creatura/pathfinding.lua

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-----------------
-- Pathfinding --
-----------------
local a_star_alloted_time = tonumber(minetest.settings:get("creatura_a_star_alloted_time")) or 500
local theta_star_alloted_time = tonumber(minetest.settings:get("creatura_theta_star_alloted_time")) or 700
creatura.pathfinder = {}
local max_open = 300
-- Math
local floor = math.floor
local abs = math.abs
local vec_add, vec_dist, vec_new, vec_round = vector.add, vector.distance, vector.new, vector.round
local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
-- Heuristic
local function get_distance(start_pos, end_pos)
local distX = abs(start_pos.x - end_pos.x)
local distZ = 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 = abs(start_pos.x - end_pos.x)
local distY = abs(start_pos.y - end_pos.y)
local distZ = 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
-- Blocked Movement Checks
local is_blocked = creatura.is_blocked
local function get_line_of_sight(a, b)
local steps = floor(vec_dist(a, b))
local line = {}
for i = 0, steps do
local pos
if steps > 0 then
pos = {
x = a.x + (b.x - a.x) * (i / steps),
y = a.y + (b.y - a.y) * (i / steps),
z = a.z + (b.z - a.z) * (i / steps)
}
else
pos = a
end
table.insert(line, pos)
end
if #line < 1 then
return false
else
for i = 1, #line do
local node = minetest.get_node(line[i])
if creatura.get_node_def(node.name).walkable then
return false
end
end
end
return true
end
local function is_on_ground(pos)
local ground = {
x = pos.x,
y = pos.y - 1,
z = pos.z
}
if creatura.get_node_def(ground).walkable then
return true
end
return false
end
-- Neighbor Check Grids
local neighbor_grid = {
{x = 1, y = 0, z = 0},
{x = 1, y = 0, z = 1},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = -1, y = 0, z = -1},
{x = 0, y = 0, z = -1},
{x = 1, y = 0, z = -1}
}
local neighbor_grid_climb = {
{x = 1, y = 0, z = 0},
{x = 1, y = 0, z = 1},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = -1, y = 0, z = -1},
{x = 0, y = 0, z = -1},
{x = 1, y = 0, z = -1},
{x = 0, y = 1, z = 0},
{x = 0, y = -1, z = 0}
}
local neighbor_grid_3d = {
-- Central
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
-- Directly Up or Down
{x = 0, y = 1, z = 0},
{x = 0, y = -1, z = 0}
}
-- Get Neighbors
local function get_neighbors(pos, width, height, open, closed, parent)
local result = {}
local neighbor
local can_move
local hashed_pos
local step
for i = 1, #neighbor_grid do
neighbor = vec_add(pos, neighbor_grid[i])
can_move = get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
hashed_pos = minetest.hash_node_position(neighbor)
if parent
and vec_dist(parent, neighbor) < vec_dist(pos, neighbor) then
can_move = false
end
if open[hashed_pos]
or closed[hashed_pos] then
can_move = false
elseif can_move then
can_move = not is_blocked(neighbor, width, height)
if not can_move then -- Step Up
step = vec_raise(neighbor, 1)
can_move = not is_blocked(vec_round(step), width, height)
neighbor = vec_round(step)
else
step = creatura.get_ground_level(vec_new(neighbor), 1)
if step.y < neighbor.y
and not is_blocked(vec_round(step), width, height) then
neighbor = step
end
end
end
if can_move then
table.insert(result, neighbor)
end
end
return result
end
function creatura.pathfinder.get_neighbors_climb(pos, width, height, open, closed)
local result = {}
local neighbor
local can_move
local hashed_pos
local step
for i = 1, #neighbor_grid_climb do
neighbor = vec_add(pos, neighbor_grid_climb[i])
can_move = get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
hashed_pos = minetest.hash_node_position(neighbor)
if open[hashed_pos]
or closed[hashed_pos] then
can_move = false
elseif can_move then
can_move = not is_blocked(neighbor, width, height)
if not can_move then -- Step Up
step = vec_raise(neighbor, 1)
can_move = not is_blocked(vec_round(step), width, height)
neighbor = vec_round(step)
elseif i < 9 then
step = creatura.get_ground_level(vec_new(neighbor), 1)
if step.y < neighbor.y
and not is_blocked(vec_round(step), width, height) then
neighbor = step
end
end
end
if can_move then
table.insert(result, neighbor)
end
end
return result
end
function creatura.pathfinder.get_neighbors_fly(pos, width, height, open, closed, parent)
local result = {}
local neighbor
local can_move
local hashed_pos
for i = 1, #neighbor_grid_3d do
neighbor = vec_add(pos, neighbor_grid_3d[i])
can_move = get_line_of_sight({x = pos.x, y = pos.y, z = pos.z}, neighbor)
hashed_pos = minetest.hash_node_position(neighbor)
if parent
and vec_dist(parent, neighbor) < vec_dist(pos, neighbor) then
can_move = false
end
if open[hashed_pos]
or closed[hashed_pos] then
can_move = false
elseif can_move then
can_move = not is_blocked(neighbor, width, height)
end
if can_move then
table.insert(result, neighbor)
end
end
return result, true
end
function creatura.pathfinder.get_neighbors_swim(pos, width, height, open, closed, parent)
local result = {}
local neighbor
local can_move
local hashed_pos
for i = 1, #neighbor_grid_3d do
neighbor = vec_add(pos, neighbor_grid_3d[i])
can_move = get_line_of_sight({x = pos.x, y = pos.y, z = pos.z}, neighbor)
hashed_pos = minetest.hash_node_position(neighbor)
if (parent
and vec_dist(parent, neighbor) < vec_dist(pos, neighbor))
or creatura.get_node_def(neighbor).drawtype ~= "liquid" then
can_move = false
end
if open[hashed_pos]
or closed[hashed_pos] then
can_move = false
elseif can_move then
can_move = not is_blocked(neighbor, width, height)
end
if can_move then
table.insert(result, neighbor)
end
end
return result, true
end
-- A*
function creatura.pathfinder.find_path(self, pos1, pos2, neighbor_func)
local us_time = minetest.get_us_time()
local check_vertical = false
neighbor_func = neighbor_func or get_neighbors
local start = self._path_data.start or {
x = floor(pos1.x + 0.5),
y = floor(pos1.y + 0.5),
z = floor(pos1.z + 0.5)
}
local goal = {
x = floor(pos2.x + 0.5),
y = floor(pos2.y + 0.5),
z = floor(pos2.z + 0.5)
}
self._path_data.start = start
if goal.x == start.x
and goal.z == start.z then -- No path can be found
self._path_data = {}
return
end
local openSet = self._path_data.open or {}
local closedSet = self._path_data.closed or {}
local start_index = minetest.hash_node_position(start)
openSet[start_index] = {
pos = start,
parent = nil,
gScore = 0,
fScore = get_distance(start, goal)
}
local count = self._path_data.count or 1
local current_id, current
local adjacent
local neighbor
local temp_gScore
local new_gScore
local hCost
local hashed_pos
local parent_open
local parent_closed
while count > 0 do
-- Initialize ID and data
current_id, current = next(openSet)
-- Find lowest f cost
for i, v in pairs(openSet) do
if v.fScore < current.fScore then
current_id = i
current = v
end
end
if not current_id then self._path_data = {} return end -- failsafe
-- Add lowest fScore to closedSet and remove from openSet
openSet[current_id] = nil
closedSet[current_id] = current
if ((check_vertical or is_on_ground(goal))
and current_id == minetest.hash_node_position(goal))
or ((not check_vertical and not is_on_ground(goal))
and goal.x == current.pos.x
and goal.z == current.pos.z) then
local path = {}
local fail_safe = 0
for _ in pairs(closedSet) do
fail_safe = fail_safe + 1
end
repeat
if not closedSet[current_id] then self._path_data = {} return end
table.insert(path, closedSet[current_id].pos)
current_id = closedSet[current_id].parent
until current_id == start_index or #path >= fail_safe
if not closedSet[current_id] then self._path_data = {} return nil end
table.insert(path, closedSet[current_id].pos)
local reverse_path = {}
repeat table.insert(reverse_path, table.remove(path)) until #path == 0
self._path_data = {}
return reverse_path
end
parent_open = openSet[current.parent]
parent_closed = closedSet[current.parent]
adjacent, check_vertical = neighbor_func(
current.pos,
self.width,
self.height,
openSet,
closedSet,
(parent_closed and parent_closed.pos) or (parent_open and parent_open.pos)
)
-- Fly, Swim, and Climb all return true for check_vertical to properly check if goal has been reached
-- Go through neighboring nodes
for i = 1, #adjacent do
neighbor = {
pos = adjacent[i],
parent = current_id,
gScore = 0,
fScore = 0
}
temp_gScore = current.gScore + get_distance_to_neighbor(current.pos, neighbor.pos)
new_gScore = 0
hashed_pos = minetest.hash_node_position(neighbor.pos)
if openSet[hashed_pos] then
new_gScore = openSet[hashed_pos].gScore
end
if (temp_gScore < new_gScore
or not openSet[hashed_pos])
and not closedSet[hashed_pos] then
if not openSet[hashed_pos] then
count = count + 1
end
hCost = get_distance_to_neighbor(neighbor.pos, goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
openSet[hashed_pos] = neighbor
end
end
if minetest.get_us_time() - us_time > a_star_alloted_time then
self._path_data = {
start = start,
open = openSet,
closed = closedSet,
count = count
}
return
end
if count > (max_open or 100) then
self._path_data = {}
return
end
end
end
-- Theta*
function creatura.pathfinder.find_path_theta(self, pos1, pos2, neighbor_func)
local us_time = minetest.get_us_time()
local check_vertical = false
neighbor_func = neighbor_func or get_neighbors
local start = self._path_data.start or {
x = floor(pos1.x + 0.5),
y = floor(pos1.y + 0.5),
z = floor(pos1.z + 0.5)
}
local goal = {
x = floor(pos2.x + 0.5),
y = floor(pos2.y + 0.5),
z = floor(pos2.z + 0.5)
}
self._path_data.start = start
if goal.x == start.x
and goal.z == start.z then -- No path can be found
return
end
local openSet = self._path_data.open or {}
local closedSet = self._path_data.closed or {}
local start_index = minetest.hash_node_position(start)
openSet[start_index] = {
pos = start,
parent = nil,
gScore = 0,
fScore = get_distance(start, goal)
}
local count = self._path_data.count or 1
local current_id, current
local current_parent
local adjacent
local neighbor
local temp_gScore
local new_gScore
local hCost
local hashed_pos
local parent_open
local parent_closed
while count > 0 do
-- Initialize ID and data
current_id, current = next(openSet)
-- Find lowest f cost
for i, v in pairs(openSet) do
if v.fScore < current.fScore then
current_id = i
current = v
end
end
if not current_id then return end -- failsafe
-- Add lowest fScore to closedSet and remove from openSet
openSet[current_id] = nil
closedSet[current_id] = current
if ((check_vertical or is_on_ground(goal))
and current_id == minetest.hash_node_position(goal))
or ((not check_vertical and not is_on_ground(goal))
and goal.x == current.pos.x
and goal.z == current.pos.z) then
local path = {}
local fail_safe = 0
for _ in pairs(closedSet) do
fail_safe = fail_safe + 1
end
repeat
if not closedSet[current_id] then return end
table.insert(path, closedSet[current_id].pos)
current_id = closedSet[current_id].parent
until current_id == start_index or #path >= fail_safe
if not closedSet[current_id] then self._path_data = {} return nil end
table.insert(path, closedSet[current_id].pos)
local reverse_path = {}
repeat table.insert(reverse_path, table.remove(path)) until #path == 0
self._path_data = {}
return reverse_path
end
parent_open = openSet[current.parent]
parent_closed = closedSet[current.parent]
adjacent, check_vertical = neighbor_func(
current.pos,
self.width,
self.height,
openSet,
closedSet,
(parent_closed and parent_closed.pos) or (parent_open and parent_open.pos)
)
-- Fly, Swim, and Climb all return true for check_vertical to properly check if goal has been reached
-- Go through neighboring nodes
for i = 1, #adjacent do
neighbor = {
pos = adjacent[i],
parent = current_id,
gScore = 0,
fScore = 0
}
hashed_pos = minetest.hash_node_position(neighbor.pos)
if not openSet[hashed_pos]
and not closedSet[hashed_pos] then
current_parent = closedSet[current.parent] or closedSet[start_index]
if not current_parent then
current_parent = openSet[current.parent] or openSet[start_index]
end
if current_parent
and get_line_of_sight(current_parent.pos, neighbor.pos) then
temp_gScore = current_parent.gScore + get_distance_to_neighbor(current_parent.pos, neighbor.pos)
new_gScore = 999
if openSet[hashed_pos] then
new_gScore = openSet[hashed_pos].gScore
end
if temp_gScore < new_gScore then
hCost = get_distance_to_neighbor(neighbor.pos, goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
neighbor.parent = minetest.hash_node_position(current_parent.pos)
openSet[hashed_pos] = neighbor
count = count + 1
end
else
temp_gScore = current.gScore + get_distance_to_neighbor(current_parent.pos, neighbor.pos)
new_gScore = 999
if openSet[hashed_pos] then
new_gScore = openSet[hashed_pos].gScore
end
if temp_gScore < new_gScore then
hCost = get_distance_to_neighbor(neighbor.pos, goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
openSet[hashed_pos] = neighbor
count = count + 1
end
end
end
end
if minetest.get_us_time() - us_time > theta_star_alloted_time then
self._path_data = {
start = start,
open = openSet,
closed = closedSet,
count = count
}
return
end
if count > (max_open or 100) then
self._path_data = {}
return
end
end
end