veloren/common/src/path.rs
2020-01-26 12:52:32 +00:00

269 lines
7.2 KiB
Rust

use crate::{
astar::{Astar, PathResult},
terrain::Block,
vol::{BaseVol, ReadVol},
};
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 start(&self) -> Option<&T> {
self.nodes.first()
}
pub fn end(&self) -> Option<&T> {
self.nodes.last()
}
}
// 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>) -> 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 next_tgt.distance_squared(pos) < 1.0f32.powf(2.0) {
self.next_idx += 1;
}
Some(next_tgt - pos)
}
}
}
// Chaser: A self-contained system that attempts to chase a moving target
#[derive(Default, Clone, Debug)]
pub struct Chaser {
last_search_tgt: Option<Vec3<f32>>,
route: Route,
astar: Option<Astar<Vec3<i32>>>,
}
impl Chaser {
pub fn chase<V>(
&mut self,
vol: &V,
pos: Vec3<f32>,
tgt: Vec3<f32>,
min_dist: f32,
) -> Option<Vec3<f32>>
where
V: BaseVol<Vox = Block> + ReadVol,
{
let pos_to_tgt = pos.distance(tgt);
if pos_to_tgt < min_dist {
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)
}
} 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>>>,
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())
.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]); 4] = [
(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]),
];
DIRS.iter()
.map(move |dir| pos + dir)
.filter(move |pos| is_walkable(pos))
.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()),
Some(astar) => astar,
};
let path_result = new_astar.poll(30, 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(),
}
}