Pathfinder: Fix indentation.

Improve path decorator to avoid jumping NPCs (in Minetest 0.5-dev)
This commit is contained in:
Hector Franqui 2017-09-13 09:09:08 -04:00
parent 70fd62825c
commit 866b25c63c
1 changed files with 131 additions and 130 deletions

View File

@ -14,60 +14,61 @@ npc.pathfinder = {}
local pathfinder = {}
npc.pathfinder.node_types = {
start = 0,
goal = 1,
walkable = 2,
openable = 3,
non_walkable = 4
start = 0,
goal = 1,
walkable = 2,
openable = 3,
non_walkable = 4
}
npc.pathfinder.nodes = {
openable_prefix = {
"doors:",
"cottages:gate",
"cottages:half_door"
}
}
openable_prefix = {
"doors:",
"cottages:gate",
"cottages:half_door"
}
}
-- This function is used to determine if a node is walkable
-- or openable, in which case is good to use when finding a path
function pathfinder.is_good_node(node, exceptions)
--local function is_good_node(node, exceptions)
-- Is openable is to support doors, fence gates and other
-- doors from other mods. Currently, default doors, gates
-- and cottages doors are supported.
local is_openable = false
for _,node_prefix in pairs(npc.pathfinder.nodes.openable_prefix) do
local start_i,end_i = string.find(node.name, node_prefix)
if start_i ~= nil then
is_openable = true
break
end
end
if node ~= nil and node.name ~= nil and not minetest.registered_nodes[node.name].walkable then
return npc.pathfinder.node_types.walkable
elseif is_openable then
return npc.pathfinder.node_types.openable
else
for i = 1, #exceptions do
if node.name == exceptions[i] then
return npc.pathfinder.node_types.walkable
end
end
return npc.pathfinder.node_types.non_walkable
end
--local function is_good_node(node, exceptions)
-- Is openable is to support doors, fence gates and other
-- doors from other mods. Currently, default doors, gates
-- and cottages doors are supported.
local is_openable = false
for _,node_prefix in pairs(npc.pathfinder.nodes.openable_prefix) do
local start_i,end_i = string.find(node.name, node_prefix)
if start_i ~= nil then
is_openable = true
break
end
end
if node ~= nil and node.name ~= nil and not minetest.registered_nodes[node.name].walkable then
return npc.pathfinder.node_types.walkable
elseif is_openable then
return npc.pathfinder.node_types.openable
else
for i = 1, #exceptions do
if node.name == exceptions[i] then
return npc.pathfinder.node_types.walkable
end
end
return npc.pathfinder.node_types.non_walkable
end
end
function pathfinder.get_decorated_path(path)
-- Get details from path nodes
local path_detail = {}
for i = 1, #path do
local node = minetest.get_node(path[i])
table.insert(path_detail, {pos=path[i], type=pathfinder.is_good_node(node, {})})
end
-- Get details from path nodes
local path_detail = {}
for i = 1, #path do
local node = minetest.get_node(path[i])
table.insert(path_detail, {pos={x=path[i].x, y=path[i].y-0.5, z=path[i].z},
type=pathfinder.is_good_node(node, {})})
end
npc.log("DEBUG", "Detailed path: "..dump(path_detail))
return path_detail
npc.log("DEBUG", "Detailed path: "..dump(path_detail))
return path_detail
end
function npc.pathfinder.find_path(start_pos, end_pos, entity, decorate_path)
@ -78,7 +79,7 @@ function npc.pathfinder.find_path(start_pos, end_pos, entity, decorate_path)
end
else
npc.log("ERROR", "Couldn't find path from "..minetest.pos_to_string(start_pos)
.." to "..minetest.pos_to_string(end_pos))
.." to "..minetest.pos_to_string(end_pos))
end
return path
end
@ -135,42 +136,42 @@ end
-- or openable, in which case is good to use when finding a path
local function walkable(node, exceptions)
local exceptions = exceptions or {}
-- Is openable is to support doors, fence gates and other
-- doors from other mods. Currently, default doors, gates
-- and cottages doors are supported.
--minetest.log("Is good node: "..dump(node))
local is_openable = false
for _,node_prefix in pairs(npc.pathfinder.nodes.openable_prefix) do
local start_i,end_i = string.find(node.name, node_prefix)
if start_i ~= nil then
is_openable = true
break
end
end
-- Detect mg_villages ceilings usage of thin wood nodeboxes
-- TODO: Improve
local is_mg_villages_ceiling = false
if node.name == "cottages:wood_flat" then
is_mg_villages_ceiling = true
end
if node ~= nil
and node.name ~= nil
and node.name ~= "ignore"
and minetest.registered_nodes[node.name]
and not minetest.registered_nodes[node.name].walkable then
return false
elseif is_openable then
return false
elseif is_mg_villages_ceiling then
return false
else
for i = 1, #exceptions do
if node.name == exceptions[i] then
return false
end
end
return true
end
-- Is openable is to support doors, fence gates and other
-- doors from other mods. Currently, default doors, gates
-- and cottages doors are supported.
--minetest.log("Is good node: "..dump(node))
local is_openable = false
for _,node_prefix in pairs(npc.pathfinder.nodes.openable_prefix) do
local start_i,end_i = string.find(node.name, node_prefix)
if start_i ~= nil then
is_openable = true
break
end
end
-- Detect mg_villages ceilings usage of thin wood nodeboxes
-- TODO: Improve
local is_mg_villages_ceiling = false
if node.name == "cottages:wood_flat" then
is_mg_villages_ceiling = true
end
if node ~= nil
and node.name ~= nil
and node.name ~= "ignore"
and minetest.registered_nodes[node.name]
and not minetest.registered_nodes[node.name].walkable then
return false
elseif is_openable then
return false
elseif is_mg_villages_ceiling then
return false
else
for i = 1, #exceptions do
if node.name == exceptions[i] then
return false
end
end
return true
end
end
local function check_clearance(cpos, x, z, height)
@ -277,65 +278,65 @@ function pathfinder.find_path(pos, endpos, entity)
local neighbors = {}
local neighbors_index = 1
for z = -1, 1 do
for x = -1, 1 do
local neighbor_pos = {x = current_pos.x + x, y = current_pos.y, z = current_pos.z + z}
local neighbor = minetest.get_node(neighbor_pos)
local neighbor_ground_level = get_neighbor_ground_level(neighbor_pos, entity_jump_height, entity_fear_height)
local neighbor_clearance = false
if neighbor_ground_level then
-- print(neighbor_ground_level.y - current_pos.y)
--minetest.set_node(neighbor_ground_level, {name = "default:dry_shrub"})
local node_above_head = minetest.get_node(
for x = -1, 1 do
local neighbor_pos = {x = current_pos.x + x, y = current_pos.y, z = current_pos.z + z}
local neighbor = minetest.get_node(neighbor_pos)
local neighbor_ground_level = get_neighbor_ground_level(neighbor_pos, entity_jump_height, entity_fear_height)
local neighbor_clearance = false
if neighbor_ground_level then
-- print(neighbor_ground_level.y - current_pos.y)
--minetest.set_node(neighbor_ground_level, {name = "default:dry_shrub"})
local node_above_head = minetest.get_node(
{x = current_pos.x, y = current_pos.y + entity_height, z = current_pos.z})
if neighbor_ground_level.y - current_pos.y > 0 and not walkable(node_above_head) then
local height = -1
repeat
height = height + 1
local node = minetest.get_node(
if neighbor_ground_level.y - current_pos.y > 0 and not walkable(node_above_head) then
local height = -1
repeat
height = height + 1
local node = minetest.get_node(
{x = neighbor_ground_level.x,
y = neighbor_ground_level.y + height,
z = neighbor_ground_level.z})
until walkable(node) or height > entity_height
if height >= entity_height then
neighbor_clearance = true
end
elseif neighbor_ground_level.y - current_pos.y > 0 and walkable(node_above_head) then
neighbors[neighbors_index] = {
y = neighbor_ground_level.y + height,
z = neighbor_ground_level.z})
until walkable(node) or height > entity_height
if height >= entity_height then
neighbor_clearance = true
end
elseif neighbor_ground_level.y - current_pos.y > 0 and walkable(node_above_head) then
neighbors[neighbors_index] = {
hash = nil,
pos = nil,
clear = nil,
walkable = nil,
}
else
local height = -1
repeat
height = height + 1
local node = minetest.get_node(
}
else
local height = -1
repeat
height = height + 1
local node = minetest.get_node(
{x = neighbor_ground_level.x,
y = current_pos.y + height,
z = neighbor_ground_level.z})
until walkable(node) or height > entity_height
if height >= entity_height then
neighbor_clearance = true
y = current_pos.y + height,
z = neighbor_ground_level.z})
until walkable(node) or height > entity_height
if height >= entity_height then
neighbor_clearance = true
end
end
end
neighbors[neighbors_index] = {
neighbors[neighbors_index] = {
hash = minetest.hash_node_position(neighbor_ground_level),
pos = neighbor_ground_level,
clear = neighbor_clearance,
walkable = walkable(neighbor),
}
else
neighbors[neighbors_index] = {
}
else
neighbors[neighbors_index] = {
hash = nil,
pos = nil,
clear = nil,
walkable = nil,
}
}
end
neighbors_index = neighbors_index + 1
end
neighbors_index = neighbors_index + 1
end
end
for id, neighbor in pairs(neighbors) do
@ -343,22 +344,22 @@ function pathfinder.find_path(pos, endpos, entity)
local cut_corner = false
if id == 1 then
if not neighbors[id + 1].clear or not neighbors[id + 3].clear
or neighbors[id + 1].walkable or neighbors[id + 3].walkable then
or neighbors[id + 1].walkable or neighbors[id + 3].walkable then
cut_corner = true
end
elseif id == 3 then
if not neighbors[id - 1].clear or not neighbors[id + 3].clear
or neighbors[id - 1].walkable or neighbors[id + 3].walkable then
or neighbors[id - 1].walkable or neighbors[id + 3].walkable then
cut_corner = true
end
elseif id == 7 then
if not neighbors[id + 1].clear or not neighbors[id - 3].clear
or neighbors[id + 1].walkable or neighbors[id - 3].walkable then
or neighbors[id + 1].walkable or neighbors[id - 3].walkable then
cut_corner = true
end
elseif id == 9 then
if not neighbors[id - 1].clear or not neighbors[id - 3].clear
or neighbors[id - 1].walkable or neighbors[id - 3].walkable then
or neighbors[id - 1].walkable or neighbors[id - 3].walkable then
cut_corner = true
end
end
@ -375,11 +376,11 @@ function pathfinder.find_path(pos, endpos, entity)
end
local hCost = get_distance(neighbor.pos, endpos)
openSet[neighbor.hash] = {
gCost = move_cost_to_neighbor,
hCost = hCost,
fCost = move_cost_to_neighbor + hCost,
parent = current_index,
pos = neighbor.pos
gCost = move_cost_to_neighbor,
hCost = hCost,
fCost = move_cost_to_neighbor + hCost,
parent = current_index,
pos = neighbor.pos
}
end
end