feat: async pathfinding
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+57
-52
@@ -1,8 +1,5 @@
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#include "Pathfinding.hpp"
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#include <queue>
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#include <unordered_map>
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#include "world/Level.hpp"
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#include "voxels/GlobalChunks.hpp"
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#include "voxels/Chunk.hpp"
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@@ -13,19 +10,6 @@ inline constexpr float SQRT2 = 1.4142135623730951f; // sqrt(2)
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using namespace voxels;
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struct Node {
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glm::ivec3 pos;
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glm::ivec3 parent;
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float gScore;
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float fScore;
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};
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struct NodeLess {
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bool operator()(const Node& l, const Node& r) const {
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return l.fScore > r.fScore;
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}
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};
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static float heuristic(const glm::ivec3& a, const glm::ivec3& b) {
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return glm::distance(glm::vec3(a), glm::vec3(b));
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}
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@@ -79,50 +63,70 @@ int Pathfinding::createAgent() {
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return id;
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}
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Route Pathfinding::perform(
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const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
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) {
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void Pathfinding::performAllAsync(int stepsPerAgent) {
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for (auto& [id, agent] : agents) {
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if (agent.state.finished) {
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continue;
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}
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perform(agent, stepsPerAgent);
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}
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}
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Route Pathfinding::perform(Agent& agent, int maxVisited) {
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using namespace blocks_agent;
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Route route {};
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std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
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queue.push({start, {}, 0, heuristic(start, end)});
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std::unordered_set<glm::ivec3> blocked;
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std::unordered_map<glm::ivec3, Node> parents;
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State state = std::move(agent.state);
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if (state.queue.empty()) {
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state.queue.push({agent.start, {}, 0, heuristic(agent.start, agent.target)});
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}
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const auto& chunks = *level.chunks;
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int height = std::max(agent.height, 1);
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glm::ivec3 nearest = start;
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float minHScore = heuristic(start, end);
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if (state.nearest == glm::ivec3(0)) {
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state.nearest = agent.start;
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state.minHScore = heuristic(agent.start, agent.target);
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}
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int visited = -1;
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while (!queue.empty()) {
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if (blocked.size() == agent.maxVisitedBlocks) {
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while (!state.queue.empty()) {
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if (state.blocked.size() == agent.maxVisitedBlocks) {
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if (agent.mayBeIncomplete) {
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restore_route(route, nearest, parents);
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route.nodes.push_back({start});
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restore_route(route, state.nearest, state.parents);
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route.nodes.push_back({agent.start});
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route.found = true;
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route.visited = std::move(blocked);
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state.finished = true;
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agent.state = std::move(state);
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agent.route = route;
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return route;
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}
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break;
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}
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auto node = queue.top();
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queue.pop();
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visited++;
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if (visited == maxVisited) {
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state.finished = false;
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agent.state = std::move(state);
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return {};
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}
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if (node.pos.x == end.x &&
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glm::abs((node.pos.y - end.y) / height) == 0 &&
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node.pos.z == end.z) {
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restore_route(route, node.pos, parents);
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route.nodes.push_back({start});
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auto node = state.queue.top();
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state.queue.pop();
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if (node.pos.x == agent.target.x &&
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glm::abs((node.pos.y - agent.target.y) / height) == 0 &&
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node.pos.z == agent.target.z) {
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restore_route(route, node.pos, state.parents);
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route.nodes.push_back({agent.start});
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route.found = true;
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route.visited = std::move(blocked);
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state.finished = true;
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agent.state = std::move(state);
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agent.route = route;
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return route;
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}
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blocked.emplace(node.pos);
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state.blocked.emplace(node.pos);
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glm::ivec2 neighbors[8] {
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{0, 1}, {1, 0}, {0, -1}, {-1, 0},
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{-1, -1}, {1, -1}, {1, 1}, {-1, 1},
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@@ -139,7 +143,7 @@ Route Pathfinding::perform(
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}
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pos.y = surface;
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auto point = pos + glm::ivec3(offset.x, 0, offset.y);
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if (blocked.find(point) != blocked.end()) {
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if (state.blocked.find(point) != state.blocked.end()) {
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continue;
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}
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@@ -153,22 +157,23 @@ Route Pathfinding::perform(
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int score = glm::abs(node.pos.y - pos.y) * 10;
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float sum = glm::abs(offset.x) + glm::abs(offset.y);
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float gScore =
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node.gScore + glm::max(sum, SQRT2) * 0.5f + sum * 0.5f + score;
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const auto& found = parents.find(point);
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if (found == parents.end()) {
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float hScore = heuristic(point, end);
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if (hScore < minHScore) {
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minHScore = hScore;
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nearest = point;
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node.gScore + sum + score;
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const auto& found = state.parents.find(point);
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if (found == state.parents.end()) {
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float hScore = heuristic(point, agent.target);
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if (hScore < state.minHScore) {
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state.minHScore = hScore;
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state.nearest = point;
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}
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float fScore = gScore + hScore;
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float fScore = gScore * 0.75f + hScore;
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Node nNode {point, node.pos, gScore, fScore};
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parents[point] = node;
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queue.push(nNode);
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state.parents[point] = node;
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state.queue.push(nNode);
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}
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}
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}
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return route;
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agent.state = std::move(state);
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return {};
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}
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Agent* Pathfinding::getAgent(int id) {
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