Implement asension of ladders
This commit is contained in:
@ -58,6 +58,7 @@ var allMovements = []Movement{TraverseNorth, TraverseSouth, TraverseEast, Traver
|
||||
DropNorth, DropSouth, DropEast, DropWest,
|
||||
AscendNorth, AscendSouth, AscendEast, AscendWest,
|
||||
DescendLadder, DescendLadderNorth, DescendLadderSouth, DescendLadderEast, DescendLadderWest,
|
||||
AscendLadder,
|
||||
}
|
||||
|
||||
// Valid movement values.
|
||||
@ -84,6 +85,7 @@ const (
|
||||
DescendLadderSouth
|
||||
DescendLadderEast
|
||||
DescendLadderWest
|
||||
AscendLadder
|
||||
)
|
||||
|
||||
func (m Movement) Possible(nav *Nav, x, y, z int, from V3, previous Movement) bool {
|
||||
@ -125,12 +127,10 @@ func (m Movement) Possible(nav *Nav, x, y, z int, from V3, previous Movement) bo
|
||||
AirLikeBlock(nav.World.GetBlockStatus(from.X, from.Y+1, from.Z)) &&
|
||||
AirLikeBlock(nav.World.GetBlockStatus(from.X, from.Y+2, from.Z))
|
||||
|
||||
case DescendLadder:
|
||||
case DescendLadder, AscendLadder:
|
||||
if bID := nav.World.GetBlockStatus(x, y+1, z); !AirLikeBlock(bID) && !IsLadder(bID) {
|
||||
return false
|
||||
}
|
||||
bID := nav.World.GetBlockStatus(x, y, z)
|
||||
fmt.Println(bID, IsLadder(bID))
|
||||
return IsLadder(nav.World.GetBlockStatus(x, y, z))
|
||||
|
||||
case DescendLadderNorth, DescendLadderSouth, DescendLadderEast, DescendLadderWest:
|
||||
@ -139,8 +139,6 @@ func (m Movement) Possible(nav *Nav, x, y, z int, from V3, previous Movement) bo
|
||||
return false
|
||||
}
|
||||
}
|
||||
bID := nav.World.GetBlockStatus(x, y, z)
|
||||
fmt.Println(bID, IsLadder(bID))
|
||||
return IsLadder(nav.World.GetBlockStatus(x, y, z))
|
||||
|
||||
default:
|
||||
@ -161,6 +159,8 @@ func (m Movement) Offset() (x, y, z int) {
|
||||
case TraverseWest:
|
||||
return West.Offset()
|
||||
|
||||
case AscendLadder:
|
||||
return 0, 1, 0
|
||||
case DescendLadder:
|
||||
return 0, -1, 0
|
||||
case DropNorth, DescendLadderNorth:
|
||||
@ -211,6 +211,8 @@ func (m Movement) BaseCost() float64 {
|
||||
return 1.5
|
||||
case DescendLadder:
|
||||
return 1.2
|
||||
case AscendLadder:
|
||||
return 1.5
|
||||
default:
|
||||
panic(m)
|
||||
}
|
||||
@ -266,6 +268,9 @@ func (m Movement) String() string {
|
||||
return "descend-ladder-east"
|
||||
case DescendLadderWest:
|
||||
return "descend-ladder-west"
|
||||
|
||||
case AscendLadder:
|
||||
return "ascend-ladder"
|
||||
default:
|
||||
panic(m)
|
||||
}
|
||||
|
@ -95,7 +95,8 @@ func (t Tile) PathNeighbors() []astar.Pather {
|
||||
return possibles
|
||||
}
|
||||
|
||||
func (t Tile) Inputs(deltaPos, vel Point) Inputs {
|
||||
func (t Tile) Inputs(pos, deltaPos, vel Point) Inputs {
|
||||
|
||||
// Sufficient for simple movements.
|
||||
at := math.Atan2(-deltaPos.X, -deltaPos.Z)
|
||||
out := Inputs{
|
||||
@ -104,6 +105,30 @@ func (t Tile) Inputs(deltaPos, vel Point) Inputs {
|
||||
}
|
||||
|
||||
switch t.Movement {
|
||||
case DescendLadder, DescendLadderEast, DescendLadderWest, DescendLadderNorth, DescendLadderSouth:
|
||||
// Deadzone the throttle to prevent an accidental ascend.
|
||||
if dist2 := math.Sqrt(deltaPos.X*deltaPos.X + deltaPos.Z*deltaPos.Z); dist2 < (0.22 * 0.22 * 2) {
|
||||
out.ThrottleX, out.ThrottleZ = 0, 0
|
||||
}
|
||||
|
||||
case AscendLadder:
|
||||
dist2 := math.Sqrt(deltaPos.X*deltaPos.X + deltaPos.Z*deltaPos.Z)
|
||||
bStateID := t.Nav.World.GetBlockStatus(t.Pos.X, t.Pos.Y, t.Pos.Z)
|
||||
|
||||
if x, _, z := LadderDirection(bStateID).Offset(); dist2 > (0.9*0.9) && deltaPos.Y < 0 {
|
||||
pos.X -= (0.55 * float64(x))
|
||||
pos.Z -= (0.55 * float64(z))
|
||||
} else {
|
||||
pos.X += (0.55 * float64(x))
|
||||
pos.Z += (0.55 * float64(z))
|
||||
}
|
||||
|
||||
at = math.Atan2(-pos.X+float64(t.Pos.X)+0.5, -pos.Z+float64(t.Pos.Z)+0.5)
|
||||
out = Inputs{
|
||||
ThrottleX: math.Sin(at),
|
||||
ThrottleZ: math.Cos(at),
|
||||
}
|
||||
|
||||
case AscendNorth, AscendSouth, AscendEast, AscendWest:
|
||||
dist2 := math.Sqrt(deltaPos.X*deltaPos.X + deltaPos.Z*deltaPos.Z)
|
||||
out.Jump = dist2 < 1.75 && deltaPos.Y < -0.81
|
||||
@ -119,8 +144,11 @@ func (t Tile) Inputs(deltaPos, vel Point) Inputs {
|
||||
|
||||
func (t Tile) IsComplete(d Point) bool {
|
||||
switch t.Movement {
|
||||
case DescendLadder, DescendLadderNorth, DescendLadderSouth, DescendLadderWest, DescendLadderEast, DropNorth, DropSouth, DropEast, DropWest:
|
||||
return (d.X*d.X+d.Z*d.Z) < (0.1*0.1*0.13) && d.Y <= 0.05
|
||||
case DescendLadder, DescendLadderNorth, DescendLadderSouth, DescendLadderWest, DescendLadderEast,
|
||||
DropNorth, DropSouth, DropEast, DropWest:
|
||||
return (d.X*d.X+d.Z*d.Z) < (2*0.2*0.25) && d.Y <= 0.05
|
||||
case AscendLadder:
|
||||
return d.Y >= 0
|
||||
}
|
||||
|
||||
return (d.X*d.X+d.Z*d.Z) < (0.18*0.18) && d.Y >= -0.01 && d.Y <= 0.08
|
||||
|
Reference in New Issue
Block a user