veloren/common/src/pathfinding.rs

183 lines
5.7 KiB
Rust

use crate::comp::{ControllerInputs, Pos};
use crate::{
astar::astar,
vol::{ReadVol, Vox},
};
use vek::*;
#[derive(Clone, Debug, Default)]
pub struct WorldPath {
pub from: Vec3<f32>,
pub dest: Vec3<f32>,
pub path: Option<Vec<Vec3<i32>>>,
}
impl WorldPath {
pub fn new<V: ReadVol>(vol: &V, from: Vec3<f32>, dest: Vec3<f32>) -> Self {
let ifrom: Vec3<i32> = Vec3::from(from.map(|e| e.floor() as i32));
let idest: Vec3<i32> = Vec3::from(dest.map(|e| e.floor() as i32));
let path = WorldPath::get_path(vol, ifrom, idest);
Self { from, dest, path }
}
pub fn get_path<V: ReadVol>(
vol: &V,
from: Vec3<i32>,
dest: Vec3<i32>,
) -> Option<Vec<Vec3<i32>>> {
let new_start = WorldPath::get_z_walkable_space(vol, from);
let new_dest = WorldPath::get_z_walkable_space(vol, dest);
if let (Some(new_start), Some(new_dest)) = (new_start, new_dest) {
astar(
new_start,
new_dest,
euclidean_distance,
|pos| WorldPath::get_neighbors(vol, pos),
transition_cost,
)
} else {
None
}
}
fn get_z_walkable_space<V: ReadVol>(vol: &V, pos: Vec3<i32>) -> Option<Vec3<i32>> {
if WorldPath::is_walkable_space(vol, pos) {
return Some(pos);
}
let mut cur_pos_below = pos.clone();
while !WorldPath::is_walkable_space(vol, cur_pos_below) && cur_pos_below.z > 0 {
cur_pos_below.z -= 1;
}
let max_z = 1000;
let mut cur_pos_above = pos.clone();
while !WorldPath::is_walkable_space(vol, cur_pos_above) && cur_pos_above.z <= max_z {
cur_pos_above.z += 1;
}
if cur_pos_below.z > 0 {
Some(cur_pos_below)
} else if cur_pos_above.z < max_z {
Some(cur_pos_above)
} else {
None
}
}
pub fn is_walkable_space<V: ReadVol>(vol: &V, pos: Vec3<i32>) -> bool {
if let (Ok(voxel), Ok(upper_neighbor), Ok(upper_neighbor2)) = (
vol.get(pos),
vol.get(pos + Vec3::new(0, 0, 1)),
vol.get(pos + Vec3::new(0, 0, 2)),
) {
!voxel.is_empty() && upper_neighbor.is_empty() && upper_neighbor2.is_empty()
} else {
false
}
}
pub fn get_neighbors<V: ReadVol>(
vol: &V,
pos: &Vec3<i32>,
) -> impl IntoIterator<Item = Vec3<i32>> {
let directions = vec![
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 neighbors: Vec<Vec3<i32>> = directions
.into_iter()
.map(|dir| dir + pos)
.filter(|new_pos| Self::is_walkable_space(vol, *new_pos))
.collect();
neighbors.into_iter()
}
pub fn move_along_path<V: ReadVol>(
&mut self,
vol: &V,
pos: &Pos,
inputs: &mut ControllerInputs,
is_destination: impl Fn(Vec3<i32>, Vec3<i32>) -> bool,
found_destination: impl FnOnce(),
) {
// No path available
if self.path == None {
return;
}
let ipos = pos.0.map(|e| e.floor() as i32);
let idest = self.dest.map(|e| e.floor() as i32);
// We have reached the end of the path
if is_destination(ipos, idest) {
found_destination();
}
if let Some(mut block_path) = self.path.clone() {
if let Some(next_pos) = block_path.clone().last() {
if self.path_is_blocked(vol) {
self.path = WorldPath::get_path(vol, ipos, idest)
}
if Vec2::<i32>::from(ipos) == Vec2::<i32>::from(*next_pos) {
block_path.pop();
self.path = Some(block_path);
}
let move_dir = Vec2::<i32>::from(next_pos - ipos);
// Move the input towards the next area on the path
inputs.move_dir = Vec2::<f32>::new(move_dir.x as f32, move_dir.y as f32);
// Need to jump to continue
if next_pos.z >= ipos.z + 1 {
inputs.jump.set_state(true);
}
// Need to glide
let min_z_glide_height = 3;
if next_pos.z - min_z_glide_height < ipos.z {
inputs.glide.set_state(true);
}
}
}
}
pub fn path_is_blocked<V: ReadVol>(&self, vol: &V) -> bool {
match self.path.clone() {
Some(path) => path
.iter()
.any(|pos| !WorldPath::is_walkable_space(vol, *pos)),
_ => false,
}
}
}
pub fn euclidean_distance(start: &Vec3<i32>, end: &Vec3<i32>) -> f32 {
start.map(|e| e as f32).distance(end.map(|e| e as f32))
}
pub fn transition_cost(_start: &Vec3<i32>, _end: &Vec3<i32>) -> f32 {
1.0f32
}