_none() }
pub fn traverse<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let next = self.next()?;
if vol.get(next).map(|b| b.is_solid()).unwrap_or(false) {
None
} else {
let next_tgt = next.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
if ((pos - (next_tgt + Vec3::unit_z() * 0.5)) * Vec3::new(1.0, 1.0, 0.3))
.magnitude_squared()
< (traversal_tolerance * 2.0).powf(2.0)
{
self.next_idx += 1;
}
Some(next_tgt - pos)
}
}
}
/// A self-contained system that attempts to chase a moving target, only
/// performing pathfinding if necessary
#[derive(Default, Clone, Debug)]
pub struct Chaser {
last_search_tgt: Option<Vec3<f32>>,
route: Route,
/// We use this hasher (AAHasher) because:
/// (1) we care about DDOS attacks (ruling out FxHash);
/// (2) we don't care about determinism across computers (we can use
/// AAHash).
astar: Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
}
impl Chaser {
pub fn chase<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
tgt: Vec3<f32>,
min_dist: f32,
traversal_tolerance: f32,
) -> Option<Vec3<f32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let pos_to_tgt = pos.distance(tgt);
if ((pos - tgt) * Vec3::new(1.0, 1.0, 0.15)).magnitude_squared() < min_dist.powf(2.0) {
return None;
}
let bearing = if let Some(end) = self.route.path().end().copied() {
let end_to_tgt = end.map(|e| e as f32).distance(tgt);
if end_to_tgt > pos_to_tgt * 0.3 + 5.0 {
None
} else {
if thread_rng().gen::<f32>() < 0.005 {
// TODO: Only re-calculate route when we're stuck
self.route = Route::default();
}
self.route.traverse(vol, pos, traversal_tolerance)
}
} else {
None
};
// TODO: What happens when we get stuck?
if let Some(bearing) = bearing {
Some(bearing)
} else {
if self
.last_search_tgt
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
.unwrap_or(true)
{
self.route = find_path(&mut self.astar, vol, pos, tgt).into();
}
Some((tgt - pos) * Vec3::new(1.0, 1.0, 0.0))
}
}
}
fn find_path<V>(
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
vol: &V,
startf: Vec3<f32>,
endf: Vec3<f32>,
) -> Path<Vec3<i32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let is_walkable = |pos: &Vec3<i32>| {
vol.get(*pos - Vec3::new(0, 0, 1))
.map(|b| b.is_solid() && b.get_height() == 1.0)
.unwrap_or(false)
&& vol
.get(*pos + Vec3::new(0, 0, 0))
.map(|b| !b.is_solid())
.unwrap_or(true)
&& vol
.get(*pos + Vec3::new(0, 0, 1))
.map(|b| !b.is_solid())
.unwrap_or(true)
};
let get_walkable_z = |pos| {
let mut z_incr = 0;
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 Path::default(),
};
let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
let neighbors = |pos: &Vec3<i32>| {
let pos = *pos;
const DIRS: [Vec3<i32>; 17] = [
Vec3::new(0, 1, 0), // Forward
Vec3::new(0, 1, 1), // Forward upward
Vec3::new(0, 1, 2), // Forward Upwardx2
Vec3::new(0, 1, -1), // Forward downward
Vec3::new(1, 0, 0), // Right
Vec3::new(1, 0, 1), // Right upward
Vec3::new(1, 0, 2), // Right Upwardx2
Vec3::new(1, 0, -1), // Right downward
Vec3::new(0, -1, 0), // Backwards
Vec3::new(0, -1, 1), // Backward Upward
Vec3::new(0, -1, 2), // Backward Upwardx2
Vec3::new(0, -1, -1), // Backward downward
Vec3::new(-1, 0, 0), // Left
Vec3::new(-1, 0, 1), // Left upward
Vec3::new(-1, 0, 2), // Left Upwardx2
Vec3::new(-1, 0, -1), // Left downward
Vec3::new(0, 0, -1), // Downwards
];
let walkable = [
is_walkable(&(pos + Vec3::new(1, 0, 0))),
is_walkable(&(pos + Vec3::new(-1, 0, 0))),
is_walkable(&(pos + Vec3::new(0, 1, 0))),
is_walkable(&(pos + Vec3::new(0, -1, 0))),
];
const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
(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()
.map(move |dir| (pos, dir))
.filter(move |(pos, dir)| {
is_walkable(pos)
&& ((dir.z < 1
|| vol
.get(pos + Vec3::unit_z() * 2)
.map(|b| !b.is_solid())
.unwrap_or(true))
&& (dir.z < 2
|| vol
.get(pos + Vec3::unit_z() * 3)
.map(|b| !b.is_solid())
.unwrap_or(true))
&& (dir.z >= 0
|| vol
.get(pos + *dir + Vec3::unit_z() * 2)
.map(|b| !b.is_solid())
.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 = |_: &Vec3<i32>, _: &Vec3<i32>| 1.0;
let satisfied = |pos: &Vec3<i32>| pos == &end;
let mut new_astar = match astar.take() {
None => Astar::new(
20_000,
start,
heuristic.clone(),
DefaultHashBuilder::default(),
),
Some(astar) => astar,
};
let path_result = new_astar.poll(60, heuristic, neighbors, transition, satisfied);
*astar = Some(new_astar);
match path_result {
PathResult::Path(path) => {
*astar = None;
path
},
PathResult::None(path) => {
*astar = None;
path
},
PathResult::Exhausted(path) => {
*astar = None;
path
},
PathResult::Pending => Path::default(),
}
}