mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-14 20:01:23 +00:00
627 lines
No EOL
14 KiB
Lua
627 lines
No EOL
14 KiB
Lua
-----------------
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-- Pathfinding --
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-----------------
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local a_star_alloted_time = tonumber(minetest.settings:get("creatura_a_star_alloted_time")) or 500
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local theta_star_alloted_time = tonumber(minetest.settings:get("creatura_theta_star_alloted_time")) or 700
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creatura.pathfinder = {}
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local max_open = 300
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-- Math
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local floor = math.floor
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local abs = math.abs
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local vec_add, vec_dist, vec_new, vec_round = vector.add, vector.distance, vector.new, vector.round
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local function vec_raise(v, n)
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return {x = v.x, y = v.y + n, z = v.z}
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end
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-- Heuristic
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local function get_distance(start_pos, end_pos)
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local distX = abs(start_pos.x - end_pos.x)
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local distZ = abs(start_pos.z - end_pos.z)
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if distX > distZ then
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return 14 * distZ + 10 * (distX - distZ)
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else
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return 14 * distX + 10 * (distZ - distX)
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end
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end
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local function get_distance_to_neighbor(start_pos, end_pos)
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local distX = abs(start_pos.x - end_pos.x)
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local distY = abs(start_pos.y - end_pos.y)
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local distZ = abs(start_pos.z - end_pos.z)
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if distX > distZ then
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return (14 * distZ + 10 * (distX - distZ)) * (distY + 1)
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else
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return (14 * distX + 10 * (distZ - distX)) * (distY + 1)
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end
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end
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-- Blocked Movement Checks
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local is_blocked = creatura.is_blocked
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local function get_line_of_sight(a, b)
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local steps = floor(vec_dist(a, b))
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local line = {}
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for i = 0, steps do
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local pos
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if steps > 0 then
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pos = {
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x = a.x + (b.x - a.x) * (i / steps),
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y = a.y + (b.y - a.y) * (i / steps),
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z = a.z + (b.z - a.z) * (i / steps)
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}
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else
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pos = a
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end
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table.insert(line, pos)
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end
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if #line < 1 then
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return false
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else
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for i = 1, #line do
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local node = minetest.get_node(line[i])
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if creatura.get_node_def(node.name).walkable then
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return false
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end
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end
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end
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return true
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end
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local function is_on_ground(pos)
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local ground = {
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x = pos.x,
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y = pos.y - 1,
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z = pos.z
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}
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if creatura.get_node_def(ground).walkable then
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return true
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end
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return false
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end
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-- Neighbor Check Grids
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local neighbor_grid = {
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{x = 1, y = 0, z = 0},
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{x = 1, y = 0, z = 1},
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = -1, y = 0, z = -1},
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{x = 0, y = 0, z = -1},
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{x = 1, y = 0, z = -1}
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}
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local neighbor_grid_climb = {
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{x = 1, y = 0, z = 0},
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{x = 1, y = 0, z = 1},
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = -1, y = 0, z = -1},
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{x = 0, y = 0, z = -1},
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{x = 1, y = 0, z = -1},
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{x = 0, y = 1, z = 0},
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{x = 0, y = -1, z = 0}
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}
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local neighbor_grid_3d = {
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-- Central
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = -1},
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-- Directly Up or Down
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{x = 0, y = 1, z = 0},
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{x = 0, y = -1, z = 0}
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}
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-- Get Neighbors
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local function get_neighbors(pos, width, height, open, closed, parent, evaluated)
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local result = {}
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local neighbor
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local can_move
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local hashed_pos
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local step
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for i = 1, #neighbor_grid do
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neighbor = vec_add(pos, neighbor_grid[i])
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can_move = get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
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hashed_pos = minetest.hash_node_position(neighbor)
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if parent
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and vec_dist(parent, neighbor) < vec_dist(pos, neighbor) then
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can_move = false
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end
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if open[hashed_pos]
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or closed[hashed_pos]
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or evaluated[hashed_pos] then
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can_move = false
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elseif can_move then
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can_move = not is_blocked(neighbor, width, height)
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if not can_move then -- Step Up
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step = vec_raise(neighbor, 1)
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can_move = not is_blocked(vec_round(step), width, height)
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neighbor = vec_round(step)
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else
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step = creatura.get_ground_level(vec_new(neighbor), 1)
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if step.y < neighbor.y
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and not is_blocked(vec_round(step), width, height) then
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neighbor = step
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end
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end
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end
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if can_move then
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table.insert(result, neighbor)
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end
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evaluated[hashed_pos] = true
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end
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return result
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end
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function creatura.pathfinder.get_neighbors_climb(pos, width, height, open, closed)
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local result = {}
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local neighbor
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local can_move
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local hashed_pos
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local step
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for i = 1, #neighbor_grid_climb do
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neighbor = vec_add(pos, neighbor_grid_climb[i])
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can_move = get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
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hashed_pos = minetest.hash_node_position(neighbor)
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if open[hashed_pos]
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or closed[hashed_pos] then
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can_move = false
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elseif can_move then
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can_move = not is_blocked(neighbor, width, height)
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if not can_move then -- Step Up
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step = vec_raise(neighbor, 1)
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can_move = not is_blocked(vec_round(step), width, height)
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neighbor = vec_round(step)
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elseif i < 9 then
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step = creatura.get_ground_level(vec_new(neighbor), 1)
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if step.y < neighbor.y
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and not is_blocked(vec_round(step), width, height) then
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neighbor = step
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end
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end
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end
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if can_move then
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table.insert(result, neighbor)
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end
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end
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return result
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end
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function creatura.pathfinder.get_neighbors_fly(pos, width, height, open, closed, parent)
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local result = {}
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local neighbor
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local can_move
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local hashed_pos
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for i = 1, #neighbor_grid_3d do
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neighbor = vec_add(pos, neighbor_grid_3d[i])
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can_move = get_line_of_sight({x = pos.x, y = pos.y, z = pos.z}, neighbor)
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hashed_pos = minetest.hash_node_position(neighbor)
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if parent
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and vec_dist(parent, neighbor) < vec_dist(pos, neighbor) then
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can_move = false
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end
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if open[hashed_pos]
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or closed[hashed_pos] then
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can_move = false
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elseif can_move then
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can_move = not is_blocked(neighbor, width, height)
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end
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if can_move then
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table.insert(result, neighbor)
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end
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end
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return result, true
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end
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function creatura.pathfinder.get_neighbors_swim(pos, width, height, open, closed, parent)
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local result = {}
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local neighbor
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local can_move
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local hashed_pos
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for i = 1, #neighbor_grid_3d do
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neighbor = vec_add(pos, neighbor_grid_3d[i])
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can_move = get_line_of_sight({x = pos.x, y = pos.y, z = pos.z}, neighbor)
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hashed_pos = minetest.hash_node_position(neighbor)
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if (parent
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and vec_dist(parent, neighbor) < vec_dist(pos, neighbor))
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or creatura.get_node_def(neighbor).drawtype ~= "liquid" then
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can_move = false
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end
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if open[hashed_pos]
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or closed[hashed_pos] then
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can_move = false
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elseif can_move then
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can_move = not is_blocked(neighbor, width, height)
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end
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if can_move then
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table.insert(result, neighbor)
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end
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end
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return result, true
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end
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-- A*
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function creatura.pathfinder.find_path(self, pos1, pos2, neighbor_func)
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local us_time = minetest.get_us_time()
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local check_vertical = false
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neighbor_func = neighbor_func or get_neighbors
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local start = self._path_data.start or {
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x = floor(pos1.x + 0.5),
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y = floor(pos1.y + 0.5),
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z = floor(pos1.z + 0.5)
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}
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local goal = {
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x = floor(pos2.x + 0.5),
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y = floor(pos2.y + 0.5),
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z = floor(pos2.z + 0.5)
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}
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self._path_data.start = start
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if goal.x == start.x
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and goal.z == start.z then -- No path can be found
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self._path_data = {}
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return
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end
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local openSet = self._path_data.open or {}
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local closedSet = self._path_data.closed or {}
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local evaluated = {}
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local start_index = minetest.hash_node_position(start)
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openSet[start_index] = {
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pos = start,
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parent = nil,
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gScore = 0,
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fScore = get_distance(start, goal)
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}
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local count = self._path_data.count or 1
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local current_id, current
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local adjacent
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local neighbor
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local temp_gScore
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local new_gScore
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local hCost
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local hashed_pos
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local parent_open
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local parent_closed
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while count > 0 do
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-- Initialize ID and data
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current_id, current = next(openSet)
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-- Find lowest f cost
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for i, v in pairs(openSet) do
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if v.fScore < current.fScore then
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current_id = i
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current = v
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end
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end
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if not current_id then self._path_data = {} return end -- failsafe
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-- Add lowest fScore to closedSet and remove from openSet
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openSet[current_id] = nil
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closedSet[current_id] = current
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if ((check_vertical or is_on_ground(goal))
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and current_id == minetest.hash_node_position(goal))
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or ((not check_vertical and not is_on_ground(goal))
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and goal.x == current.pos.x
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and goal.z == current.pos.z) then
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local path = {}
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local fail_safe = 0
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for _ in pairs(closedSet) do
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fail_safe = fail_safe + 1
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end
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repeat
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if not closedSet[current_id] then self._path_data = {} return end
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table.insert(path, closedSet[current_id].pos)
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current_id = closedSet[current_id].parent
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until current_id == start_index or #path >= fail_safe
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if not closedSet[current_id] then self._path_data = {} return nil end
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table.insert(path, closedSet[current_id].pos)
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local reverse_path = {}
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repeat table.insert(reverse_path, table.remove(path)) until #path == 0
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self._path_data = {}
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return reverse_path
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end
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parent_open = openSet[current.parent]
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parent_closed = closedSet[current.parent]
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adjacent, check_vertical = neighbor_func(
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current.pos,
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self.width,
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self.height,
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openSet,
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closedSet,
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(parent_closed and parent_closed.pos) or (parent_open and parent_open.pos),
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evaluated
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)
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-- Fly, Swim, and Climb all return true for check_vertical to properly check if goal has been reached
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-- Go through neighboring nodes
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for i = 1, #adjacent do
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neighbor = {
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pos = adjacent[i],
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parent = current_id,
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gScore = 0,
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fScore = 0
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}
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temp_gScore = current.gScore + get_distance_to_neighbor(current.pos, neighbor.pos)
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new_gScore = 0
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hashed_pos = minetest.hash_node_position(neighbor.pos)
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if openSet[hashed_pos] then
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new_gScore = openSet[hashed_pos].gScore
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end
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if (temp_gScore < new_gScore
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or not openSet[hashed_pos])
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and not closedSet[hashed_pos] then
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if not openSet[hashed_pos] then
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count = count + 1
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end
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hCost = get_distance_to_neighbor(neighbor.pos, goal)
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neighbor.gScore = temp_gScore
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neighbor.fScore = temp_gScore + hCost
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openSet[hashed_pos] = neighbor
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end
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end
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if minetest.get_us_time() - us_time > a_star_alloted_time then
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self._path_data = {
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start = start,
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open = openSet,
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closed = closedSet,
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count = count
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}
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return
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end
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if count > (max_open or 100) then
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self._path_data = {}
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return
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end
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end
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end
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-- Theta*
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function creatura.pathfinder.find_path_theta(self, pos1, pos2, neighbor_func)
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local us_time = minetest.get_us_time()
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local check_vertical = false
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neighbor_func = neighbor_func or get_neighbors
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local start = self._path_data.start or {
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x = floor(pos1.x + 0.5),
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y = floor(pos1.y + 0.5),
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z = floor(pos1.z + 0.5)
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}
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local goal = {
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x = floor(pos2.x + 0.5),
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y = floor(pos2.y + 0.5),
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z = floor(pos2.z + 0.5)
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}
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self._path_data.start = start
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if goal.x == start.x
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and goal.z == start.z then -- No path can be found
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return
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end
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local openSet = self._path_data.open or {}
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local closedSet = self._path_data.closed or {}
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local evaluated = {}
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local start_index = minetest.hash_node_position(start)
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openSet[start_index] = {
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pos = start,
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parent = nil,
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gScore = 0,
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fScore = get_distance(start, goal)
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}
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local count = self._path_data.count or 1
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local current_id, current
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local current_parent
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local adjacent
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local neighbor
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local temp_gScore
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local new_gScore
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local hCost
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local hashed_pos
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local parent_open
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local parent_closed
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while count > 0 do
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-- Initialize ID and data
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current_id, current = next(openSet)
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-- Find lowest f cost
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for i, v in pairs(openSet) do
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if v.fScore < current.fScore then
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current_id = i
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current = v
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end
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end
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if not current_id then return end -- failsafe
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-- Add lowest fScore to closedSet and remove from openSet
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openSet[current_id] = nil
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closedSet[current_id] = current
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if ((check_vertical or is_on_ground(goal))
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and current_id == minetest.hash_node_position(goal))
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or ((not check_vertical and not is_on_ground(goal))
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and goal.x == current.pos.x
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and goal.z == current.pos.z) then
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local path = {}
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local fail_safe = 0
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for _ in pairs(closedSet) do
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fail_safe = fail_safe + 1
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end
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repeat
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if not closedSet[current_id] then return end
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table.insert(path, closedSet[current_id].pos)
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current_id = closedSet[current_id].parent
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until current_id == start_index or #path >= fail_safe
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if not closedSet[current_id] then self._path_data = {} return nil end
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table.insert(path, closedSet[current_id].pos)
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local reverse_path = {}
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repeat table.insert(reverse_path, table.remove(path)) until #path == 0
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self._path_data = {}
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return reverse_path
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end
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parent_open = openSet[current.parent]
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parent_closed = closedSet[current.parent]
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adjacent, check_vertical = neighbor_func(
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current.pos,
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self.width,
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self.height,
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openSet,
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closedSet,
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(parent_closed and parent_closed.pos) or (parent_open and parent_open.pos),
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evaluated
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)
|
|
-- 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 |