More tweaks to pathfinding

This commit is contained in:
kno10 2024-10-29 00:28:48 +01:00
parent 4388152650
commit 932118f10b
2 changed files with 59 additions and 77 deletions

@ -368,6 +368,10 @@ function mob_class:do_jump()
-- what is in front of mob? -- what is in front of mob?
local nod = node_ok(vector_offset(pos, dir_x, 0.5, dir_z)) local nod = node_ok(vector_offset(pos, dir_x, 0.5, dir_z))
local ndef = minetest.registered_nodes[nod.name]
-- thin blocks that do not need to be jumped
if nod.name == node_snow or (ndef and ndef.groups.carpet or 0) > 0 then return false end
-- this is used to detect if there's a block on top of the block in front of the mob. -- this is used to detect if there's a block on top of the block in front of the mob.
-- If there is, there is no point in jumping as we won't manage. -- If there is, there is no point in jumping as we won't manage.
@ -378,15 +382,9 @@ function mob_class:do_jump()
local ntdef = minetest.registered_nodes[node_top.name] local ntdef = minetest.registered_nodes[node_top.name]
if ntdef and ntdef.walkable == true and not (self.attack and self.state == "attack") then return false end if ntdef and ntdef.walkable == true and not (self.attack and self.state == "attack") then return false end
-- thin blocks that do not need to be jumped
if nod.name == node_snow then return false end
local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance ~= 0 and not (ndef and ndef.walkable) and not self._can_jump_cliff then return false end if self.walk_chance ~= 0 and not (ndef and ndef.walkable) and not self._can_jump_cliff then return false end
if minetest.get_item_group(nod.name, "fence") ~= 0 if (ndef.groups.fence or 0) ~= 0 or (ndef.groups.fence_gate or 0) ~= 0 or (ndef.groups.wall or 0) ~= 0 then
or minetest.get_item_group(nod.name, "fence_gate") ~= 0
or minetest.get_item_group(nod.name, "wall") ~= 0 then
self.facing_fence = true self.facing_fence = true
return false return false
end end

@ -9,9 +9,6 @@ local PATHFINDING_SEARCH_DISTANCE = 25 -- How big the square is that pathfinding
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local one_down = vector.new(0,-1,0)
local one_up = vector.new(0,1,0)
local plane_adjacents = { local plane_adjacents = {
vector.new(1,0,0), vector.new(1,0,0),
vector.new(-1,0,0), vector.new(-1,0,0),
@ -83,11 +80,6 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
action = {type = "door", action = "open", target = cur_door_pos} action = {type = "door", action = "open", target = cur_door_pos}
end end
if visualize then
core.add_particle({pos = cur_pos, expirationtime=5+i/4, size=3+2/i, velocity=vector.new(0,-0.01,0),
texture="mcl_copper_anti_oxidation_particle.png"}) -- white stars
end
wp_out[i] = {} wp_out[i] = {}
wp_out[i]["pos"] = cur_pos wp_out[i]["pos"] = cur_pos
wp_out[i]["failed_attempts"] = 0 wp_out[i]["failed_attempts"] = 0
@ -119,74 +111,49 @@ end
-- This function is used to see if we can path. We could use to check a route, rather than making people move. -- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, cur_door_pos, t) local function calculate_path_through_door (p, cur_door_pos, t)
if not cur_door_pos then return end
if t then if t then
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t)) mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos) .. ", to target: " .. minetest.pos_to_string(t))
else else
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p)) mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos))
end end
local enriched_path = nil for _,v in pairs(plane_adjacents) do
local wp, prospective_wp local pos_closest_to_door = vector.add(cur_door_pos,v)
local n = minetest.get_node(pos_closest_to_door)
if not n.walkable then
mcl_log("We have open space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
local pos_closest_to_door = nil local prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4)
local other_side_of_door = nil
if cur_door_pos then if prospective_wp then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos)) local other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
for _,v in pairs(plane_adjacents) do table.insert(prospective_wp, cur_door_pos)
pos_closest_to_door = vector.add(cur_door_pos,v)
other_side_of_door = vector.add(cur_door_pos,-v)
local n = minetest.get_node(pos_closest_to_door) if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if n.name == "air" then if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door)) append_paths (prospective_wp, wp_otherside_door_to_target)
mcl_log("We have a path from outside door to target")
prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4) return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(prospective_wp, cur_door_pos)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target)
wp = prospective_wp
mcl_log("We have a path from outside door to target")
else
mcl_log("We cannot path from outside door to target")
end
else else
mcl_log("No t, just add other side of door") mcl_log("We cannot path from outside door to target")
table.insert(prospective_wp, other_side_of_door)
wp = prospective_wp
end
if wp then
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
break
end end
else else
mcl_log("Cannot path to this air block next to door.") mcl_log("No t, just add other side of door")
table.insert(prospective_wp, other_side_of_door)
return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
end end
else
mcl_log("Cannot path to this air block next to door.")
end end
end end
else
mcl_log("No door found")
end end
if wp and not enriched_path then
mcl_log("Wp but not enriched")
enriched_path = generate_enriched_path(wp)
end
return enriched_path
end end
-- we treat ignore as solid, as we cannot path there -- we treat ignore as solid, as we cannot path there
@ -198,7 +165,7 @@ end
local function find_open_node(pos, radius) local function find_open_node(pos, radius)
local r = vector.round(pos) local r = vector.round(pos)
if not is_solid(r) then return r end if not is_solid(r) then return r end
local above = vector.offset(pos, 0, 1, 0) local above = vector.offset(r, 0, 1, 0)
if not is_solid(above) then return above, true end -- additional return: drop last if not is_solid(above) then return above, true end -- additional return: drop last
local n = minetest.find_node_near(pos, radius or 1, {"air"}) local n = minetest.find_node_near(pos, radius or 1, {"air"})
if n then return n end if n then return n end
@ -233,15 +200,15 @@ function mob_class:gopath(target, callback_arrived, prioritised)
if not wp then if not wp then
mcl_log("### No direct path. Path through door closest to target.") mcl_log("### No direct path. Path through door closest to target.")
local door_near_target = minetest.find_node_near(target, 16, {"group:door"}) local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
local below = vector.offset(door_near_target, 0, -1, 0) local below = door_near_target and vector.offset(door_near_target, 0, -1, 0)
if minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_near_target = below end if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_near_target = below end
wp = calculate_path_through_door(p, door_near_target, t) wp = calculate_path_through_door(p, door_near_target, t)
if not wp then if not wp then
mcl_log("### No path though door closest to target. Try door closest to origin.") mcl_log("### No path though door closest to target. Try door closest to origin.")
local door_closest = minetest.find_node_near(p, 16, {"group:door"}) local door_closest = minetest.find_node_near(p, 16, {"group:door"})
local below = vector.offset(door_closest, 0, -1, 0) local below = door_closest and vector.offset(door_closest, 0, -1, 0)
if minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_closest = below end if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_closest = below end
wp = calculate_path_through_door(p, door_closest, t) wp = calculate_path_through_door(p, door_closest, t)
-- Path through 2 doors -- Path through 2 doors
@ -298,8 +265,18 @@ function mob_class:gopath(target, callback_arrived, prioritised)
-- fence or wall underneath? -- fence or wall underneath?
local bdef = minetest.registered_nodes[minetest.get_node(vector.offset(wp[i].pos, 0, -1, 0)).name] local bdef = minetest.registered_nodes[minetest.get_node(vector.offset(wp[i].pos, 0, -1, 0)).name]
if not bdef then minetest.log("warning", "There must not be unknown nodes on path") end if not bdef then minetest.log("warning", "There must not be unknown nodes on path") end
-- carpets are fine
if bdef and (bdef.groups.carpet or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
-- target bottom of door
elseif bdef and (bdef.groups.door or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
-- not walkable?
elseif bdef and not bdef.walkable then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
i = i - 1
-- plan opening fence gates -- plan opening fence gates
if bdef and (bdef.groups.fence_gate or 0) > 0 then elseif bdef and (bdef.groups.fence_gate or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0) wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
wp[math.max(1,i-1)].action = {type = "door", action = "open", target = wp[i].pos} wp[math.max(1,i-1)].action = {type = "door", action = "open", target = wp[i].pos}
if i+1 < #wp then if i+1 < #wp then
@ -317,26 +294,33 @@ function mob_class:gopath(target, callback_arrived, prioritised)
end end
j = j + 1 j = j + 1
end end
minetest.log("warning", bdef.name .. " at "..tostring(i).." end at "..(j <= #wp and tostring(j) or "nil")) -- minetest.log("warning", bdef.name .. " at "..tostring(i).." end at "..(j <= #wp and tostring(j) or "nil"))
if j <= #wp and wp[i-1].pos.y == wp[j].pos.y then if j <= #wp and wp[i-1].pos.y == wp[j].pos.y then
local swp = minetest.find_path(wp[i-1].pos, wp[j].pos, PATHFINDING_SEARCH_DISTANCE, 0, 0) local swp = minetest.find_path(wp[i-1].pos, wp[j].pos, PATHFINDING_SEARCH_DISTANCE, 0, 0)
-- TODO: if we do not find a path here, consider pathing through a fence gate! -- TODO: if we do not find a path here, consider pathing through a fence gate!
if swp and #swp > 0 then if swp and #swp > 0 then
for k = j-1,i,-1 do table.remove(wp, k) end for k = j-1,i,-1 do table.remove(wp, k) end
for k = 2, #swp-1 do table.insert(wp, i-2+k, {pos = swp[k], failed_attempts = 0}) end for k = 2, #swp-1 do table.insert(wp, i-2+k, {pos = swp[k], failed_attempts = 0}) end
minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." successful.") --minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." successful.")
i = i + #swp - 4 i = i + #swp - 4
else else
minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." failed.") --minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." failed.")
end end
end end
end end
i = i + 1 i = i + 1
end end
end end
if wp and drop_last_wp and vector.equals(wp[#wp], t) then table.remove(wp, #wp) end
if wp and #wp > 0 then if wp and #wp > 0 then
if visualize then
for i = 1,#wp do
core.add_particle({pos = wp[i].pos, expirationtime=3+i/3, size=3+2/i, velocity=vector.new(0,-0.02,0),
texture="mcl_copper_anti_oxidation_particle.png"}) -- white stars
end
end
--output_table(wp) --output_table(wp)
if drop_last_wp and #wp > 1 then table.remove(wp, #wp) end
self._target = t self._target = t
self.callback_arrived = callback_arrived self.callback_arrived = callback_arrived
self.current_target = table.remove(wp,1) self.current_target = table.remove(wp,1)