forked from SpockBotMC/SpockBot
-
Notifications
You must be signed in to change notification settings - Fork 2
/
pathfinding.py
191 lines (164 loc) · 6.77 KB
/
pathfinding.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
"""
Very rough asychronous pathfinding plugin
Implements the Lazy Theta* pathfinding algorithm
"""
import collections
from spockbot.mcdata import blocks, constants as const
from spockbot.mcdata.utils import BoundingBox
from spockbot.plugins.base import PluginBase, pl_announce
from spockbot.plugins.tools.collision import(
MTVTest, center_position, uncenter_position # noqa
)
from spockbot.plugins.tools.event import EVENT_UNREGISTER
from spockbot.vector import Vector3
FOUND_VALID_PATH = 0x01
TIMEOUT_REACHED = 0x02
PATH_LIMIT_REACHED = 0x03
NO_VALID_PATH = 0x04
class PathfindingCore(object):
def __init__(self, start_path):
self.pathfind = start_path
class Path(object):
def __init__(self, start_node, end_node):
self.end_node = end_node
self.open_list = [start_node]
self.closed_list = []
self.result = None
def calc_f_val(self, node):
return node.node_dist + self.end_node.dist(node)
class PathNode(Vector3):
def __init__(self, *xyz):
super(PathNode, self).__init__(*xyz)
self.parent = None
self.node_dist = 0
self.is_fall = False
self.is_jump = False
def set(self, parent=None, is_fall=False, is_jump=False):
self.parent = parent
if parent:
self.node_dist = parent.node_dist + self.dist(parent)
else:
self.node_dist = 0
self.is_fall = is_fall
self.is_jump = is_jump
return self
@pl_announce('Pathfinding')
class PathfindingPlugin(PluginBase):
requires = ('Event', 'World', 'Physics', 'ClientInfo', 'Timers')
def __init__(self, ploader, settings):
super(PathfindingPlugin, self).__init__(ploader, settings)
self.bounding_box = BoundingBox(w=0.6, h=1.8)
self.path_job = None
self.col = MTVTest(
self.world, BoundingBox(const.PLAYER_WIDTH, const.PLAYER_HEIGHT)
)
ploader.provides('Pathfinding', PathfindingCore(self.start_path))
def build_list_from_node(self, node):
ret = collections.deque()
ret.append(node)
while ret[0].parent is not None:
ret.appendleft(ret[0].parent)
return ret
def start_path(self, pos, target, scb, fcb=None):
pos = center_position(pos.floor(), BoundingBox(1, 1))
target = center_position(target.floor(), BoundingBox(1, 1))
new_job = Path(PathNode(pos), PathNode(target)), scb, fcb
if self.path_job:
self.path_job = new_job
return
self.path_job = new_job
if not self.do_job():
self.event.reg_event_handler('event_tick', self.do_job)
def do_job(self, _=None, __=None):
path, scb, fcb = self.path_job
ret = self.pathfind(path)
if ret == FOUND_VALID_PATH:
self.path_job = None
scb(self.build_list_from_node(path.result))
return EVENT_UNREGISTER
elif ret == NO_VALID_PATH and fcb:
self.path_job = None
fcb(None)
def pathfind(self, path):
while path.open_list and self.timers.get_timeout():
cur_node = path.open_list.pop(0)
p = cur_node.parent
if p is not None and not (p.is_fall or p.is_jump):
p = cur_node.parent.parent
if p is not None and not (p.is_fall or p.is_jump) \
and self.raycast_bbox(p, cur_node):
cur_node.parent = p
cur_node.node_dist = p.node_dist + cur_node.dist(p)
if cur_node == path.end_node:
path.result = cur_node
return FOUND_VALID_PATH
for valid_node in self.find_valid_nodes(cur_node):
if valid_node not in (path.open_list + path.closed_list):
path.open_list.append(valid_node)
path.open_list.sort(key=path.calc_f_val)
path.closed_list.append(cur_node)
if not path.open_list and cur_node != path.end_node:
return NO_VALID_PATH
return TIMEOUT_REACHED
def raycast_bbox(self, start, end):
pos = PathNode(uncenter_position(start, self.col.bbox))
path = end - start
if not path:
return True
depth = Vector3(
*map(lambda a: a[0] * a[1], zip(path.norm(), self.col.bbox))
)
i, r = divmod(path.dist(), depth.dist())
for j in range(int(i)):
pos += depth
if not self.get_block(pos.floor() - Vector3(0, 1, 0)).bounding_box:
return False
if any(self.col.block_collision(pos)):
return False
return True
def get_block(self, pos):
return blocks.get_block(*self.world.get_block(*pos))
def check_for_bbox(self, pos):
pos = pos.floor()
block = self.get_block(pos)
if block.bounding_box:
return True
block = self.get_block(pos + Vector3(0, 1, 0))
if block.bounding_box:
return True
return False
def check_node(self, node, offset, node_list, walk_fall=True, jump=True):
w_node = PathNode(node + offset).set(node)
if walk_fall and not self.check_for_bbox(w_node):
f_node = PathNode(w_node - Vector3(0, 1, 0)).set(node, True)
if not self.check_for_bbox(f_node):
node_list.append(f_node)
walk_bool, fall_bool = False, True
else:
node_list.append(w_node)
walk_bool, fall_bool = True, False
else:
walk_bool, fall_bool = False, False
j_node = PathNode(w_node + Vector3(0, 1, 0)).set(node, is_jump=True)
if jump and not walk_bool and not (node.is_fall or node.is_jump) \
and not self.check_for_bbox(j_node):
node_list.append(j_node)
jump_bool = True
else:
jump_bool = False
return walk_bool or fall_bool, jump_bool
def find_valid_nodes(self, node):
node_list = []
pos_x, pos_jump_x = self.check_node(node, Vector3(1, 0, 0), node_list)
pos_z, pos_jump_z = self.check_node(node, Vector3(0, 0, 1), node_list)
neg_x, neg_jump_x = self.check_node(node, Vector3(-1, 0, 0), node_list)
neg_z, neg_jump_z = self.check_node(node, Vector3(0, 0, -1), node_list)
self.check_node(node, Vector3(1, 0, 1), node_list,
pos_x and pos_z, pos_jump_x and pos_jump_z)
self.check_node(node, Vector3(-1, 0, -1), node_list,
neg_x and neg_z, neg_jump_x and neg_jump_z)
self.check_node(node, Vector3(1, 0, -1), node_list,
pos_x and neg_z, pos_jump_x and neg_jump_z)
self.check_node(node, Vector3(-1, 0, 1), node_list,
neg_x and pos_z, neg_jump_x and pos_jump_z)
return node_list