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
|
/*
* Dungeons Guide - The most intelligent Hypixel Skyblock Dungeons Mod
* Copyright (C) 2021 cyoung06
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package kr.syeyoung.dungeonsguide.pathfinding;
import kr.syeyoung.dungeonsguide.dungeon.roomfinder.DungeonRoom;
import lombok.Data;
import lombok.EqualsAndHashCode;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import net.minecraft.util.*;
import net.minecraft.world.World;
import java.util.*;
public class AStarFineGrid {
private final BlockPos min, max;
private final World world;
int lastSx, lastSy, lastSz;
final int dx, dy, dz;
private DungeonRoom dungeonRoom;
@Getter
private AxisAlignedBB destinationBB;
public AStarFineGrid(DungeonRoom dungeonRoom, Vec3 destination) {
this.min = new BlockPos(dungeonRoom.getMinx(), 0, dungeonRoom.getMinz());
this.max = new BlockPos(dungeonRoom.getMaxx(), 255, dungeonRoom.getMaxz());
this.world = dungeonRoom.getCachedWorld();
this.dungeonRoom = dungeonRoom;
this.dx = (int) (destination.xCoord * 2);
this.dy = (int) (destination.yCoord * 2);
this.dz = (int) (destination.zCoord * 2);
destinationBB = AxisAlignedBB.fromBounds(dx-2, dy-2, dz-2, dx+2, dy+2, dz+2);
}
private Map<Node.Coordinate, Node> nodeMap = new HashMap<>();
private Node openNode(int x, int y, int z)
{
Node.Coordinate coordinate = new Node.Coordinate(x,y,z);
Node node = this.nodeMap.get(coordinate);
if (node == null)
{
node = new Node(coordinate);
this.nodeMap.put(coordinate, node);
}
return node;
}
@Getter
private LinkedList<Vec3> route = new LinkedList<>();
@Getter
private PriorityQueue<Node> open = new PriorityQueue<>(Comparator.comparing((Node a) -> a == null ? Float.MAX_VALUE : a.f).thenComparing(a -> a == null ? Float.MAX_VALUE : a.coordinate.x).thenComparing(a -> a == null ? Float.MAX_VALUE : a.coordinate.y).thenComparing(a -> a == null ? Float.MAX_VALUE : a.coordinate.z));
private int pfindIdx = 0;
public boolean pathfind(Vec3 from, long timeout) {
pfindIdx ++;
if (lastSx != (int)Math.round(from.xCoord * 2) || lastSy != (int)Math.round(from.yCoord*2) || lastSz != (int)Math.round(from.zCoord * 2))
open.clear();
this.lastSx = (int) Math.round(from.xCoord * 2);
this.lastSy = (int) Math.round(from.yCoord * 2);
this.lastSz = (int) Math.round(from.zCoord * 2);
Node startNode = openNode(dx, dy, dz);
Node goalNode = openNode(lastSx, lastSy, lastSz);
startNode.g = 0;
startNode.f = 0;
goalNode.g = Integer.MAX_VALUE; goalNode.f = Integer.MAX_VALUE;
if (goalNode.parent != null) {
LinkedList<Vec3> route = new LinkedList<>();
Node curr =goalNode;
while(curr.parent != null) {
route.addLast(new Vec3(curr.coordinate.x / 2.0, curr.coordinate.y / 2.0 + 0.1, curr.coordinate.z/ 2.0));
curr = curr.parent;
}
route.addLast(new Vec3(curr.coordinate.x / 2.0, curr.coordinate.y / 2.0 + 0.1, curr.coordinate.z/ 2.0));
this.route = route;
return true;
}
open.add(startNode);
long end = System.currentTimeMillis() + timeout;
while (!open.isEmpty()) {
if (System.currentTimeMillis() > end) {
return false;
}
Node n = open.poll();
if (n.lastVisited == pfindIdx) continue;
n.lastVisited = pfindIdx;
if (n == goalNode) {
// route = reconstructPath(startNode)
LinkedList<Vec3> route = new LinkedList<>();
Node curr =goalNode;
while(curr.parent != null) {
route.addLast(new Vec3(curr.coordinate.x / 2.0, curr.coordinate.y / 2.0 + 0.1, curr.coordinate.z/ 2.0));
curr = curr.parent;
}
route.addLast(new Vec3(curr.coordinate.x / 2.0, curr.coordinate.y / 2.0 + 0.1, curr.coordinate.z/ 2.0));
this.route = route;
return true;
}
for (EnumFacing value : EnumFacing.VALUES) {
Node neighbor = openNode(n.coordinate.x + value.getFrontOffsetX(), n.coordinate.y + value.getFrontOffsetY(), n.coordinate.z + value.getFrontOffsetZ());
// check blocked.
if (!((destinationBB.minX <= neighbor.coordinate.x && neighbor.coordinate.x <= destinationBB.maxX &&
destinationBB.minY <= neighbor.coordinate.y && neighbor.coordinate.y <= destinationBB.maxY &&
destinationBB.minZ <= neighbor.coordinate.z && neighbor.coordinate.z <= destinationBB.maxZ) // near destination
|| !dungeonRoom.isBlocked(neighbor.coordinate.x, neighbor.coordinate.y, neighbor.coordinate.z))) { // not blocked
continue;
}
float gScore = n.g + 1; // altho it's sq, it should be fine
if (gScore < neighbor.g) {
neighbor.parent = n;
neighbor.g = gScore;
neighbor.f = gScore + distSq(goalNode.coordinate.x - neighbor.coordinate.x, goalNode.coordinate.y - neighbor.coordinate.y, goalNode.coordinate.z - neighbor.coordinate.z);
open.add(neighbor);
} else if (neighbor.lastVisited != pfindIdx) {
neighbor.f = gScore + distSq(goalNode.coordinate.x - neighbor.coordinate.x, goalNode.coordinate.y - neighbor.coordinate.y, goalNode.coordinate.z - neighbor.coordinate.z);
open.add(neighbor);
}
}
}
return true;
}
private int manhatten(int x, int y, int z) {return Math.abs(x)+ Math.abs(y)+ Math.abs(z);}
private float distSq(float x, float y, float z) {
return MathHelper.sqrt_float(x * x + y * y + z * z);
}
@RequiredArgsConstructor
@Data
public static final class Node {
@Data
@RequiredArgsConstructor
public static final class Coordinate {
private final int x, y, z;
}
private final Coordinate coordinate;
private float f = Float.MAX_VALUE, g = Float.MAX_VALUE;
private int lastVisited;
@EqualsAndHashCode.Exclude
private Node parent;
public static long makeHash(int x, int y, int z)
{
return y & 32767L | ((short)x & 32767L) << 16 | ((short)z & 32767L) << 32;
}
}
}
|