1
2
Fork 0
mirror of https://github.com/mat-1/azalea.git synced 2025-08-02 14:26:04 +00:00

start implementing parkour

This commit is contained in:
mat 2023-09-30 18:17:30 -05:00
parent 1c97e23290
commit b635846344
5 changed files with 257 additions and 13 deletions

View file

@ -106,7 +106,7 @@ where
}
}
let best_path = determine_best_path(&best_paths, &heuristic);
let best_path = determine_best_path(&best_paths, &start);
Path {
movements: reconstruct_path(nodes, best_path),
@ -114,23 +114,20 @@ where
}
}
const MIN_DISTANCE_PATH: f32 = 5.;
fn determine_best_path<P, HeuristicFn>(best_node: &[P; 7], heuristic: &HeuristicFn) -> P
fn determine_best_path<P>(best_paths: &[P; 7], start: &P) -> P
where
HeuristicFn: Fn(P) -> f32,
P: Eq + Hash + Copy + Debug,
{
// this basically makes sure we don't create a path that's really short
for node in best_node.iter() {
// square MIN_DISTANCE_PATH because we're comparing squared distances
if heuristic(*node) > MIN_DISTANCE_PATH * MIN_DISTANCE_PATH {
for node in best_paths.iter() {
if node != start {
println!("chose best node {:?}", node);
return *node;
}
}
warn!("No best node found, returning first node");
best_node[0]
best_paths[0]
}
fn reconstruct_path<P, M>(mut nodes: HashMap<P, Node<P, M>>, current: P) -> Vec<Movement<P, M>>

View file

@ -86,7 +86,7 @@ pub struct GotoEvent {
pub entity: Entity,
pub goal: Arc<dyn Goal + Send + Sync>,
/// The function that's used for checking what moves are possible. Usually
/// `pathfinder::moves::basic::basic_move`
/// `pathfinder::moves::default_move`
pub successors_fn: SuccessorsFn,
}
#[derive(Event)]
@ -124,7 +124,7 @@ impl PathfinderClientExt for azalea_client::Client {
self.ecs.lock().send_event(GotoEvent {
entity: self.entity,
goal: Arc::new(goal),
successors_fn: moves::basic::basic_move,
successors_fn: moves::default_move,
});
}
}
@ -370,7 +370,12 @@ fn tick_execute_path(
position: **position,
physics,
};
if (movement.data.is_reached)(is_reached_ctx) {
let on_ground_if_last = if i == pathfinder.path.len() - 1 {
physics.on_ground
} else {
true
};
if (movement.data.is_reached)(is_reached_ctx) && on_ground_if_last {
pathfinder.path = pathfinder.path.split_off(i + 1);
pathfinder.last_reached_node = Some(movement.target);
pathfinder.last_node_reached_at = Some(Instant::now());

View file

@ -268,7 +268,8 @@ fn diagonal_move(world: &Instance, pos: BlockPos) -> Vec<Edge> {
if !is_standable(&(pos + offset), world) {
continue;
}
let cost = SPRINT_ONE_BLOCK_COST * SQRT_2;
// +0.001 so it doesn't unnecessarily go diagonal sometimes
let cost = SPRINT_ONE_BLOCK_COST * SQRT_2 + 0.001;
edges.push(Edge {
movement: astar::Movement {

View file

@ -1,4 +1,5 @@
pub mod basic;
pub mod parkour;
use std::fmt::Debug;
@ -114,6 +115,13 @@ pub struct IsReachedCtx<'a> {
pub physics: &'a azalea_entity::Physics,
}
pub fn default_move(world: &Instance, node: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
edges.extend(basic::basic_move(world, node));
edges.extend(parkour::parkour_move(world, node));
edges
}
/// Returns whether the entity is at the node and should start going to the
/// next node.
#[must_use]

View file

@ -0,0 +1,233 @@
use azalea_client::{SprintDirection, StartSprintEvent, StartWalkEvent, WalkDirection};
use azalea_core::{BlockPos, CardinalDirection};
use azalea_world::Instance;
use crate::{
pathfinder::{astar, costs::*},
JumpEvent, LookAtEvent,
};
use super::{
default_is_reached, is_block_passable, is_block_solid, is_passable, is_standable, Edge,
ExecuteCtx, MoveData,
};
pub fn parkour_move(world: &Instance, node: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
edges.extend(parkour_forward_1_move(world, node));
edges.extend(parkour_headhitter_forward_1_move(world, node));
edges.extend(parkour_forward_2_move(world, node));
edges
}
fn parkour_forward_1_move(world: &Instance, pos: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
for dir in CardinalDirection::iter() {
let gap_offset = BlockPos::new(dir.x() * 1, 0, dir.z() * 1);
let offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
if !is_standable(&(pos + offset), world) {
continue;
}
if !is_passable(&(pos + gap_offset), world) {
continue;
}
if !is_block_passable(&(pos + gap_offset).up(2), world) {
continue;
}
// make sure we actually have to jump
if is_block_solid(&(pos + gap_offset).down(1), world) {
continue;
}
// make sure it's not a headhitter
if !is_block_passable(&pos.up(2), world) {
continue;
}
let cost = *JUMP_ONE_BLOCK_COST + SPRINT_ONE_BLOCK_COST + SPRINT_ONE_BLOCK_COST;
edges.push(Edge {
movement: astar::Movement {
target: pos + offset,
data: MoveData {
execute: &execute_parkour_move,
is_reached: &default_is_reached,
},
},
cost,
})
}
edges
}
fn parkour_forward_2_move(world: &Instance, pos: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
for dir in CardinalDirection::iter() {
let gap_1_offset = BlockPos::new(dir.x() * 1, 0, dir.z() * 1);
let gap_2_offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
let offset = BlockPos::new(dir.x() * 3, 0, dir.z() * 3);
if !is_standable(&(pos + offset), world) {
continue;
}
if !is_passable(&(pos + gap_1_offset), world) {
continue;
}
if !is_block_passable(&(pos + gap_1_offset).up(2), world) {
continue;
}
if !is_passable(&(pos + gap_2_offset), world) {
continue;
}
if !is_block_passable(&(pos + gap_2_offset).up(2), world) {
continue;
}
// make sure we actually have to jump
if is_block_solid(&(pos + gap_1_offset).down(1), world) {
continue;
}
// make sure it's not a headhitter
if !is_block_passable(&pos.up(2), world) {
continue;
}
let cost = *JUMP_ONE_BLOCK_COST
+ SPRINT_ONE_BLOCK_COST
+ SPRINT_ONE_BLOCK_COST
+ SPRINT_ONE_BLOCK_COST;
edges.push(Edge {
movement: astar::Movement {
target: pos + offset,
data: MoveData {
execute: &execute_parkour_move,
is_reached: &default_is_reached,
},
},
cost,
})
}
edges
}
fn parkour_headhitter_forward_1_move(world: &Instance, pos: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
for dir in CardinalDirection::iter() {
let gap_offset = BlockPos::new(dir.x() * 1, 0, dir.z() * 1);
let offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
if !is_standable(&(pos + offset), world) {
continue;
}
if !is_passable(&(pos + gap_offset), world) {
continue;
}
if !is_block_passable(&(pos + gap_offset).up(2), world) {
continue;
}
// make sure we actually have to jump
if is_block_solid(&(pos + gap_offset).down(1), world) {
continue;
}
// make sure it is a headhitter
if !is_block_solid(&pos.up(2), world) {
continue;
}
let cost = *JUMP_ONE_BLOCK_COST + WALK_ONE_BLOCK_COST + WALK_ONE_BLOCK_COST;
edges.push(Edge {
movement: astar::Movement {
target: pos + offset,
data: MoveData {
execute: &execute_headhitter_parkour_move,
is_reached: &default_is_reached,
},
},
cost,
})
}
edges
}
fn execute_parkour_move(
ExecuteCtx {
entity,
target,
start,
look_at_events,
sprint_events,
walk_events,
jump_events,
..
}: ExecuteCtx,
) {
let center = target.center();
look_at_events.send(LookAtEvent {
entity,
position: center,
});
let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs());
if jump_distance > 2 {
sprint_events.send(StartSprintEvent {
entity,
direction: SprintDirection::Forward,
});
} else {
walk_events.send(StartWalkEvent {
entity,
direction: WalkDirection::Forward,
});
}
jump_events.send(JumpEvent { entity });
}
fn execute_headhitter_parkour_move(
ExecuteCtx {
entity,
target,
start,
position,
look_at_events,
sprint_events,
walk_events,
jump_events,
..
}: ExecuteCtx,
) {
let center = target.center();
look_at_events.send(LookAtEvent {
entity,
position: center,
});
let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs());
if jump_distance > 2 {
sprint_events.send(StartSprintEvent {
entity,
direction: SprintDirection::Forward,
});
} else {
walk_events.send(StartWalkEvent {
entity,
direction: WalkDirection::Forward,
});
}
let start_center = start.center();
let distance_from_start = f64::max(
(start_center.x as f64 - position.x).abs(),
(start_center.z as f64 - position.z).abs(),
);
if distance_from_start > 0.75 {
jump_events.send(JumpEvent { entity });
}
}