mob_core/pathfinder.lua

405 lines
15 KiB
Lua

pathfinder = {}
local openSet = {}
local closedSet = {}
local random = math.random
local function get_distance(start_pos, end_pos)
local distX = math.abs(start_pos.x - end_pos.x)
local distZ = math.abs(start_pos.z - end_pos.z)
if distX > distZ then
return 14 * distZ + 10 * (distX - distZ)
else
return 14 * distX + 10 * (distZ - distX)
end
end
local function get_distance_to_neighbor(start_pos, end_pos)
local distX = math.abs(start_pos.x - end_pos.x)
local distY = math.abs(start_pos.y - end_pos.y)
local distZ = math.abs(start_pos.z - end_pos.z)
if distX > distZ then
return (14 * distZ + 10 * (distX - distZ)) * (distY + 1)
else
return (14 * distX + 10 * (distZ - distX)) * (distY + 1)
end
end
local function walkable(node, pos, current_pos)
if string.find(node.name, "doors:door") then
if (node.param2 == 0 or node.param2 == 2) and
math.abs(pos.z - current_pos.z) > 0 and pos.x == current_pos.x then
return true
elseif (node.param2 == 1 or node.param2 == 3) and
math.abs(pos.z - current_pos.z) > 0 and pos.x == current_pos.x then
return false
elseif (node.param2 == 0 or node.param2 == 2) and
math.abs(pos.x - current_pos.x) > 0 and pos.z == current_pos.z then
return false
elseif (node.param2 == 1 or node.param2 == 3) and
math.abs(pos.x - current_pos.x) > 0 and pos.z == current_pos.z then
return true
end
elseif string.find(node.name, "doors:hidden") then
local node_door = minetest.get_node(
{x = pos.x, y = pos.y - 1, z = pos.z})
if (node_door.param2 == 0 or node_door.param2 == 2) and
math.abs(pos.z - current_pos.z) > 0 and pos.x == current_pos.x then
return true
elseif (node_door.param2 == 1 or node_door.param2 == 3) and
math.abs(pos.z - current_pos.z) > 0 and pos.x == current_pos.x then
return false
elseif (node_door.param2 == 0 or node_door.param2 == 2) and
math.abs(pos.x - current_pos.x) > 0 and pos.z == current_pos.z then
return false
elseif (node_door.param2 == 1 or node_door.param2 == 3) and
math.abs(pos.x - current_pos.x) > 0 and pos.z == current_pos.z then
return true
end
end
if minetest.registered_nodes[node.name] and
minetest.registered_nodes[node.name].walkable then
return true
else
return false
end
end
local function can_fit(pos, width)
local pos1 = vector.new(pos.x - width, pos.y, pos.z - width)
local pos2 = vector.new(pos.x + width, pos.y, pos.z + width)
for x = pos1.x, pos2.x do
for y = pos1.y, pos2.y do
for z = pos1.z, pos2.z do
local p2 = vector.new(x, y, z)
local node = minetest.get_node(p2)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].walkable then
local p3 = vector.new(p2.x, p2.y + 1, p2.z)
local node2 = minetest.get_node(p3)
if minetest.registered_nodes[node2.name]
and minetest.registered_nodes[node2.name].walkable then
return false
end
end
end
end
end
return true
end
local function move_from_wall(pos, width)
local pos1 = vector.new(pos.x - width, pos.y, pos.z - width)
local pos2 = vector.new(pos.x + width, pos.y, pos.z + width)
for x = pos1.x, pos2.x do
for y = pos1.y, pos2.y do
for z = pos1.z, pos2.z do
local p2 = vector.new(x, y, z)
if can_fit(p2, width) then
return p2
end
end
end
end
return pos
end
local function get_neighbor_ground_level(pos, jump_height, fall_height,
current_pos)
local node = minetest.get_node(pos)
local height = 0
if walkable(node, pos, current_pos) then
repeat
height = height + 1
if height > jump_height then return nil end
pos.y = pos.y + 1
node = minetest.get_node(pos)
until not walkable(node, pos, current_pos)
return pos
else
repeat
height = height + 1
if height > fall_height then return nil end
pos.y = pos.y - 1
node = minetest.get_node(pos)
until walkable(node, pos, current_pos)
return {x = pos.x, y = pos.y + 1, z = pos.z}
end
end
-- local function dot(a, b)
-- return a.x * b.x + a.y * b.y + a.z * b.z
-- end
--
-- local function len(a)
-- return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z)
-- end
--
-- local function lensq(a)
-- return a.x * a.x + a.y * a.y + a.z * a.z
-- end
--
-- local function normalize(a)
-- local l = len(a)
-- a.x = a.x / l
-- a.y = a.y / l
-- a.z = a.z / l
-- return a
-- end
function pathfinder.find_path(self, pos, endpos, max_length, dtime)
-- if dtime > 0.1 then
-- return
-- end
-- round positions if not done by former functions
pos = {
x = math.floor(pos.x + 0.5),
y = math.floor(pos.y + 0.5),
z = math.floor(pos.z + 0.5)
}
endpos = {
x = math.floor(endpos.x + 0.5),
y = math.floor(endpos.y + 0.5),
z = math.floor(endpos.z + 0.5)
}
local target_node = minetest.get_node(endpos)
if walkable(target_node, endpos, endpos) then endpos.y = endpos.y + 1 end
local start_node = minetest.get_node(pos)
if string.find(start_node.name, "doors:door") then
if start_node.param2 == 0 then
pos.z = pos.z + 1
elseif start_node.param2 == 1 then
pos.x = pos.x + 1
elseif start_node.param2 == 2 then
pos.z = pos.z - 1
elseif start_node.param2 == 3 then
pos.x = pos.x - 1
end
end
local start_time = minetest.get_us_time()
local start_index = minetest.hash_node_position(pos)
local target_index = minetest.hash_node_position(endpos)
local count = 1
openSet = {}
closedSet = {}
-- minetest.set_node(pos, {name = "default:glass"})
-- minetest.set_node(endpos, {name = "default:glass"})
-- print(dump(pos))
-- print(endpos)
local h_start = get_distance(pos, endpos)
openSet[start_index] = {
hCost = h_start,
gCost = 0,
fCost = h_start,
parent = nil,
pos = pos
}
-- self values
local self_height = math.ceil(self.collisionbox[5] -
self.collisionbox[2]) or 2
local self_width = math.ceil(self.collisionbox[4]) or 1
local self_fear_height = self.max_fall or 3
local self_jump_height = self.jump_height or 1
local neighbors_cache = {}
repeat
local current_index
local current_values
-- Get one index as reference from openSet
for i, v in pairs(openSet) do
current_index = i
current_values = v
break
end
-- Search for lowest fCost
for i, v in pairs(openSet) do
if v.fCost < openSet[current_index].fCost or v.fCost ==
current_values.fCost and v.hCost < current_values.hCost then
current_index = i
current_values = v
end
end
openSet[current_index] = nil
closedSet[current_index] = current_values
count = count - 1
if current_index == target_index then
-- ~ minetest.chat_send_all("Found path in " .. (minetest.get_us_time() - start_time) / 1000 .. "ms")
local path = {}
repeat
if not closedSet[current_index] then return end
table.insert(path, closedSet[current_index].pos)
current_index = closedSet[current_index].parent
until start_index == current_index
table.insert(path, closedSet[current_index].pos)
local reverse_path = {}
repeat table.insert(reverse_path, table.remove(path)) until #path ==
0
-- minetest.chat_send_all("Found path in " .. (minetest.get_us_time() - start_time) / 1000 .. "ms. " .. "Path length: " .. #reverse_path)
return reverse_path
end
local current_pos = current_values.pos
local neighbors = {}
local neighbors_index = 1
for z = -1, 1 do
for x = -1, 1 do
local neighbor_pos = {
x = current_pos.x + x,
y = current_pos.y,
z = current_pos.z + z
}
local neighbor = minetest.get_node(neighbor_pos)
local neighbor_ground_level =
get_neighbor_ground_level(neighbor_pos, self_jump_height,
self_fear_height, current_pos)
local neighbor_clearance = false
local above_neighbor_pos = {
x = neighbor_pos.x,
y = neighbor_pos.y + 1,
z = neighbor_pos.z
}
local above_neighbor = minetest.get_node(above_neighbor_pos)
if neighbor_ground_level
and can_fit(current_pos, self_width) then
local neighbor_hash =
minetest.hash_node_position(neighbor_ground_level)
local pos_above_head =
{
x = current_pos.x,
y = current_pos.y + self_height,
z = current_pos.z
}
local node_above_head = minetest.get_node(pos_above_head)
if neighbor_ground_level.y - current_pos.y > 0
and not walkable(node_above_head, pos_above_head, current_pos) then
local height = -1
repeat
height = height + 1
local pos = {
x = neighbor_ground_level.x,
y = neighbor_ground_level.y + height,
z = neighbor_ground_level.z
}
local node = minetest.get_node(pos)
until walkable(node, pos, current_pos) or height >
self_height
if height >= self_height then
neighbor_clearance = true
end
elseif neighbor_ground_level.y - current_pos.y > 0 and
walkable(node_above_head, pos_above_head, current_pos) then
neighbors[neighbors_index] = {hash = nil, pos = nil, clear = nil, walkable = nil}
else
local height = -1
repeat
height = height + 1
local pos = {
x = neighbor_ground_level.x,
y = current_pos.y + height,
z = neighbor_ground_level.z
}
local node = minetest.get_node(pos)
until walkable(node, pos, current_pos) or height >
self_height
if height >= self_height then
neighbor_clearance = true
end
end
neighbors[neighbors_index] =
{
hash = minetest.hash_node_position(
neighbor_ground_level),
pos = neighbor_ground_level,
clear = neighbor_clearance,
walkable = walkable(neighbor, neighbor_pos,
current_pos)
}
else
neighbors[neighbors_index] =
{hash = nil, pos = nil, clear = nil, walkable = nil}
end
neighbors_index = neighbors_index + 1
end
end
for id, neighbor in pairs(neighbors) do
-- don't cut corners
local cut_corner = false
if id == 1 then
if not neighbors[id + 1].clear or not neighbors[id + 3].clear or
neighbors[id + 1].walkable or neighbors[id + 3].walkable then
cut_corner = true
end
elseif id == 3 then
if not neighbors[id - 1].clear or not neighbors[id + 3].clear or
neighbors[id - 1].walkable or neighbors[id + 3].walkable then
cut_corner = true
end
elseif id == 7 then
if not neighbors[id + 1].clear or not neighbors[id - 3].clear or
neighbors[id + 1].walkable or neighbors[id - 3].walkable then
cut_corner = true
end
elseif id == 9 then
if not neighbors[id - 1].clear or not neighbors[id - 3].clear or
neighbors[id - 1].walkable or neighbors[id - 3].walkable then
cut_corner = true
end
end
if neighbor.hash ~= current_index and not closedSet[neighbor.hash] and
neighbor.clear and not cut_corner then
local move_cost_to_neighbor =
current_values.gCost +
get_distance_to_neighbor(current_values.pos,
neighbor.pos)
local gCost = 0
if openSet[neighbor.hash] then
gCost = openSet[neighbor.hash].gCost
end
if move_cost_to_neighbor < gCost or not openSet[neighbor.hash] then
if not openSet[neighbor.hash] then
count = count + 1
end
local hCost = get_distance(neighbor.pos, endpos)
openSet[neighbor.hash] =
{
gCost = move_cost_to_neighbor,
hCost = hCost,
fCost = move_cost_to_neighbor + hCost,
parent = current_index,
pos = neighbor.pos
}
end
end
end
if count > max_length then
-- minetest.chat_send_all("Path fail")
return
end
if (minetest.get_us_time() - start_time) / 1000 > 100 - dtime * 50 then
-- minetest.chat_send_all("Path timeout")
return
end
until count < 1
-- minetest.chat_send_all("count < 1")
return {pos}
end