Use A* for footpath route finding
parent
e4c8f373e8
commit
cb1dbba0d4
15
README.md
15
README.md
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@ -308,6 +308,9 @@ Track the given person (location and distance away) on the HUD.
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Use without a parameter to switch it off.
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### /people footpath_update
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Update the footpath network.
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## Autonomy and Activation
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People are 'autonomous' - i.e. they will continue to act even when no player
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@ -345,13 +348,15 @@ navigation as a player would.
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Path junctions are marked up by creating a 1x1x1 area above the junction
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node. They are always named `path_xxxxx`, where `xxxxx` is the unique name for
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that junction.
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that junction - e.g. `path_My House`.
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Additionally, above each node leading away from the junction, a 1x1x1 area
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with the name `to_xxxxx` is used. In this case, `xxxxx` is a list of path
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junction names, each with `;` appended - for example `to_My House;Your House;`.
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One further option is `to_*` which indicates a route to anywhere not explicity
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pointed to by another junction exit.
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with the name `to_xxxxx` is used. In this case, `xxxxx` is the name of the
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path node this direction leads to - e.g. `to_Your House`.
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Changes to the footpath network only take effect when the `/people footpath_update`
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command is used. At this point, if anything is wrong with the network, this
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will be indicated, and the previous network will remain in effect.
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If you tell a person to go to a named place (e.g. {"go", name="My House"}) they
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will first look for `path_My House`, and then also find the nearest path
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@ -2,54 +2,6 @@
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local dbg
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if moddebug then dbg=moddebug.dbg("people") else dbg={v1=function() end,v2=function() end,v3=function() end} end
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--- Find the next node along a footpath
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-- All positions are exact (rounded) node positions.
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-- @param curpos The position of a current footpath node
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-- @param lastpos The position of the previous footpath node
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-- @param samedironly True to only look in the current direction of travel
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-- @return The position of the next footpath node, or nil
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local footpath_findnext = function(curpos, lastpos, samedironly)
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--dbg.v3("footpath_findnext, cur="..minetest.pos_to_string(curpos)..", last="..minetest.pos_to_string(lastpos)..", same="..dump(samedironly))
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local xz
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if samedironly then
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xz = {}
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else
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xz = {{x=1,z=0}, {x=0,z=1}, {x=-1,z=0}, {x=0,z=-1}}
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end
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-- Favour the direction we're already going
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-- TODO - that means we could check it twice (but then again, only
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-- if we reach an invalid bit of footpath!
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table.insert(xz, 1, {x=curpos.x-lastpos.x, z=curpos.z-lastpos.z})
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for y = 1, -1, -1 do
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for _, cxz in ipairs(xz) do
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local x = cxz.x
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local z = cxz.z
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local npos = vector.add(curpos, vector.new(x, y, z))
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if not vector.equals(npos, lastpos) then
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local n = minetest.get_node(npos)
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if n.name == 'default:cobble' or
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n.name == 'stairs:stair_cobble' or
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n.name == 'default:wood' or
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n.name == 'stairs:stair_wood' then
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local n = minetest.get_node({x=npos.x,y=npos.y+1,z=npos.z})
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if n.name == "default:snow" then
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-- Snow is walkable, but we will either walk over it
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-- or dig it out of the way, so that's fine...
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--dbg.v3("footpath_findnext found (snow-covered) "..minetest.pos_to_string(npos))
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return npos
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end
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-- Otherwise, so long as there's nothing walkable above the
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-- node it should be a valid footpath node...
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if not minetest.registered_nodes[n.name].walkable then
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--dbg.v3("footpath_findnext found "..minetest.pos_to_string(npos))
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return npos
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end
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end
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end
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end
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end
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return nil
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end
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people.actions.go = function(state)
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@ -74,7 +26,7 @@ people.actions.go = function(state)
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-- No path node, so look for any area with the actual name and
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-- just go there. (TODO: could then find the nearest path junction
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-- to it and head for that)
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local nearest = areas:findNearestArea(state.pos, "$"..people.escape_pattern(state.action.name).."^")
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local nearest = areas:findNearestArea(state.pos, "^"..people.escape_pattern(state.action.name).."$")
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if not nearest then
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dbg.v2(state.ent.name.." couldn't find location "..state.action.name)
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return true
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@ -113,15 +65,18 @@ people.actions.go = function(state)
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-- We're at a junction
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dbg.v2(state.ent.name.." is at footpath junction "..curpatharea.name.." - looking for route to "..state.action.name)
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state.action.lastpathpos = vector.new(state.pos.x, state.pos.y - 0.5, state.pos.z)
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local nextpathdest = areas:findNearestArea(state.pos, "^to_.*"..people.escape_pattern(state.action.name)..";.*", 3)
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local nextpathdest = people.get_footpath_route(curpatharea.name, "path_"..state.action.name)
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if not nextpathdest then
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nextpathdest = areas:findNearestArea(state.pos, "^to_%*$", 3)
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end
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if not nextpathdest then
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dbg.v2(state.ent.name.." can't find next footpath direction")
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dbg.v2(state.ent.name.." can't find route")
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return true
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end
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dbg.v2(state.ent.name.." leaving junction via "..nextpathdest.name.." "..minetest.pos_to_string(nextpathdest.pos1))
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local tonodename = "^to_"..string.sub(nextpathdest[2], 6).."$"
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nextpathdest = areas:findNearestArea(state.pos, tonodename)
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if not nextpathdest then
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dbg.v2(state.ent.name.." can't find first route node "..tonodename)
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return true
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end
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dbg.v2(state.ent.name.." leaving junction via "..nextpathdest.name)
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state.action.pos = vector.add(nextpathdest.pos1, {x=0, y=-0.5, z=0})
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return false
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@ -135,7 +90,7 @@ people.actions.go = function(state)
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-- extra 0.5 allowing for dodgy step-ups, for now...
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local thispathpos = vector.round({x=state.pos.x, y=state.pos.y + 0.5, z=state.pos.z})
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thispathpos.y = thispathpos.y - 1
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local nextpathpos = footpath_findnext(thispathpos, state.action.lastpathpos, false)
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local nextpathpos = people.footpath_findnext(thispathpos, state.action.lastpathpos, false)
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if not nextpathpos then
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dbg.v1(state.ent.name.." can't find next footpath node at "..
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minetest.pos_to_string(thispathpos).." after "..
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@ -146,7 +101,7 @@ people.actions.go = function(state)
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if not distance then distance = 10 end
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while distance > 2 do
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-- Look ahead a bit while going in a straight line, to increase speed
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local aheadpathpos = footpath_findnext(nextpathpos, thispathpos, true)
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local aheadpathpos = people.footpath_findnext(nextpathpos, thispathpos, true)
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if aheadpathpos then
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thispathpos = nextpathpos
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nextpathpos = aheadpathpos
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18
commands.lua
18
commands.lua
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@ -55,6 +55,24 @@ subcmd.help = {
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end
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}
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subcmd.footpath_update = {
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params = "",
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desc = "Update footpath node graph",
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exec = function(playername, args)
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if not minetest.check_player_privs(playername, {server=true}) then
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return "Only admins can update the footpath node graph"
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end
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response = people.footpath_make_pathnodes()
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if response then
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return response
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end
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return "Footpath node graph updated successfully"
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end
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}
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subcmd.create = {
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params = "<name>",
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desc = "Create a person with the given name at your current location",
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@ -0,0 +1,259 @@
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local dbg
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if moddebug then dbg=moddebug.dbg("people") else dbg={v1=function() end,v2=function() end,v3=function() end} end
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local pathnodes = nil
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local routecache = {}
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--- Save the current footpath network status.
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people.footpath_save = function()
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if not pathnodes then return end
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local f = io.open(minetest.get_worldpath().."/people_footpaths", "w+")
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if f then
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f:write(minetest.serialize(pathnodes))
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f:close()
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end
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end
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--- Load the footpath network status.
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people.footpath_load = function()
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local f = io.open(minetest.get_worldpath().."/people_footpaths", "r")
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if f then
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pathnodes = minetest.deserialize(f:read("*all"))
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f:close()
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end
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end
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--- Build the path nodes graph.
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-- This is intended to be called via a chat command by a server administrator.
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-- It builds a graph by interrogating the defined areas. This graph is then
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-- used when finding paths.
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-- @return A string describing an error in the setup (in which case no changes
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-- are made), or nil on success (in which case, the new graph will
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-- take effect).
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people.footpath_make_pathnodes = function()
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newpathnodes = {}
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local allnodes = areas:getAreas({x=0,y=0,z=0}, "^path_.*", nil)
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for _, pn in pairs(allnodes) do
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if not vector.equals(pn.pos1, pn.pos2) then
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return "Path node "..pn.name.." is the wrong size"
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end
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newpathnodes[pn.name] = {name=pn.name, pos=pn.pos1, neighbours={}}
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end
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for _, pn in ipairs(allnodes) do
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local exits = areas:getAreas(pn.pos1, "^to_.*", 1.5)
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for _, tn in pairs(exits) do
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if tn.name ~= "to_*" then
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exname = tn.name:sub(4)
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if not newpathnodes["path_"..exname] then
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return "Exit "..exname.." at "..minetest.pos_to_string(tn.pos1).." has no destination"
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end
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table.insert(newpathnodes[pn.name].neighbours, newpathnodes["path_"..exname])
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end
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end
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end
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for _, pn in ipairs(newpathnodes) do
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for _, nn in ipairs(pn.neighbours) do
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local ok = false
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for nnn in nn.neighbours do
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if nnn == pn then
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ok = true
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break
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end
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end
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if not ok then
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return "Route from "..pn.name.." at "..minetest.pos_to_string(pn.pos1).." to "..nn.name.." does not return"
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end
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end
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end
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pathnodes = newpathnodes
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routecache = {}
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people.footpath_save()
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return nil
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end
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--- Fast removal of a value from a table
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-- Avoids shuffling by swapping the last item with the one to be removed.
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-- @param t The table
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-- @param v The value to remove
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local function table_fast_remove(t, v)
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for i, tv in ipairs(t) do
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if tv == v then
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t[i] = t[#t]
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t[#t] = nil
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return
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end
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end
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end
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--- Check if a table contains the given value
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-- @param t The table
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-- @param v The value to check for
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-- @return True if the table contains the value
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local function table_contains(t, v)
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for _, tv in ipairs(t) do
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if tv == v then return true end
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end
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return false
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end
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--- Choose the best node from the list of open ones
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-- @param open List of nodes
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-- @param f Corresponding list of f scores for those node
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-- @return The node with the lowest f score
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local function choose_best(open, f)
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local lowest, best = 1/0, nil
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for _, node in ipairs(open) do
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local ts = f[node]
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if ts < lowest then
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lowest, best = ts, node
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end
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end
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return best
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end
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--- Reverse-iterate along the found route to construct the final path.
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local function get_path(path, prev, current)
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if not prev[current] then return path end
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table.insert(path, 1, prev[current])
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return get_path(path, prev, prev[current])
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end
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--- Use A* to calculate the route from start to goal. Paths are cached.
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local function astar(start, goal)
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if not routecache[start] then
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routecache[start] = {}
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elseif routecache[start][goal] then
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dbg.v3("astar used cached path")
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return routecache[start][goal]
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end
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local g = {[start]=0}
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local f = {[start]=vector.distance(start.pos, goal.pos)}
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local open = {start}
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local closed = {}
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local prev = {}
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while #open > 0 do
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local current = choose_best(open, f)
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if current == goal then
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local path = get_path({}, prev, goal)
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table.insert(path, goal)
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routecache[start][goal] = path
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return path
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end
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table_fast_remove(open, current)
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table.insert(closed, current)
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for _, neighbour in ipairs(current.neighbours) do
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if not table_contains(closed, neighbour) then
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local newg = g[current] + vector.distance(current.pos, neighbour.pos)
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if not table_contains(open, neighbour) or newg < g[neighbour] then
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prev[neighbour] = current
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g[neighbour] = newg
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f[neighbour] = g[neighbour] + vector.distance(neighbour.pos, goal.pos)
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if not table_contains(open, neighbour) then
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table.insert(open, neighbour)
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end
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end
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end
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end
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end
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return nil
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end
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--- Get a footpath route
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-- @param start Starting node name, e.g. "path_My House"
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-- @param goal Goal node name, e.g. "path_Your House"
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-- @return A list of path node names defining the route, including the start
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-- and the goal, or nil if no route was found.
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people.get_footpath_route = function(start, goal)
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if not pathnodes then return nil end
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if not pathnodes[start] then
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dbg.v3("Route start "..start.." doesn't exist")
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return nil
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end
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if not pathnodes[goal] then
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dbg.v3("Route goal "..goal.." doesn't exist")
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return nil
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end
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path = astar(pathnodes[start], pathnodes[goal])
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if not path then
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dbg.v3("Route from "..start.." to "..goal.." not found")
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return nil
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end
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rpath = {}
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for _, n in ipairs(path) do
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table.insert(rpath, n.name)
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end
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dbg.v3("Route from "..start.." to "..goal.." is "..dump(rpath))
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return rpath
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end
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--- Find the next node along a footpath
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-- All positions are exact (rounded) node positions.
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-- @param curpos The position of a current footpath node
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-- @param lastpos The position of the previous footpath node
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-- @param samedironly True to only look in the current direction of travel
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-- @return The position of the next footpath node, or nil
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people.footpath_findnext = function(curpos, lastpos, samedironly)
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--dbg.v3("footpath_findnext, cur="..minetest.pos_to_string(curpos)..", last="..minetest.pos_to_string(lastpos)..", same="..dump(samedironly))
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local xz
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if samedironly then
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xz = {}
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else
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xz = {{x=1,z=0}, {x=0,z=1}, {x=-1,z=0}, {x=0,z=-1}}
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end
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-- Favour the direction we're already going
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-- TODO - that means we could check it twice (but then again, only
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-- if we reach an invalid bit of footpath!
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table.insert(xz, 1, {x=curpos.x-lastpos.x, z=curpos.z-lastpos.z})
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for y = 1, -1, -1 do
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for _, cxz in ipairs(xz) do
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local x = cxz.x
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local z = cxz.z
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local npos = vector.add(curpos, vector.new(x, y, z))
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if not vector.equals(npos, lastpos) then
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local n = minetest.get_node(npos)
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if n.name == 'default:cobble' or
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n.name == 'stairs:stair_cobble' or
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n.name == 'default:wood' or
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n.name == 'stairs:stair_wood' then
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local n = minetest.get_node({x=npos.x,y=npos.y+1,z=npos.z})
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if n.name == "default:snow" then
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-- Snow is walkable, but we will either walk over it
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-- or dig it out of the way, so that's fine...
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--dbg.v3("footpath_findnext found (snow-covered) "..minetest.pos_to_string(npos))
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return npos
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end
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-- Otherwise, so long as there's nothing walkable above the
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-- node it should be a valid footpath node...
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if not minetest.registered_nodes[n.name].walkable then
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--dbg.v3("footpath_findnext found "..minetest.pos_to_string(npos))
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return npos
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end
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end
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end
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end
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end
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return nil
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end
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8
init.lua
8
init.lua
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@ -9,6 +9,8 @@ local people_modpath = minetest.get_modpath("people")
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dofile(people_modpath .. "/commands.lua")
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dofile(people_modpath .. "/tracking.lua")
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dofile(people_modpath .. "/form.lua")
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dofile(people_modpath .. "/footpath.lua")
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-- Contains all action handlers. Each action handler takes a 'state' table as
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-- a parameter, and returns true if the current action is complete, false
|
||||
|
@ -25,6 +27,8 @@ dofile(people_modpath .. "/actions/place.lua")
|
|||
dofile(people_modpath .. "/actions/gather.lua")
|
||||
dofile(people_modpath .. "/actions/stash_and_retrieve.lua")
|
||||
|
||||
people.footpath_load()
|
||||
|
||||
people.presets = {}
|
||||
for _, p in ipairs({"FollowOwner", "SimpleCommands", "RouteWalker", "FarmHand"}) do
|
||||
local file = io.open(minetest.get_modpath("people").."/presets/"..p..".lua", "r")
|
||||
|
@ -632,12 +636,12 @@ minetest.register_globalstep(function(dtime)
|
|||
player:hud_remove(pshow.id)
|
||||
else
|
||||
local pos, col
|
||||
local ent = people.people[person_name].entity
|
||||
local ent = people.people[pshow.name].entity
|
||||
if ent then
|
||||
pos = ent.object:getpos()
|
||||
col = 0xFF00FF
|
||||
else
|
||||
pos = vector.new(people.people[person_name].pos)
|
||||
pos = vector.new(people.people[pshow.name].pos)
|
||||
col = 0xFFFF00
|
||||
end
|
||||
pos.y = pos.y + 1.5
|
||||
|
|
|
@ -66,12 +66,12 @@ if event.type == "program" then
|
|||
|
||||
{"go", pos={x=174, y=11.5, z=319}},
|
||||
|
||||
{"go", name="buildshop"},
|
||||
{"go", pos={x=127, y=12.5,y=-54}},
|
||||
{"go", name="Building Supplies Shop"},
|
||||
{"go", pos={x=127, y=12.5, z=-54}},
|
||||
{"wait", time=20},
|
||||
{"go", pos={x=133, y=12.5,y=-54}},
|
||||
{"go", pos={x=133, y=12.5, z=-54}},
|
||||
{"wait", time=20},
|
||||
{"go", pos={x=127, y=12.5,y=-54}},
|
||||
{"go", pos={x=127, y=12.5, z=-54}},
|
||||
{"wait", time=60},
|
||||
{"go", name="Building Supplies Shop"},
|
||||
|
||||
|
|
Loading…
Reference in New Issue