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