Files
go-mc/bot/path/path.go

212 lines
5.6 KiB
Go

// Package path implements pathfinding.
package path
import (
"math"
"math/rand"
"time"
"github.com/Tnze/go-mc/bot/world"
"github.com/Tnze/go-mc/data/block"
"github.com/beefsack/go-astar"
)
// Point represents a point in 3D space.
type Point struct {
X, Y, Z float64
}
type V3 struct {
X, Y, Z int
}
func (v V3) Cost(other V3) float64 {
x, y, z := v.X-other.X, v.Y-other.Y, v.Z-other.Z
return math.Sqrt(float64(x*x+z*z)) + math.Sqrt(1.2*float64(y*y))
}
// Nav represents a navigation to a position.
type Nav struct {
World *world.World
Start, Dest V3
}
func (n *Nav) Path() (path []astar.Pather, distance float64, found bool) {
return astar.Path(
Tile{ // Start point
Nav: n,
Movement: Waypoint,
Pos: n.Start,
},
Tile{ // Destination point
Nav: n,
Movement: Waypoint,
Pos: n.Dest,
})
}
// Tile represents a point in a path. All tiles in a path are adjaceent their
// preceeding tiles.
type Tile struct {
Nav *Nav
HalfBlock bool
Movement Movement
Pos V3
BlockStatus world.BlockStatus
ExtraCost int
}
func (t Tile) PathNeighborCost(to astar.Pather) float64 {
other := to.(Tile)
return 1 + other.Movement.BaseCost()
}
func (t Tile) PathEstimatedCost(to astar.Pather) float64 {
other := to.(Tile)
cost := t.Pos.Cost(other.Pos)
return cost + other.Movement.BaseCost()
}
func (t Tile) PathNeighbors() []astar.Pather {
possibles := make([]astar.Pather, 0, 8)
if c := t.PathEstimatedCost(Tile{Pos: t.Nav.Start}); c > 8000 {
return nil
}
if t.Pos == t.Nav.Dest && t.Movement != Waypoint {
dupe := t
dupe.Movement = Waypoint
dupe.BlockStatus = 0
return []astar.Pather{dupe}
}
for _, m := range allMovements {
x, y, z := m.Offset()
pos := V3{X: t.Pos.X + x, Y: t.Pos.Y + y, Z: t.Pos.Z + z}
possible := m.Possible(t.Nav, pos.X, pos.Y, pos.Z, t.Pos, t.Movement)
// fmt.Printf("%v-%v: Trying (%v) %v: possible=%v\n", t.Movement, t.Pos, pos, m, possible)
if possible {
bStateID := t.Nav.World.GetBlockStatus(pos.X, pos.Y, pos.Z)
possibles = append(possibles, Tile{
Nav: t.Nav,
Movement: m,
Pos: pos,
BlockStatus: bStateID,
HalfBlock: IsSlab(bStateID) && SlabIsBottom(bStateID),
})
}
}
// fmt.Printf("%v.Neighbours(): %+v\n", t.Pos, possibles)
return possibles
}
func (t Tile) Inputs(pos, deltaPos, vel Point, runTime time.Duration) Inputs {
// Sufficient for simple movements.
at := math.Atan2(-deltaPos.X, -deltaPos.Z)
mdX, _, mdZ := t.Movement.Offset()
wantYaw := -math.Atan2(float64(mdX), float64(mdZ)) * 180 / math.Pi
out := Inputs{
ThrottleX: math.Sin(at),
ThrottleZ: math.Cos(at),
Yaw: wantYaw,
}
if mdX == 0 && mdZ == 0 {
out.Yaw = math.NaN()
}
if (rand.Int() % 14) == 0 {
out.Pitch = float64((rand.Int() % 4) - 2)
}
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)
if x, _, z := LadderDirection(t.BlockStatus).Offset(); dist2 > (0.8*0.8) && deltaPos.Y < 0 {
pos.X -= (0.25 * float64(x))
pos.Z -= (0.25 * float64(z))
} else {
pos.X += (0.42 * float64(x))
pos.Z += (0.42 * 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),
Yaw: math.NaN(),
}
case AscendNorth, AscendSouth, AscendEast, AscendWest:
var (
b = block.ByID[block.StateID[uint32(t.BlockStatus)]]
_, isStairs = stairs[b.ID]
_, isSlab = slabs[b.ID]
maybeStuck = runTime < 1250*time.Millisecond
dist2 = math.Sqrt(deltaPos.X*deltaPos.X + deltaPos.Z*deltaPos.Z)
)
out.Jump = dist2 < 1.75 && deltaPos.Y < -0.81
switch {
case isStairs:
// Special logic for stairs: Try to go towards the downwards edge initially.
if dist2 > (0.9*0.9) && deltaPos.Y < 0 {
if x, _, z := StairsDirection(t.BlockStatus).Offset(); dist2 > (0.9*0.9) && deltaPos.Y < 0 {
pos.X += (0.49 * float64(x))
pos.Z += (0.49 * 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),
Yaw: math.NaN(),
Jump: out.Jump && !maybeStuck,
}
}
// We dont need to jump for slabs, so only jump if we get stuck.
case isSlab:
out.Jump = out.Jump && !maybeStuck
}
// Turn off the throttle if we get stuck on the jump.
if dist2 < 1 && deltaPos.Y < 0 && vel.Y == 0 {
out.ThrottleX, out.ThrottleZ = 0, 0
}
case JumpCrossEast, JumpCrossWest, JumpCrossNorth, JumpCrossSouth:
dist2 := math.Sqrt(deltaPos.X*deltaPos.X + deltaPos.Z*deltaPos.Z)
out.Jump = dist2 > 1.5 && dist2 < 1.78
}
return out
}
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) < (2*0.2*0.25) && d.Y <= 0.05
case AscendLadder:
return d.Y >= 0
case JumpCrossEast, JumpCrossWest, JumpCrossNorth, JumpCrossSouth:
return (d.X*d.X+d.Z*d.Z) < (0.22*0.22) && d.Y >= -0.065
}
yLowerCutoff := -0.065
if t.HalfBlock {
yLowerCutoff -= 0.5
}
// fmt.Println(t.HalfBlock, d.Y, d.Y >= yLowerCutoff, d.Y <= 0.08)
return (d.X*d.X+d.Z*d.Z) < (0.18*0.18) && d.Y >= yLowerCutoff && d.Y <= 0.08
}