creatura/pathfinder.lua
Jordan Leppert 35069011d6 Pathfinding Fixes
mob_meta.get_node_height:
Moved to pathfinding, and made public (creatura.get_node_height).
Now uses collision box rather than node box, if available, unless flag specifies not to.
Fix for getting node height for nodes with connected node boxes

pathfinding.get_ground_level:
We now have one copy between pathfinding and mob_meta.
Can check a larger range of nodes at different heights.
Takes into account node height of both target node, and the height of the node we're coming from.

pathfinding.get_neighbors:
Get maximum distance mob can travel up/down from mob stepheight.
Improved checking diagonals are clear.
Improved checking vertical clearance, takes into account height of current and target node.
Vertical clearance can cope with nodes that have a different collision and node boxes, like snow.
Vertical clearance has a tiny height adjustment so a 2 node heigh entity can fit through a 2 node gap.
Fixed bug where it was assumed a node was reachable if it's the end goal.

methods.movement_theta_pathfind and movement_pathfind:
Fixed bug that raised goal pos by 0.5 nodes.
2022-02-22 15:16:33 +00:00

632 lines
No EOL
23 KiB
Lua

-----------------
-- 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
local floor = math.floor
local abs = math.abs
local function is_node_walkable(name)
local def = minetest.registered_nodes[name]
return def and def.walkable
end
local function is_node_liquid(name)
local def = minetest.registered_nodes[name]
return def and def.drawtype == "liquid"
end
local function moveable(pos, width, height)
local pos1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local pos2 = {
x = pos.x + (width + 0.2),
y = pos.y,
z = pos.z + (width + 0.2),
}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local pos3 = {x = x, y = pos.y + height, z = z}
local pos4 = {x = x, y = pos.y, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
end
end
end
end
return true
end
creatura.get_node_height = function(name, force_node_box)
local def = minetest.registered_nodes[name]
if not def then return 0.5 end
if def.walkable then
if def.drawtype == "nodebox" then
if def.collision_box and not force_node_box
and (def.collision_box.type == "fixed" or def.collision_box.type == "connected") then
if type(def.collision_box.fixed[1]) == "number" then
return 0.5 + def.collision_box.fixed[5]
elseif type(def.collision_box.fixed[1]) == "table" then
return 0.5 + def.collision_box.fixed[1][5]
else
return 1
end
elseif def.node_box
and (def.node_box.type == "fixed" or def.node_box.type == "connected") then
if type(def.node_box.fixed[1]) == "number" then
return 0.5 + def.node_box.fixed[5]
elseif type(def.node_box.fixed[1]) == "table" then
return 0.5 + def.node_box.fixed[1][5]
else
return 1
end
else
return 1
end
else
return 1
end
else
return 1
end
end
creatura.get_ground_level = function(pos, max_up, max_down, current_node_height)
for y = math.ceil(max_up) + 1, -(math.ceil(max_down)) - 1, -1 do
local pos2 = vector.new(pos.x, pos.y + y, pos.z)
local node = minetest.get_node(pos2)
local node_under = minetest.get_node(pos2 + vector.new(0, -1, 0))
if not is_node_walkable(node.name) and is_node_walkable(node_under.name) then
local node_height = creatura.get_node_height(node_under.name)
local y_diff = y - 1 + node_height - current_node_height
if y_diff <= max_up and y_diff >= (-max_down) then
return pos2
end
end
end
return nil
end
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
local function is_on_ground(pos)
local ground = {
x = pos.x,
y = pos.y - 1,
z = pos.z
}
if is_node_walkable(minetest.get_node(ground).name) then
return true
end
return false
end
local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
-- Find a path from start to goal
local function get_neighbors(self, pos, goal, swim, fly, climb, tbl, open, closed)
local width = self.width
local height = self.height
local result = {}
local max_up = self.stepheight or 1
local max_down = self.stepheight or 1
local node_name = minetest.get_node(pos).name
-- Get the height of the node collision box (and of its node box, if different)
local node_height = 0
local node_height_node_box = 0
if is_node_walkable(node_name) then
node_height = creatura.get_node_height(node_name)
node_height_node_box = creatura.get_node_height(node_name, true)
else
node_height = creatura.get_node_height(minetest.get_node(pos + vector.new(0, -1, 0)).name) - 1
node_height_node_box = creatura.get_node_height(minetest.get_node(pos + vector.new(0, -1, 0)).name, true) - 1
end
-- Calculate the height difference between the collision and node boxes
-- (This is because the mob will be standing on the collision box, but the
-- raycast checks will collide with the node box, so we must avoid it)
local node_height_diff = node_height_node_box - node_height
for i = 1, #tbl do
local neighbor = vector.add(pos, tbl[i])
if not open[minetest.hash_node_position(neighbor)]
and not closed[minetest.hash_node_position(neighbor)] then
local neighbor_x
local neighbor_z
if tbl[i].y == 0
and not fly
and not swim then
neighbor = creatura.get_ground_level(neighbor, max_up, max_down, node_height)
if neighbor and tbl[i].x ~= 0 and tbl[i].z ~= 0 then
-- This is a diagonal, check both corners are clear and same Y
neighbor_x = creatura.get_ground_level(vector.new(neighbor.x, neighbor.y, pos.z), max_up, max_down, node_height)
neighbor_z = creatura.get_ground_level(vector.new(pos.x, neighbor.y, neighbor.z), max_up, max_down, node_height)
if not neighbor_x or not neighbor_z
or neighbor_x.y ~= neighbor.y
or neighbor_z.y ~= neighbor.y then
neighbor = nil
end
end
end
if neighbor then
local can_move = true
if swim then
local neighbor_node = minetest.get_node(neighbor)
can_move = is_node_liquid(neighbor_node.name)
end
-- Adjust entity Y in clearance check by this much
local y_adjustment = -0.49
-- Adjust entity height in clearance check by this much
local h_adjustment = -0.02
-- Get the height of the node collision box, and the difference to the node box
local neighbor_height = creatura.get_node_height(minetest.get_node(neighbor + vector.new(0, -1, 0)).name) - 1
local neighbor_height_node_box = creatura.get_node_height(minetest.get_node(neighbor + vector.new(0, -1, 0)).name, true) - 1
local neighbor_height_diff = neighbor_height_node_box - neighbor_height
-- Check there is enough vertical clearance to move to this node
local height_clearance = math.max(pos.y + node_height - neighbor.y - neighbor_height, 0)
if not moveable(vec_raise(neighbor, y_adjustment + neighbor_height + neighbor_height_diff), width, height + h_adjustment + height_clearance - neighbor_height_diff) then
can_move = false
end
if tbl[i].x ~= 0 and tbl[i].z ~= 0 then
-- If target node is diagonal, check the orthogonal nodes too
if not moveable(vec_raise(neighbor_x, y_adjustment + neighbor_height + neighbor_height_diff), width, height + h_adjustment + height_clearance + neighbor_height_diff)
or not moveable(vec_raise(neighbor_z, y_adjustment + neighbor_height + neighbor_height_diff), width, height + h_adjustment + height_clearance + neighbor_height_diff) then
can_move = false
end
end
-- If we're going upwards, check there's enough clearance above our head
height_clearance = math.max(neighbor.y + neighbor_height - pos.y - node_height, 0)
if height_clearance > 0 and not moveable(vec_raise(pos, y_adjustment + node_height + node_height_diff), width, height + h_adjustment + height_clearance - node_height_diff) then
can_move = false
end
if (can_move
or (climb
and neighbor.x == pos.x
and neighbor.z == pos.z))
and (not swim
or is_node_liquid(minetest.get_node(neighbor).name)) then
table.insert(result, neighbor)
end
end
end
end
return result
end
function creatura.find_path(self, start, goal, obj_width, obj_height, max_open, climb, fly, swim)
climb = climb or false
fly = fly or false
swim = swim or false
start = self._path_data.start or start
self._path_data.start = start
local path_neighbors = {
{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}
}
if climb then
table.insert(path_neighbors, {x = 0, y = 1, z = 0})
end
if fly
or swim then
path_neighbors = {
-- 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}
}
end
local function find_path(self, start, goal)
local us_time = minetest.get_us_time()
start = {
x = floor(start.x + 0.5),
y = floor(start.y + 0.5),
z = floor(start.z + 0.5)
}
goal = {
x = floor(goal.x + 0.5),
y = floor(goal.y + 0.5),
z = floor(goal.z + 0.5)
}
if goal.x == start.x
and goal.z == start.z then -- No path can be found
return nil
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
while count > 0 do
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
-- Initialize ID and data
local current_id
local current
-- Get an initial id in open set
for i, v in pairs(openSet) do
current_id = i
current = v
break
end
-- Find lowest f cost
for i, v in pairs(openSet) do
if v.fScore < current.fScore then
current_id = i
current = v
end
end
-- Add lowest fScore to closedSet and remove from openSet
openSet[current_id] = nil
closedSet[current_id] = current
self._path_data.open = openSet
self._path_data.closedSet = closedSet
-- Reconstruct path if end is reached
if ((is_on_ground(goal)
or fly)
and current_id == minetest.hash_node_position(goal))
or (not fly
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 k, v 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
count = count - 1
local adjacent = get_neighbors(self, current.pos, goal, swim, fly, climb, path_neighbors, openSet, closedSet)
-- Go through neighboring nodes
for i = 1, #adjacent do
local neighbor = {
pos = adjacent[i],
parent = current_id,
gScore = 0,
fScore = 0
}
local neighbor_id = minetest.hash_node_position(neighbor.pos)
local neighbour_gScore = current.gScore + get_distance_to_neighbor(current.pos, neighbor.pos)
if (not openSet[neighbor_id]
or neighbour_gScore < openSet[neighbor_id].gScore)
and not closedSet[neighbor_id] then
if not openSet[neighbor_id] then
count = count + 1
end
local hCost = get_distance_to_neighbor(neighbor.pos, goal)
neighbor.gScore = neighbour_gScore
neighbor.fScore = neighbour_gScore + hCost
openSet[neighbor_id] = neighbor
end
end
if count > (max_open or 100) then
self._path_data = {}
return
end
end
self._path_data = {}
return nil
end
return find_path(self, start, goal)
end
------------
-- Theta* --
------------
function get_line_of_sight(a, b)
local steps = floor(vector.distance(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 minetest.registered_nodes[node.name].walkable then
return false
end
end
end
return true
end
function creatura.find_theta_path(self, start, goal, obj_width, obj_height, max_open, climb, fly, swim)
climb = climb or false
fly = fly or false
swim = swim or false
start = self._path_data.start or start
self._path_data.start = start
local path_neighbors = {
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
}
if climb then
table.insert(path_neighbors, {x = 0, y = 1, z = 0})
end
if fly
or swim then
path_neighbors = {
-- 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}
}
end
local function find_path(self, start, goal)
local us_time = minetest.get_us_time()
start = {
x = floor(start.x + 0.5),
y = floor(start.y + 0.5),
z = floor(start.z + 0.5)
}
goal = {
x = floor(goal.x + 0.5),
y = floor(goal.y + 0.5),
z = floor(goal.z + 0.5)
}
if goal.x == start.x
and goal.z == start.z then -- No path can be found
return nil
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
while count > 0 do
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
-- Initialize ID and data
local current_id
local current
-- Get an initial id in open set
for i, v in pairs(openSet) do
current_id = i
current = v
break
end
-- Find lowest f cost
for i, v in pairs(openSet) do
if v.fScore < current.fScore then
current_id = i
current = v
end
end
-- Add lowest fScore to closedSet and remove from openSet
openSet[current_id] = nil
closedSet[current_id] = current
-- Reconstruct path if end is reached
if (is_on_ground(goal)
and current_id == minetest.hash_node_position(goal))
or (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 k, v 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
count = count - 1
local adjacent = get_neighbors(self, current.pos, goal, swim, fly, climb, path_neighbors, openSet, closedSet)
-- Go through neighboring nodes
for i = 1, #adjacent do
local neighbor = {
pos = adjacent[i],
parent = current_id,
gScore = 0,
fScore = 0
}
if not openSet[minetest.hash_node_position(neighbor.pos)]
and not closedSet[minetest.hash_node_position(neighbor.pos)] then
local 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
local temp_gScore = current_parent.gScore + get_distance_to_neighbor(current_parent.pos, neighbor.pos)
local new_gScore = 999
if openSet[minetest.hash_node_position(neighbor.pos)] then
new_gScore = openSet[minetest.hash_node_position(neighbor.pos)].gScore
end
if temp_gScore < new_gScore then
local 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)
if openSet[minetest.hash_node_position(neighbor.pos)] then
openSet[minetest.hash_node_position(neighbor.pos)] = nil
end
openSet[minetest.hash_node_position(neighbor.pos)] = neighbor
count = count + 1
end
else
local temp_gScore = current.gScore + get_distance_to_neighbor(current_parent.pos, neighbor.pos)
local new_gScore = 999
if openSet[minetest.hash_node_position(neighbor.pos)] then
new_gScore = openSet[minetest.hash_node_position(neighbor.pos)].gScore
end
if temp_gScore < new_gScore then
local hCost = get_distance_to_neighbor(neighbor.pos, goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
if openSet[minetest.hash_node_position(neighbor.pos)] then
openSet[minetest.hash_node_position(neighbor.pos)] = nil
end
openSet[minetest.hash_node_position(neighbor.pos)] = neighbor
count = count + 1
end
end
end
end
if count > (max_open or 100) then
self._path_data = {}
return
end
end
self._path_data = {}
return nil
end
return find_path(self, start, goal)
end