add pathfinding.set_avoided_tags
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@@ -1,5 +1,6 @@
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#include "api_lua.hpp"
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#include "content/Content.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "world/Level.hpp"
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@@ -99,6 +100,27 @@ static int l_set_jump_height(lua::State* L) {
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return 0;
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}
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static int l_set_avoided_tags(lua::State* L) {
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if (auto agent = get_agent(L)) {
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if (!lua::istable(L, 2)) {
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throw std::runtime_error("array of tags expected");
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}
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agent->avoidTags.clear();
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int len = lua::objlen(L, 2);
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for (int i = 1; i <= len; i++) {
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lua::rawgeti(L, i);
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if (lua::isstring(L, -1)) {
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int index = content->getTagIndex(lua::tostring(L, -1));
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if (index != -1) {
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agent->avoidTags.insert(index);
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}
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}
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lua::pop(L);
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}
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}
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return 0;
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}
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const luaL_Reg pathfindinglib[] = {
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{"create_agent", lua::wrap<l_create_agent>},
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{"remove_agent", lua::wrap<l_remove_agent>},
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@@ -109,5 +131,6 @@ const luaL_Reg pathfindinglib[] = {
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{"pull_route", lua::wrap<l_pull_route>},
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{"set_max_visited", lua::wrap<l_set_max_visited_blocks>},
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{"set_jump_height", lua::wrap<l_set_jump_height>},
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{"set_avoided_tags", lua::wrap<l_set_avoided_tags>},
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{NULL, NULL}
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};
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@@ -160,7 +160,7 @@ Route Pathfinding::perform(Agent& agent, int maxVisited) {
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auto pos = node.pos;
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int surface =
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getSurfaceAt(pos + glm::ivec3(offset.x, 0, offset.y), 1);
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getSurfaceAt(agent, pos + glm::ivec3(offset.x, 0, offset.y), 1);
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if (surface == -1) {
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continue;
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@@ -214,7 +214,7 @@ const std::unordered_map<int, Agent>& Pathfinding::getAgents() const {
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return agents;
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}
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int Pathfinding::checkPoint(int x, int y, int z) {
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int Pathfinding::checkPoint(const Agent& agent, int x, int y, int z) {
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auto vox = blocks_agent::get(chunks, x, y, z);
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if (vox == nullptr) {
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return OBSTACLE;
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@@ -223,27 +223,29 @@ int Pathfinding::checkPoint(int x, int y, int z) {
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if (def.obstacle) {
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return OBSTACLE;
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}
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if (def.translucent) {
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return NON_PASSABLE;
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for (int tagIndex : agent.avoidTags) {
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if (def.rt.tags.find(tagIndex) != def.rt.tags.end()) {
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return NON_PASSABLE;
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}
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}
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return PASSABLE;
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}
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int Pathfinding::getSurfaceAt(const glm::ivec3& pos, int maxDelta) {
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int Pathfinding::getSurfaceAt(const Agent& agent, const glm::ivec3& pos, int maxDelta) {
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using namespace blocks_agent;
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int status;
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int surface = pos.y;
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if (checkPoint(pos.x, surface, pos.z) <= 0) {
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if (checkPoint(pos.x, surface + 1, pos.z) <= 0)
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if (checkPoint(agent, pos.x, surface, pos.z) <= 0) {
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if (checkPoint(agent, pos.x, surface + 1, pos.z) <= 0)
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return NON_PASSABLE;
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else
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return surface + 1;
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} else if ((status = checkPoint(pos.x, surface - 1, pos.z)) <= 0) {
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} else if ((status = checkPoint(agent, pos.x, surface - 1, pos.z)) <= 0) {
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if (status == NON_PASSABLE)
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return NON_PASSABLE;
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return surface;
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} else if (checkPoint(pos.x, surface - 2, pos.z) == 0) {
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} else if (checkPoint(agent, pos.x, surface - 2, pos.z) == 0) {
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return surface - 1;
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}
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return NON_PASSABLE;
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@@ -6,6 +6,7 @@
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#include <glm/vec3.hpp>
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#include <memory>
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#include <queue>
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#include <set>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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@@ -60,6 +61,7 @@ namespace voxels {
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glm::ivec3 target;
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Route route;
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State state {};
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std::set<int> avoidTags;
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};
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class Pathfinding {
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@@ -84,8 +86,8 @@ namespace voxels {
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std::unordered_map<int, Agent> agents;
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int nextAgent = 1;
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int getSurfaceAt(const glm::ivec3& pos, int maxDelta);
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int getSurfaceAt(const Agent& agent, const glm::ivec3& pos, int maxDelta);
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int checkPoint(int x, int y, int z);
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int checkPoint(const Agent& agent, int x, int y, int z);
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};
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}
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