feat: async pathfinding
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be3fb8346f
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a78931205f
@ -274,6 +274,39 @@ void WorldRenderer::renderLines(
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}
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}
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static void draw_route(
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LinesRenderer& lines, const voxels::Agent& agent
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) {
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const auto& route = agent.route;
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if (!route.found)
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return;
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (i == 1) {
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines.pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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}
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void WorldRenderer::renderFrame(
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const DrawContext& pctx,
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Camera& camera,
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@ -389,40 +422,7 @@ void WorldRenderer::renderFrame(
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// In-world lines
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if (debug) {
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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const auto& route = agent.route;
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if (!route.found)
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continue;
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for (const auto& blocked : route.visited) {
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lines->pushLine(
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glm::vec3(blocked) + glm::vec3(0.5f),
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glm::vec3(blocked) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 0, 0, 1)
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);
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}
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (i == 1) {
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lines->pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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lines->pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines->pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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draw_route(*lines, agent);
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}
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}
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@ -83,6 +83,9 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
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builder.add("language", &settings.ui.language);
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builder.add("world-preview-size", &settings.ui.worldPreviewSize);
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builder.section("pathfinding");
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builder.add("steps-per-async-agent", &settings.pathfinding.stepsPerAsyncAgent);
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builder.section("debug");
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builder.add("generator-test-mode", &settings.debug.generatorTestMode);
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builder.add("do-write-lights", &settings.debug.doWriteLights);
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@ -11,6 +11,7 @@
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#include "objects/Player.hpp"
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#include "physics/Hitbox.hpp"
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#include "voxels/Chunks.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "scripting/scripting.hpp"
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#include "lighting/Lighting.hpp"
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#include "settings.hpp"
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@ -69,6 +70,9 @@ LevelController::LevelController(
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}
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void LevelController::update(float delta, bool pause) {
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level->pathfinding->performAllAsync(
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settings.pathfinding.stepsPerAsyncAgent.get()
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);
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for (const auto& [_, player] : *level->players) {
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if (player->isSuspended()) {
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continue;
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@ -31,8 +31,10 @@ static int l_make_route(lua::State* L) {
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if (auto agent = get_agent(L)) {
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auto start = lua::tovec3(L, 2);
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auto target = lua::tovec3(L, 3);
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auto route = level->pathfinding->perform(*agent, start, target);
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agent->route = route;
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agent->state = {};
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agent->start = start;
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agent->target = target;
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auto route = level->pathfinding->perform(*agent);
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if (!route.found) {
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return 0;
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}
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@ -46,6 +48,37 @@ static int l_make_route(lua::State* L) {
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return 0;
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}
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static int l_make_route_async(lua::State* L) {
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if (auto agent = get_agent(L)) {
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auto start = lua::tovec3(L, 2);
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auto target = lua::tovec3(L, 3);
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agent->state = {};
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agent->start = start;
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agent->target = target;
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level->pathfinding->perform(*agent, 0);
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}
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return 0;
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}
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static int l_pull_route(lua::State* L) {
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if (auto agent = get_agent(L)) {
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auto& route = agent->route;
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if (!agent->state.finished) {
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return 0;
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}
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if (!route.found) {
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return lua::createtable(L, 0, 0);
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}
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lua::createtable(L, route.nodes.size(), 0);
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for (int i = 0; i < route.nodes.size(); i++) {
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lua::pushvec3(L, route.nodes[i].pos);
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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return 0;
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}
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static int l_set_max_visited_blocks(lua::State* L) {
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if (auto agent = get_agent(L)) {
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agent->maxVisitedBlocks = lua::tointeger(L, 2);
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@ -58,6 +91,8 @@ const luaL_Reg pathfindinglib[] = {
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{"set_enabled", lua::wrap<l_set_enabled>},
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{"is_enabled", lua::wrap<l_is_enabled>},
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{"make_route", lua::wrap<l_make_route>},
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{"make_route_async", lua::wrap<l_make_route_async>},
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{"pull_route", lua::wrap<l_pull_route>},
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{"set_max_visited", lua::wrap<l_set_max_visited_blocks>},
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{NULL, NULL}
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};
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@ -85,6 +85,11 @@ struct GraphicsSettings {
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IntegerSetting denseRenderDistance {56, 0, 10'000};
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};
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struct PathfindingSettings {
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/// @brief Max visited blocks by an agent per async tick
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IntegerSetting stepsPerAsyncAgent {256, 1, 2048};
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};
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struct DebugSettings {
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/// @brief Turns off chunks saving/loading
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FlagSetting generatorTestMode {false};
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@ -109,4 +114,5 @@ struct EngineSettings {
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DebugSettings debug;
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UiSettings ui;
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NetworkSettings network;
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PathfindingSettings pathfinding;
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};
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@ -1,8 +1,5 @@
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#include "Pathfinding.hpp"
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#include <queue>
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#include <unordered_map>
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#include "world/Level.hpp"
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#include "voxels/GlobalChunks.hpp"
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#include "voxels/Chunk.hpp"
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@ -13,19 +10,6 @@ inline constexpr float SQRT2 = 1.4142135623730951f; // sqrt(2)
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using namespace voxels;
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struct Node {
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glm::ivec3 pos;
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glm::ivec3 parent;
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float gScore;
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float fScore;
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};
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struct NodeLess {
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bool operator()(const Node& l, const Node& r) const {
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return l.fScore > r.fScore;
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}
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};
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static float heuristic(const glm::ivec3& a, const glm::ivec3& b) {
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return glm::distance(glm::vec3(a), glm::vec3(b));
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}
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@ -79,50 +63,70 @@ int Pathfinding::createAgent() {
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return id;
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}
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Route Pathfinding::perform(
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const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
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) {
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void Pathfinding::performAllAsync(int stepsPerAgent) {
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for (auto& [id, agent] : agents) {
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if (agent.state.finished) {
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continue;
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}
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perform(agent, stepsPerAgent);
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}
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}
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Route Pathfinding::perform(Agent& agent, int maxVisited) {
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using namespace blocks_agent;
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Route route {};
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std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
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queue.push({start, {}, 0, heuristic(start, end)});
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std::unordered_set<glm::ivec3> blocked;
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std::unordered_map<glm::ivec3, Node> parents;
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State state = std::move(agent.state);
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if (state.queue.empty()) {
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state.queue.push({agent.start, {}, 0, heuristic(agent.start, agent.target)});
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}
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const auto& chunks = *level.chunks;
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int height = std::max(agent.height, 1);
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glm::ivec3 nearest = start;
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float minHScore = heuristic(start, end);
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if (state.nearest == glm::ivec3(0)) {
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state.nearest = agent.start;
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state.minHScore = heuristic(agent.start, agent.target);
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}
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int visited = -1;
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while (!queue.empty()) {
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if (blocked.size() == agent.maxVisitedBlocks) {
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while (!state.queue.empty()) {
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if (state.blocked.size() == agent.maxVisitedBlocks) {
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if (agent.mayBeIncomplete) {
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restore_route(route, nearest, parents);
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route.nodes.push_back({start});
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restore_route(route, state.nearest, state.parents);
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route.nodes.push_back({agent.start});
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route.found = true;
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route.visited = std::move(blocked);
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state.finished = true;
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agent.state = std::move(state);
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agent.route = route;
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return route;
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}
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break;
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}
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auto node = queue.top();
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queue.pop();
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visited++;
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if (visited == maxVisited) {
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state.finished = false;
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agent.state = std::move(state);
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return {};
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}
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if (node.pos.x == end.x &&
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glm::abs((node.pos.y - end.y) / height) == 0 &&
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node.pos.z == end.z) {
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restore_route(route, node.pos, parents);
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route.nodes.push_back({start});
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auto node = state.queue.top();
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state.queue.pop();
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if (node.pos.x == agent.target.x &&
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glm::abs((node.pos.y - agent.target.y) / height) == 0 &&
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node.pos.z == agent.target.z) {
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restore_route(route, node.pos, state.parents);
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route.nodes.push_back({agent.start});
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route.found = true;
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route.visited = std::move(blocked);
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state.finished = true;
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agent.state = std::move(state);
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agent.route = route;
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return route;
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}
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blocked.emplace(node.pos);
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state.blocked.emplace(node.pos);
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glm::ivec2 neighbors[8] {
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{0, 1}, {1, 0}, {0, -1}, {-1, 0},
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{-1, -1}, {1, -1}, {1, 1}, {-1, 1},
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@ -139,7 +143,7 @@ Route Pathfinding::perform(
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}
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pos.y = surface;
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auto point = pos + glm::ivec3(offset.x, 0, offset.y);
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if (blocked.find(point) != blocked.end()) {
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if (state.blocked.find(point) != state.blocked.end()) {
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continue;
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}
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@ -153,22 +157,23 @@ Route Pathfinding::perform(
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int score = glm::abs(node.pos.y - pos.y) * 10;
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float sum = glm::abs(offset.x) + glm::abs(offset.y);
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float gScore =
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node.gScore + glm::max(sum, SQRT2) * 0.5f + sum * 0.5f + score;
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const auto& found = parents.find(point);
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if (found == parents.end()) {
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float hScore = heuristic(point, end);
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if (hScore < minHScore) {
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minHScore = hScore;
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nearest = point;
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node.gScore + sum + score;
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const auto& found = state.parents.find(point);
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if (found == state.parents.end()) {
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float hScore = heuristic(point, agent.target);
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if (hScore < state.minHScore) {
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state.minHScore = hScore;
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state.nearest = point;
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}
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float fScore = gScore + hScore;
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float fScore = gScore * 0.75f + hScore;
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Node nNode {point, node.pos, gScore, fScore};
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parents[point] = node;
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queue.push(nNode);
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state.parents[point] = node;
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state.queue.push(nNode);
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}
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}
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}
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return route;
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agent.state = std::move(state);
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return {};
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}
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Agent* Pathfinding::getAgent(int id) {
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@ -5,6 +5,7 @@
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#include <vector>
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#include <memory>
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#include <queue>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <unordered_map>
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@ -21,7 +22,28 @@ namespace voxels {
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struct Route {
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bool found;
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std::vector<RouteNode> nodes;
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std::unordered_set<glm::ivec3> visited;
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};
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struct Node {
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glm::ivec3 pos;
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glm::ivec3 parent;
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float gScore;
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float fScore;
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};
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struct NodeLess {
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bool operator()(const Node& l, const Node& r) const {
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return l.fScore > r.fScore;
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}
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};
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struct State {
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std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
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std::unordered_set<glm::ivec3> blocked;
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std::unordered_map<glm::ivec3, Node> parents;
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glm::ivec3 nearest;
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float minHScore;
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bool finished = true;
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};
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struct Agent {
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@ -32,26 +54,7 @@ namespace voxels {
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glm::ivec3 start;
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glm::ivec3 target;
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Route route;
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};
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struct Map {
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int width;
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int height;
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std::unique_ptr<uint8_t[]> map;
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Map(int width, int height)
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: width(width),
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height(height),
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map(std::make_unique<uint8_t[]>(width * height)) {
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}
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uint8_t& operator[](int i) {
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return map[i];
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}
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const uint8_t& operator[](int i) const {
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return map[i];
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}
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State state {};
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};
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class Pathfinding {
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@ -60,9 +63,9 @@ namespace voxels {
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int createAgent();
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Route perform(
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const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
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);
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void performAllAsync(int stepsPerAgent);
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Route perform(Agent& agent, int maxVisited = -1);
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Agent* getAgent(int id);
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