creatura_remix/pathfinder.lua

806 lines
22 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 vec_dist, vec_round = vector.distance, vector.round
local moveable = creatura.is_pos_moveable
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 creatura.get_node_def(ground).walkable 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
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
-- Find a path from start to goal
--[[local function debugpart(pos, time, tex)
minetest.add_particle({
pos = pos,
texture = tex or "creatura_particle_red.png",
expirationtime = time or 0.1,
glow = 6,
size = 12
})
end]]
local c_air = minetest.get_content_id("air")
local function is_pos_moveable_vm(pos, width, height, area, data)
pos = vector.round(pos)
local pos1 = {
x = pos.x - math.ceil(width),
y = pos.y,
z = pos.z - math.ceil(width)
}
local pos2 = {
x = pos.x + math.ceil(width),
y = pos.y + math.ceil(height),
z = pos.z + math.ceil(width)
}
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
for x = pos1.x, pos2.x do
if not area:contains(x, y, z) then return false end
local vi = area:index(x, y, z)
local c = data[vi]
if c ~= c_air then
local c_name = minetest.get_name_from_content_id(c)
if creatura.get_node_def(c_name).walkable then
return false
end
end
end
end
end
return true
end
local vm_buffer = {}
function creatura.find_lvm_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
if vec_dist(start, goal) > (self.tracking_range or 128) then return {} end
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 get_neighbors(pos, width, height, tbl, open, closed, vm_area, vm_data)
local result = {}
for i = 1, #tbl do
local neighbor = vector.add(pos, tbl[i])
if not vm_area or not vm_data or not vm_area:containsp(neighbor) then return end
local can_move = (not swim and get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)) or true
if open[minetest.hash_node_position(neighbor)]
or closed[minetest.hash_node_position(neighbor)] then
can_move = false
end
if can_move then
can_move = is_pos_moveable_vm(neighbor, width, height, vm_area, vm_data)
if not fly and not swim then
if not can_move then -- Step Up
local step = vec_raise(neighbor, 1)
can_move = is_pos_moveable_vm(vec_round(step), width, height, vm_area, vm_data)
neighbor = vec_round(step)
else
local step = creatura.get_ground_level(vector.new(neighbor), 1)
if step.y < neighbor.y
and is_pos_moveable_vm(vec_round(step), width, height, vm_area, vm_data) then
neighbor = step
end
end
end
end
if vector.equals(neighbor, goal) then
can_move = true
end
if can_move
and (not swim
or creatura.get_node_def(neighbor).drawtype == "liquid") then
table.insert(result, neighbor)
end
end
return result
end
local function find_path(_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 vm_area = self._path_data.vm_area
local vm_data = self._path_data.vm_data
if not vm_area
or not vm_data then
local vm_center = vector.add(_start, vector.divide(vector.subtract(_goal, _start), 2))
local vm_size = vec_dist(_goal, _start)
if vm_size < 24 then vm_size = 24 end
local e1 = vector.subtract(vm_center, vm_size)
local e2 = vector.add(vm_center, vm_size)
local vm = minetest.get_voxel_manip(e1, e2)
e1, e2 = vm:read_from_map(e1, e2)
vm_area = VoxelArea:new{MinEdge=e1, MaxEdge=e2}
vm_data = vm:get_data(vm_buffer)
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
-- Initialize ID and data
local 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
-- 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
local current_start = vec_round(self._path_data.start)
if closedSet[minetest.hash_node_position(current_start)] then
start_index = minetest.hash_node_position(current_start)
end
-- 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 math.abs(_goal.x - current.pos.x) < 1.1
and math.abs(_goal.z - current.pos.z) < 1.1) 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
count = count - 1
local adjacent = get_neighbors(
current.pos,
obj_width,
obj_height,
path_neighbors,
openSet,
closedSet,
vm_area,
vm_data
)
-- Go through neighboring nodes
if not adjacent or #adjacent < 1 then self._path_data = {} return {} end
for i = 1, #adjacent do
local neighbor = {
pos = adjacent[i],
parent = current_id,
gScore = 0,
fScore = 0
}
local temp_gScore = current.gScore + get_distance_to_neighbor(current.pos, neighbor.pos)
local new_gScore = 0
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
or not openSet[minetest.hash_node_position(neighbor.pos)])
and not closedSet[minetest.hash_node_position(neighbor.pos)] then
if not openSet[minetest.hash_node_position(neighbor.pos)] then
count = count + 1
end
local hCost = get_distance_to_neighbor(neighbor.pos, _goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
openSet[minetest.hash_node_position(neighbor.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,
vm_area = vm_area,
vm_data = vm_data
}
return {}
end
if count > (max_open or 100) then
self._path_data = {}
return
end
end
self._path_data = {}
return nil
end
return find_path(start, goal)
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 get_neighbors(pos, width, height, tbl, open, closed)
local result = {}
for i = 1, #tbl do
local neighbor = vector.add(pos, tbl[i])
local can_move = (not swim and get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)) or true
if open[minetest.hash_node_position(neighbor)]
or closed[minetest.hash_node_position(neighbor)] then
can_move = false
end
if can_move then
can_move = moveable(neighbor, width, height)
if not fly and not swim then
if not can_move then -- Step Up
local step = vec_raise(neighbor, 1)
can_move = moveable(vec_round(step), width, height)
neighbor = vec_round(step)
else
local step = creatura.get_ground_level(vector.new(neighbor), 1)
if step.y < neighbor.y
and moveable(vec_round(step), width, height) then
neighbor = step
end
end
end
end
if vector.equals(neighbor, goal) then
can_move = true
end
if can_move
and (not swim
or creatura.get_node_def(neighbor).drawtype == "liquid") then
table.insert(result, neighbor)
end
end
return result
end
local function find_path(_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, 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
-- 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 _ 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(current.pos, obj_width, obj_height, 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 temp_gScore = current.gScore + get_distance_to_neighbor(current.pos, neighbor.pos)
local new_gScore = 0
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
or not openSet[minetest.hash_node_position(neighbor.pos)])
and not closedSet[minetest.hash_node_position(neighbor.pos)] then
if not openSet[minetest.hash_node_position(neighbor.pos)] then
count = count + 1
end
local hCost = get_distance_to_neighbor(neighbor.pos, _goal)
neighbor.gScore = temp_gScore
neighbor.fScore = temp_gScore + hCost
openSet[minetest.hash_node_position(neighbor.pos)] = 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(start, goal)
end
------------
-- Theta* --
------------
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 get_neighbors(pos, width, height, tbl, open, closed)
local result = {}
for i = 1, #tbl do
local neighbor = vector.add(pos, tbl[i])
if neighbor.y == pos.y
and not fly
and not swim then
neighbor = creatura.get_ground_level(neighbor, 1)
end
local can_move = get_line_of_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
if swim then
can_move = true
end
if not moveable(vec_raise(neighbor, -0.49), width, height) then
can_move = false
if neighbor.y == pos.y
and moveable(vec_raise(neighbor, 0.51), width, height) then
neighbor = vec_raise(neighbor, 1)
can_move = true
end
end
if vector.equals(neighbor, goal) then
can_move = true
end
if open[minetest.hash_node_position(neighbor)]
or closed[minetest.hash_node_position(neighbor)] then
can_move = false
end
if can_move
and ((is_on_ground(neighbor)
or (fly or swim))
or (neighbor.x == pos.x
and neighbor.z == pos.z
and climb))
and (not swim
or creatura.get_node_def(neighbor).drawtype == "liquid") then
table.insert(result, neighbor)
end
end
return result
end
local function find_path(_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, 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
-- 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 _ 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(current.pos, obj_width, obj_height, 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(start, goal)
end