VoxelEngine/src/voxels/Pathfinding.cpp
2025-09-01 01:39:31 +03:00

270 lines
7.3 KiB
C++

#include "Pathfinding.hpp"
#include "content/Content.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/GlobalChunks.hpp"
#include "voxels/blocks_agent.hpp"
#include "world/Level.hpp"
inline constexpr float SQRT2 = 1.4142135623730951f; // sqrt(2)
using namespace voxels;
static float heuristic(const glm::ivec3& a, const glm::ivec3& b) {
return glm::distance(glm::vec3(a), glm::vec3(b));
}
Pathfinding::Pathfinding(const Level& level)
: level(level),
chunks(*level.chunks),
blockDefs(level.content.getIndices()->blocks) {
}
static bool check_passability(
const Agent& agent,
const GlobalChunks& chunks,
const Node& node,
const glm::ivec2& offset,
bool diagonal
) {
if (!diagonal) {
return true;
}
auto a = node.pos + glm::ivec3(offset.x, 0, 0);
auto b = node.pos + glm::ivec3(0, 0, offset.y);
for (int i = 0; i < agent.height; i++) {
if (blocks_agent::is_obstacle_at(chunks, a.x, a.y + i, a.z))
return false;
if (blocks_agent::is_obstacle_at(chunks, b.x, b.y + i, b.z))
return false;
}
return true;
}
static void restore_route(
Route& route,
const glm::ivec3& lastPos,
const std::unordered_map<glm::ivec3, Node>& parents
) {
auto pos = lastPos;
while (true) {
const auto& found = parents.find(pos);
if (found == parents.end()) {
route.nodes.push_back({pos});
break;
}
route.nodes.push_back({pos});
pos = found->second.pos;
}
}
int Pathfinding::createAgent() {
int id = nextAgent++;
agents[id] = Agent();
return id;
}
bool Pathfinding::removeAgent(int id) {
auto found = agents.find(id);
if (found != agents.end()) {
agents.erase(found);
return true;
}
return false;
}
void Pathfinding::performAllAsync(int stepsPerAgent) {
for (auto& [_, agent] : agents) {
if (agent.state.finished) {
continue;
}
perform(agent, stepsPerAgent);
}
}
static Route finish_route(Agent& agent, State&& state) {
Route route {};
restore_route(route, state.nearest, state.parents);
route.totalVisited = state.blocked.size();
route.nodes.push_back({agent.start});
route.found = true;
state.finished = true;
agent.state = std::move(state);
agent.route = route;
return route;
}
enum Passability {
NON_PASSABLE = -1,
OBSTACLE = 0,
PASSABLE = 1,
};
Route Pathfinding::perform(Agent& agent, int maxVisited) {
using namespace blocks_agent;
State state = std::move(agent.state);
if (state.queue.empty()) {
state.queue.push(
{agent.start, {}, 0, heuristic(agent.start, agent.target)}
);
}
const auto& chunks = *level.chunks;
int height = std::max(agent.height, 1);
if (state.nearest == glm::ivec3(0)) {
state.nearest = agent.start;
state.minHScore = heuristic(agent.start, agent.target);
}
int visited = -1;
while (!state.queue.empty()) {
if (state.blocked.size() == agent.maxVisitedBlocks) {
if (agent.mayBeIncomplete) {
return finish_route(agent, std::move(state));
}
break;
}
visited++;
if (visited == maxVisited) {
state.finished = false;
agent.state = std::move(state);
return {};
}
auto node = state.queue.top();
state.queue.pop();
if (node.pos.x == agent.target.x &&
glm::abs((node.pos.y - agent.target.y) / height) == 0 &&
node.pos.z == agent.target.z) {
return finish_route(agent, std::move(state));
}
state.blocked.emplace(node.pos);
glm::ivec2 neighbors[8] {
{0, 1},
{1, 0},
{0, -1},
{-1, 0},
{-1, -1},
{1, -1},
{1, 1},
{-1, 1},
};
for (int i = 0; i < sizeof(neighbors) / sizeof(glm::ivec2); i++) {
auto offset = neighbors[i];
auto pos = node.pos;
float cost = glm::abs(node.pos.y - pos.y) * 10;
int surface = getSurfaceAt(
agent, pos + glm::ivec3(offset.x, 0, offset.y), 1, cost
);
if (surface == NON_PASSABLE) {
continue;
}
pos.y = surface;
auto point = pos + glm::ivec3(offset.x, 0, offset.y);
if (state.blocked.find(point) != state.blocked.end()) {
continue;
}
if (is_obstacle_at(
chunks, pos.x, pos.y + agent.jumpHeight, pos.z
)) {
continue;
}
if (!check_passability(agent, chunks, node, offset, i >= 4)) {
continue;
}
float sum = glm::abs(offset.x) + glm::abs(offset.y);
float gScore = node.gScore + sum + cost;
const auto& found = state.parents.find(point);
if (found == state.parents.end()) {
float hScore = heuristic(point, agent.target);
if (hScore < state.minHScore) {
state.minHScore = hScore;
state.nearest = point;
}
float fScore = gScore * 0.75f + hScore;
Node nNode {point, node.pos, gScore, fScore};
state.parents[point] = node;
state.queue.push(nNode);
}
}
}
state.finished = true;
agent.state = std::move(state);
return finish_route(agent, std::move(agent.state));
}
Agent* Pathfinding::getAgent(int id) {
const auto& found = agents.find(id);
if (found != agents.end()) {
return &found->second;
}
return nullptr;
}
const std::unordered_map<int, Agent>& Pathfinding::getAgents() const {
return agents;
}
int Pathfinding::checkPoint(const Agent& agent, int x, int y, int z, int& cost) {
auto vox = blocks_agent::get(chunks, x, y, z);
if (vox == nullptr) {
return OBSTACLE;
}
const auto& def = blockDefs.require(vox->id);
if (def.obstacle) {
return OBSTACLE;
}
for (const auto& pair : agent.avoidTags) {
if (def.rt.tags.find(pair.first) != def.rt.tags.end()) {
cost = pair.second;
return NON_PASSABLE;
}
}
return PASSABLE;
}
int Pathfinding::getSurfaceAt(
const Agent& agent, const glm::ivec3& pos, int maxDelta, float& cost
) {
using namespace blocks_agent;
int status;
int surface = pos.y;
int ncost = 0;
if ((status = checkPoint(agent, pos.x, surface, pos.z, ncost)) == OBSTACLE) {
if ((status = checkPoint(agent, pos.x, surface + 1, pos.z, ncost)) == OBSTACLE) {
return NON_PASSABLE;
} else if (status == NON_PASSABLE) {
cost += 5;
}
cost += ncost;
return surface + 1;
} else {
if (status == NON_PASSABLE) {
cost += 5;
}
if ((status = checkPoint(agent, pos.x, surface - 1, pos.z, ncost)) == OBSTACLE) {
cost += ncost;
return surface;
} else if (status == NON_PASSABLE) {
cost += 5;
}
if ((status = checkPoint(agent, pos.x, surface - 2, pos.z, ncost)) == OBSTACLE) {
cost += ncost;
return surface - 1;
}
return NON_PASSABLE;
}
return NON_PASSABLE;
}