Working about pathfinding

This commit is contained in:
Vladislav Khorev committed 2026-11-08 17:24:15 +06:00
1 parent 6a5adb1c79
commit c6d98bd72a
25 files changed
+1997 -508

No files matched your search

+166 -10
View File
@@ -6,10 +6,22 @@
namespace FRG {
namespace {
// Tick counts are authoritative and therefore independent of render rate.
constexpr float ATTACK_COOLDOWN_TIME = 1.6f;
constexpr float HOME_DRIFT_CHECK_INTERVAL = 5.0f;
constexpr float TARGET_REPLAN_THRESHOLD = 0.25f;
constexpr float PI = 3.14159265358979323846f;
constexpr int BLOCKED_REPLAN_TICKS = 3;
std::uint32_t stableIdHash(const std::string& value)
{
std::uint32_t hash = 2166136261u;
for (const unsigned char byte : value) {
hash ^= byte;
hash *= 16777619u;
}
return hash;
}
}
void CharacterState::configureAsPlayer() {
@@ -23,6 +35,36 @@ void CharacterState::configureAsPlayer() {
isPlayer = true;
}
void CharacterState::configureNavigationRetryCooldowns(
const std::string& entityId, std::vector<int> cooldownTicks)
{
if (cooldownTicks.empty()) {
cooldownTicks = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
}
for (int& ticks : cooldownTicks)
ticks = (std::max)(1, (std::min)(600, ticks));
std::uint32_t state = stableIdHash(entityId);
for (std::size_t i = cooldownTicks.size(); i > 1; --i) {
state = state * 1664525u + 1013904223u;
const std::size_t other = state % i;
std::swap(cooldownTicks[i - 1], cooldownTicks[other]);
}
navigationRetryCooldownTicks = std::move(cooldownTicks);
navigationRetryCooldownIndex = 0;
}
void CharacterState::scheduleNextNavigationRetry()
{
if (navigationRetryCooldownTicks.empty())
configureNavigationRetryCooldowns(npcName);
navigationRetryTicks = navigationRetryCooldownTicks[
navigationRetryCooldownIndex % navigationRetryCooldownTicks.size()];
navigationRetryCooldownIndex =
(navigationRetryCooldownIndex + 1) %
navigationRetryCooldownTicks.size();
}
bool CharacterState::isMoving() const {
Eigen::Vector3f toTarget = walkTarget - position;
toTarget.y() = 0.f;
@@ -42,13 +84,17 @@ void CharacterState::stopInPlace() {
pathWaypoints.clear();
currentWaypointIndex = 0;
onArrivedCallbackName.clear();
movementBlockedTicks = 0;
navigationRetryTicks = 0;
blockingCharacterId.clear();
}
void CharacterState::setTarget(
const Eigen::Vector3f& target,
std::string callbackName,
const LocationNetworkState& location,
const std::string& entityId)
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles)
{
const Eigen::Vector3f normalizedTarget(target.x(), 0.f, target.z());
const bool sameRequestedTarget =
@@ -66,9 +112,13 @@ void CharacterState::setTarget(
requestedWalkTarget = normalizedTarget;
onArrivedCallbackName = std::move(callbackName);
movementBlockedTicks = 0;
navigationRetryTicks = 0;
blockingCharacterId.clear();
pathWaypoints = location.navigationMaps.empty()
? std::vector<Eigen::Vector3f>{}
: location.planPathExceptMyself(position, normalizedTarget, entityId);
: location.planPathExceptMyself(
position, normalizedTarget, entityId, dynamicObstacles);
currentWaypointIndex = 0;
if (!pathWaypoints.empty()) {
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
@@ -77,26 +127,32 @@ void CharacterState::setTarget(
}
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
onArrivedCallbackName.clear();
if (!isPlayer) scheduleNextNavigationRetry();
}
void CharacterState::forceReplan(
const LocationNetworkState& location, const std::string& entityId)
const LocationNetworkState& location,
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles)
{
const Eigen::Vector3f normalizedTarget(
requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
pathWaypoints = location.navigationMaps.empty()
? std::vector<Eigen::Vector3f>{}
: location.planPathExceptMyself(position, normalizedTarget, entityId);
: location.planPathExceptMyself(
position, normalizedTarget, entityId, dynamicObstacles);
currentWaypointIndex = 0;
movementBlockedTicks = 0;
navigationRetryTicks = 0;
if (!pathWaypoints.empty()) {
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
walkTarget = pathWaypoints.back();
blockingCharacterId.clear();
return;
}
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
onArrivedCallbackName.clear();
if (!isPlayer) scheduleNextNavigationRetry();
}
void CharacterState::stopAndRotateToTarget(std::string characterId)
@@ -146,7 +202,9 @@ CharacterUpdateEvents CharacterState::update(
std::int64_t deltaMs, const CharacterUpdateContext& context)
{
CharacterUpdateEvents events;
movedLastTick = false;
if (!enabled) return events;
bool navigationPausedThisTick = false;
const CharacterObservation* attackTarget = context.attackTarget;
const CharacterObservation* faceTarget = context.faceTarget;
@@ -185,12 +243,75 @@ CharacterUpdateEvents CharacterState::update(
if (distance > kWalkThreshold) {
const Eigen::Vector3f direction = toTarget / distance;
const float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
position = moveAmount >= distance ? activeTarget : position + direction * moveAmount;
position.y() = 0.f;
Eigen::Vector3f candidate =
moveAmount >= distance ? activeTarget : position + direction * moveAmount;
candidate.y() = 0.f;
const CharacterMovementObstacle* blocker = nullptr;
if (context.movementObstacles) {
for (const CharacterMovementObstacle& obstacle :
*context.movementObstacles) {
if (obstacle.id == context.characterId) continue;
Eigen::Vector3f startDelta = position - obstacle.position;
Eigen::Vector3f endDelta = candidate - obstacle.position;
startDelta.y() = 0.f;
endDelta.y() = 0.f;
const float minimumDistance =
movementContactRadius + obstacle.radius;
const float minimumDistanceSq =
minimumDistance * minimumDistance;
const Eigen::Vector3f segment = candidate - position;
const float segmentLengthSq =
segment.x() * segment.x() + segment.z() * segment.z();
float t = 0.f;
if (segmentLengthSq > 1e-8f) {
t = -(startDelta.x() * segment.x() +
startDelta.z() * segment.z()) / segmentLengthSq;
t = (std::max)(0.f, (std::min)(1.f, t));
}
Eigen::Vector3f closest = startDelta + segment * t;
closest.y() = 0.f;
const bool movingCloser =
endDelta.squaredNorm() + 1e-6f < startDelta.squaredNorm();
if (movingCloser &&
closest.squaredNorm() < minimumDistanceSq) {
blocker = &obstacle;
break;
}
}
}
if (blocker) {
blockingCharacterId = blocker->id;
currentState = AnimationState::STAND;
const bool sameDirection =
blocker->moving &&
blocker->movementDirection.dot(direction) > 0.5f;
if (sameDirection) {
movementBlockedTicks = 0;
} else if (++movementBlockedTicks >= BLOCKED_REPLAN_TICKS) {
if (isPlayer) {
stopInPlace();
} else {
pathWaypoints.clear();
currentWaypointIndex = 0;
walkTarget =
Eigen::Vector3f(position.x(), 0.f, position.z());
movementBlockedTicks = 0;
scheduleNextNavigationRetry();
navigationPausedThisTick = true;
}
}
} else {
movedLastTick =
(candidate - position).squaredNorm() > 1e-8f;
position = candidate;
movementBlockedTicks = 0;
blockingCharacterId.clear();
}
targetFacingAngle = std::atan2(direction.x(), -direction.z());
currentState = AnimationState::WALK;
if (!blocker) currentState = AnimationState::WALK;
} else {
currentState = AnimationState::STAND;
const bool completedPath = !pathWaypoints.empty();
const bool hasNextWaypoint =
!pathWaypoints.empty() && currentWaypointIndex + 1 < pathWaypoints.size();
if (hasNextWaypoint) {
@@ -198,7 +319,12 @@ CharacterUpdateEvents CharacterState::update(
} else {
pathWaypoints.clear();
currentWaypointIndex = 0;
if (!onArrivedCallbackName.empty()) {
if (completedPath &&
(requestedWalkTarget - position).norm() >
TARGET_REPLAN_THRESHOLD &&
!isPlayer)
scheduleNextNavigationRetry();
if (completedPath && !onArrivedCallbackName.empty()) {
events.arrivedCallbackName = onArrivedCallbackName;
onArrivedCallbackName.clear();
}
@@ -217,6 +343,18 @@ CharacterUpdateEvents CharacterState::update(
}
}
if (!isPlayer && !navigationPausedThisTick && pathWaypoints.empty() &&
(requestedWalkTarget - position).norm() > TARGET_REPLAN_THRESHOLD &&
!events.navigationRequested) {
if (navigationRetryTicks > 0) --navigationRetryTicks;
if (navigationRetryTicks == 0) {
events.navigationRequested = true;
events.forceNavigationReplan = true;
events.navigationTarget = requestedWalkTarget;
events.blockingCharacterId = blockingCharacterId;
}
}
if (hp <= 0.f) {
if (currentState != AnimationState::ACTION_TO_DEATH &&
currentState != AnimationState::DEATH_IDLE) {
@@ -350,6 +488,13 @@ void CharacterState::save(nlohmann::json& out) const
out["pathWaypoints"] = std::move(wpArr);
out["currentWaypointIndex"] = currentWaypointIndex;
out["homeDriftCheckTimer"] = homeDriftCheckTimer;
out["movementBlockedTicks"] = movementBlockedTicks;
out["navigationRetryTicks"] = navigationRetryTicks;
out["movedLastTick"] = movedLastTick;
out["navigationRetryCooldownTicks"] = navigationRetryCooldownTicks;
out["navigationRetryCooldownIndex"] = navigationRetryCooldownIndex;
if (!blockingCharacterId.empty())
out["blockingCharacterId"] = blockingCharacterId;
out["animationFrame"] = animationFrame;
out["visibleRange"] = visibleRange;
if (!onArrivedCallbackName.empty())
@@ -387,6 +532,17 @@ void CharacterState::load(const nlohmann::json& in)
}
currentWaypointIndex = in.value("currentWaypointIndex", currentWaypointIndex);
homeDriftCheckTimer = in.value("homeDriftCheckTimer", homeDriftCheckTimer);
movementBlockedTicks = in.value("movementBlockedTicks", movementBlockedTicks);
navigationRetryTicks = in.value("navigationRetryTicks", navigationRetryTicks);
movedLastTick = in.value("movedLastTick", movedLastTick);
navigationRetryCooldownTicks = in.value(
"navigationRetryCooldownTicks", navigationRetryCooldownTicks);
navigationRetryCooldownIndex = in.value(
"navigationRetryCooldownIndex", navigationRetryCooldownIndex);
if (!navigationRetryCooldownTicks.empty())
navigationRetryCooldownIndex %= navigationRetryCooldownTicks.size();
blockingCharacterId =
in.value("blockingCharacterId", std::string());
animationFrame = in.value("animationFrame", animationFrame);
onArrivedCallbackName = in.value("onArrivedCallbackName", std::string());
}
+34 -2
View File
@@ -9,6 +9,7 @@
#include <Eigen/Geometry>
#include "external/nlohmann/json.hpp"
#include "ISaveable.h"
#include "navigation/PathFinder.h"
namespace FRG {
@@ -110,8 +111,12 @@ public:
float modelScale = 0.12f;
Eigen::Quaternionf modelCorrectionRotation = Eigen::Quaternionf::Identity();
bool useGpuSkinning = true;
// Full clearance used while planning around stationary characters.
float collisionRadius = 0.45f;
// Smaller physical contact threshold used by the movement guard.
float movementContactRadius = 0.32f;
float interactionRadius = 0.0f;
bool movedLastTick = false;
// --- Pathfinding data (serializable parts) ---
Eigen::Vector3f walkTarget = Eigen::Vector3f::Zero();
@@ -121,6 +126,11 @@ public:
// Internal drift-check timer (serializable so it survives save/load).
float homeDriftCheckTimer = 5.0f;
int movementBlockedTicks = 0;
int navigationRetryTicks = 0;
std::string blockingCharacterId;
std::vector<int> navigationRetryCooldownTicks;
std::size_t navigationRetryCooldownIndex = 0;
// Global Lua function called when the character reaches the final waypoint.
// The name is serialized, so no runtime callback needs to be rehydrated.
@@ -131,6 +141,9 @@ public:
// --- Pure-state methods ---
void configureAsPlayer();
void configureNavigationRetryCooldowns(
const std::string& entityId,
std::vector<int> cooldownTicks = {});
bool isMoving() const;
const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
Eigen::Vector3f getCurrentNavigationTarget() const;
@@ -138,9 +151,13 @@ public:
void setTarget(const Eigen::Vector3f& target,
std::string callbackName,
const LocationNetworkState& location,
const std::string& entityId);
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>&
dynamicObstacles = {});
void forceReplan(const LocationNetworkState& location,
const std::string& entityId);
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>&
dynamicObstacles = {});
void stopAndRotateToTarget(std::string characterId);
void resetPlayerAfterDeath();
void tryAttackCombo();
@@ -151,6 +168,9 @@ public:
// --- Serialisation (runtime mutable fields only; creation info is reloaded from config) ---
void save(nlohmann::json& out) const override;
void load(const nlohmann::json& in) override;
private:
void scheduleNextNavigationRetry();
};
using PlayerStateMap =
@@ -161,16 +181,28 @@ struct CharacterObservation {
float hp = 0.f;
};
struct CharacterMovementObstacle {
std::string id;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float radius = 0.f;
bool moving = false;
Eigen::Vector3f movementDirection = Eigen::Vector3f::Zero();
};
struct CharacterUpdateContext {
std::string characterId;
const CharacterObservation* attackTarget = nullptr;
const CharacterObservation* faceTarget = nullptr;
const std::vector<CharacterMovementObstacle>* movementObstacles = nullptr;
};
struct CharacterUpdateEvents {
bool attackImpact = false;
bool deathAnimationComplete = false;
bool navigationRequested = false;
bool forceNavigationReplan = false;
Eigen::Vector3f navigationTarget = Eigen::Vector3f::Zero();
std::string blockingCharacterId;
std::string arrivedCallbackName;
std::string attackTargetId;
Eigen::Vector3f attackDirection = Eigen::Vector3f::Zero();
+1 -1
View File
@@ -680,7 +680,7 @@ namespace FRG
// Developer workflow: uncomment to (re)generate the campaign's start-state JSON
// from this freshly-rebuilt state after changing gameplay/content JSON or Lua.
// Re-comment before shipping.
//saveInitialState();
saveInitialState();
}
+1 -1
View File
@@ -33,7 +33,7 @@ struct StoredChatMessage {
};
struct GameState : public ISaveable {
static constexpr int kSchemaVersion = 2;
static constexpr int kSchemaVersion = 5;
// --- World ---
// Campaign being played (see CampaignRegistry).
+105 -1
View File
@@ -126,6 +126,58 @@ const CharacterState* LocationGameState::findCharacter(
return nullptr;
}
std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles(
const std::string& requesterId,
const PlayerStateMap& players,
const std::string& forcedObstacleId) const
{
std::vector<std::pair<std::string, const CharacterState*>> characters;
characters.reserve(players.size() + npcs.size());
for (const auto& [id, character] : players)
if (character) characters.emplace_back(id, character.get());
for (const auto& [id, character] : npcs)
if (character) characters.emplace_back(id, character.get());
std::sort(characters.begin(), characters.end(),
[](const auto& lhs, const auto& rhs) { return lhs.first < rhs.first; });
std::vector<PathFinder::DynamicObstacle> obstacles;
obstacles.reserve(characters.size());
for (const auto& [id, character] : characters) {
if (id == requesterId || !character->enabled || character->hp <= 0.f)
continue;
if (character->movedLastTick && id != forcedObstacleId) continue;
obstacles.push_back({character->position, character->collisionRadius});
}
return obstacles;
}
bool LocationGameState::setCharacterDestination(
const std::string& id,
const Eigen::Vector3f& target,
std::string callbackName,
PlayerStateMap& players,
const std::string& forcedObstacleId)
{
CharacterState* character = findCharacter(id, players);
if (!character || !location) return false;
character->setTarget(
target, std::move(callbackName), *location, id,
collectPathObstacles(id, players, forcedObstacleId));
return true;
}
bool LocationGameState::replanCharacter(
const std::string& id,
PlayerStateMap& players,
const std::string& forcedObstacleId)
{
CharacterState* character = findCharacter(id, players);
if (!character || !location) return false;
character->forceReplan(
*location, id, collectPathObstacles(id, players, forcedObstacleId));
return true;
}
void LocationGameState::startTaxi()
{
location->taxiCar.waypoints = location->taxiCarWaypoints;
@@ -330,18 +382,70 @@ LocationSimulationEvents LocationGameState::update(
if (toHome.norm() > CharacterState::kWalkThreshold &&
(npc.requestedWalkTarget - homeTarget).norm() >
CharacterState::kWalkThreshold) {
npc.setTarget(homeTarget, {}, *location, id);
setCharacterDestination(id, homeTarget, {}, players);
}
}
}
std::vector<CharacterMovementObstacle> movementObstacles;
movementObstacles.reserve(playerIds.size() + npcIds.size());
auto addMovementObstacle =
[&movementObstacles](const std::string& id,
const CharacterState& character) {
Eigen::Vector3f direction =
character.getCurrentNavigationTarget() - character.position;
direction.y() = 0.f;
const float length = direction.norm();
if (length > CharacterState::kWalkThreshold) direction /= length;
else direction = Eigen::Vector3f::Zero();
movementObstacles.push_back({
id,
character.position,
character.movementContactRadius,
character.movedLastTick,
direction});
};
for (const std::string& id : playerIds) {
const CharacterState& character = *players.at(id);
if (character.enabled && character.hp > 0.f)
addMovementObstacle(id, character);
}
for (const std::string& id : npcIds) {
const CharacterState& character = *npcs.at(id);
if (character.enabled && character.hp > 0.f)
addMovementObstacle(id, character);
}
// One global ID order also makes blocker selection deterministic.
std::sort(
movementObstacles.begin(), movementObstacles.end(),
[](const CharacterMovementObstacle& lhs,
const CharacterMovementObstacle& rhs) { return lhs.id < rhs.id; });
auto advance = [&](const std::string& id, CharacterState& state) {
CharacterUpdateContext context;
context.characterId = id;
context.movementObstacles = &movementObstacles;
auto attack = observations.find(state.attackTargetId);
if (attack != observations.end()) context.attackTarget = &attack->second;
auto face = observations.find(state.faceTargetId);
if (face != observations.end()) context.faceTarget = &face->second;
CharacterUpdateEvents events = state.update(deltaMs, context);
auto reservation = std::lower_bound(
movementObstacles.begin(), movementObstacles.end(), id,
[](const CharacterMovementObstacle& obstacle,
const std::string& value) { return obstacle.id < value; });
if (reservation != movementObstacles.end() && reservation->id == id) {
reservation->position = state.position;
reservation->moving = state.movedLastTick;
Eigen::Vector3f direction =
state.getCurrentNavigationTarget() - state.position;
direction.y() = 0.f;
const float length = direction.norm();
if (length > CharacterState::kWalkThreshold)
reservation->movementDirection = direction / length;
else
reservation->movementDirection = Eigen::Vector3f::Zero();
}
if (!events.arrivedCallbackName.empty() || events.attackImpact ||
events.deathAnimationComplete || events.navigationRequested) {
result.characters.push_back({id, std::move(events)});
+14
View File
@@ -64,6 +64,20 @@ struct LocationGameState {
CharacterState* findCharacter(const std::string& id, PlayerStateMap& players);
const CharacterState* findCharacter(
const std::string& id, const PlayerStateMap& players) const;
std::vector<PathFinder::DynamicObstacle> collectPathObstacles(
const std::string& requesterId,
const PlayerStateMap& players,
const std::string& forcedObstacleId = {}) const;
bool setCharacterDestination(
const std::string& id,
const Eigen::Vector3f& target,
std::string callbackName,
PlayerStateMap& players,
const std::string& forcedObstacleId = {});
bool replanCharacter(
const std::string& id,
PlayerStateMap& players,
const std::string& forcedObstacleId = {});
void startTaxi();
void resetTaxi();
LocationSimulationEvents update(
+12 -2
View File
@@ -122,9 +122,19 @@ void loadSinglePlayerPersistence(
}
std::vector<Eigen::Vector3f> LocationNetworkState::planPathExceptMyself(const Eigen::Vector3f& start, const Eigen::Vector3f& end, const std::string& entityId) const
// Entity ownership stays above this navigation-only layer.
std::vector<Eigen::Vector3f> LocationNetworkState::planPathExceptMyself(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles) const
{
return navigationMaps[activeNavigationIndex].findPathToNearest(start, end, {});
(void)entityId;
if (activeNavigationIndex < 0 ||
activeNavigationIndex >= static_cast<int>(navigationMaps.size()))
return {};
return navigationMaps[activeNavigationIndex].findPathToNearest(
start, end, dynamicObstacles);
}
void LocationNetworkState::initNavigation(
+5 -1
View File
@@ -41,7 +41,11 @@ struct LocationNetworkState : public ISaveable {
//This value is populated from the JSON configs and should not be changed during the regular gameplay.
//It might be changed only in the editor mode during development.
std::vector<PathFinder> navigationMaps;
std::vector<Eigen::Vector3f> planPathExceptMyself(const Eigen::Vector3f& start, const Eigen::Vector3f& end, const std::string& entityId) const;
std::vector<Eigen::Vector3f> planPathExceptMyself(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::string& entityId,
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles = {}) const;
void initNavigation(
const std::vector<std::string>& paths,
const std::string& zipFile = std::string());
+33
View File
@@ -183,7 +183,12 @@ CharacterState NpcData::toCharacterState() const
state.visibleRange = visibleRange;
state.canAttack = canAttack;
state.enabled = enabled;
state.collisionRadius = navigationAvoidanceRadius;
state.movementContactRadius =
(std::min)(movementContactRadius, navigationAvoidanceRadius);
state.interactionRadius = interactionRadius;
state.configureNavigationRetryCooldowns(
id, navigationRetryCooldownTicks);
Eigen::Quaternionf correction = Eigen::Quaternionf::Identity();
if (modelCorrectionRotX != 0.f)
@@ -342,6 +347,34 @@ LocationDefinition LocationContentLoader::load(
item.value("visibleRange", VISIBLE_RANGE);
data.canAttack = item.value("canAttack", false);
data.enabled = item.value("enabled", true);
data.navigationAvoidanceRadius = item.value(
"navigationAvoidanceRadius",
item.value("collisionRadius", 0.45f));
data.navigationAvoidanceRadius =
(std::max)(0.05f, data.navigationAvoidanceRadius);
data.movementContactRadius = item.value(
"movementContactRadius",
data.navigationAvoidanceRadius * 0.72f);
data.movementContactRadius = (std::max)(
0.05f, (std::min)(
data.movementContactRadius,
data.navigationAvoidanceRadius));
const char* cooldownKey =
item.contains("navigationRetryCooldownTicks")
? "navigationRetryCooldownTicks"
: "navigationRetryCooldownMs";
if (item.contains(cooldownKey) &&
item.at(cooldownKey).is_array()) {
for (const auto& value : item.at(cooldownKey)) {
if (!value.is_number_integer()) continue;
int ticks = value.get<int>();
if (std::string(cooldownKey) ==
"navigationRetryCooldownMs") {
ticks = (std::max)(1, (ticks + 99) / 100);
}
data.navigationRetryCooldownTicks.push_back(ticks);
}
}
result.npcs.push_back(std::move(data));
}
}
+3
View File
@@ -72,7 +72,10 @@ struct NpcData {
float visibleRange = VISIBLE_RANGE;
bool canAttack = false;
bool enabled = true;
float navigationAvoidanceRadius = 0.45f;
float movementContactRadius = 0.32f;
float interactionRadius = 0.f;
std::vector<int> navigationRetryCooldownTicks;
CharacterState toCharacterState() const;
};
+25 -24
View File
@@ -323,9 +323,9 @@ void InternalGameServer::submit(const GameCommand& command)
LocationNetworkState& locationState = *location->second.location;
locationState.activeNavigationIndex = value.index;
for (const auto& [id, player] : state_.players)
if (player) player->forceReplan(locationState, id);
if (player) location->second.replanCharacter(id, state_.players);
for (const auto& [id, npc] : location->second.npcs)
if (npc) npc->forceReplan(locationState, id);
if (npc) location->second.replanCharacter(id, state_.players);
}
} else if constexpr (std::is_same_v<T, SetNavigationAreaAvailableCommand>) {
auto location = state_.locations.find(value.locationId);
@@ -336,6 +336,10 @@ void InternalGameServer::submit(const GameCommand& command)
index < static_cast<int>(locationState.navigationMaps.size())) {
locationState.navigationMaps[index].setAreaAvailable(
value.areaName, value.available);
for (const auto& [id, player] : state_.players)
if (player) location->second.replanCharacter(id, state_.players);
for (const auto& [id, npc] : location->second.npcs)
if (npc) location->second.replanCharacter(id, state_.players);
}
}
} else if constexpr (std::is_same_v<T, AddNavigationObstacleCommand>) {
@@ -349,6 +353,10 @@ void InternalGameServer::submit(const GameCommand& command)
polygon.name = value.name;
polygon.polygon = value.polygon;
locationState.navigationMaps[index].addObstaclePolygon(polygon);
for (const auto& [id, player] : state_.players)
if (player) location->second.replanCharacter(id, state_.players);
for (const auto& [id, npc] : location->second.npcs)
if (npc) location->second.replanCharacter(id, state_.players);
}
}
} else if constexpr (std::is_same_v<T, AddInventoryItemCommand>) {
@@ -424,14 +432,10 @@ void InternalGameServer::submit(const GameCommand& command)
if (character) character->attackTargetId.clear();
} else if constexpr (std::is_same_v<T, SetCharacterDestinationCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->setTarget(
value.target, value.callbackName,
*location->second.location, value.characterId);
}
if (location != state_.locations.end())
location->second.setCharacterDestination(
value.characterId, value.target, value.callbackName,
state_.players);
} else if constexpr (std::is_same_v<T, StopCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
@@ -443,13 +447,9 @@ void InternalGameServer::submit(const GameCommand& command)
character->stopAndRotateToTarget(value.targetId);
} else if constexpr (std::is_same_v<T, ReplanCharacterCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->forceReplan(
*location->second.location, value.characterId);
}
if (location != state_.locations.end())
location->second.replanCharacter(
value.characterId, state_.players);
} else if constexpr (std::is_same_v<T, ResetCharacterAfterDeathCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
@@ -518,13 +518,14 @@ void InternalGameServer::update(std::int64_t deltaMs)
for (const CharacterSimulationEvent& event :
pendingSimulationEvents_.characters) {
if (!event.events.navigationRequested) continue;
CharacterState* character = state_.findCharacter(
state_.currentLocationName, event.characterId);
if (character && stored->second.location) {
character->setTarget(
event.events.navigationTarget, {},
*stored->second.location, event.characterId);
}
if (event.events.forceNavigationReplan)
stored->second.replanCharacter(
event.characterId, state_.players,
event.events.blockingCharacterId);
else
stored->second.setCharacterDestination(
event.characterId, event.events.navigationTarget, {},
state_.players);
}
publishMutation();
}
+214 -333
View File
@@ -14,15 +14,6 @@ namespace FRG {
using json = nlohmann::json;
namespace {
const float INF_COST = (std::numeric_limits<float>::max)();
float distanceCells(const PathFinder::Cell& a, const PathFinder::Cell& b)
{
const float dx = static_cast<float>(a.x - b.x);
const float dz = static_cast<float>(a.z - b.z);
return std::sqrt(dx * dx + dz * dz);
}
std::vector<Eigen::Vector2f> readPolygon(const json& item)
{
std::vector<Eigen::Vector2f> polygon;
@@ -127,397 +118,287 @@ void PathFinder::build(const std::string& configPath,
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end) const
{
if (!ready || walkable.empty()) {
return {};
}
Cell startCell;
Cell endCell;
if (!findNearestWalkableCell(start, startCell, walkable) ||
!findNearestWalkableCell(end, endCell, walkable)) {
return {};
}
if (startCell.x == endCell.x && startCell.z == endCell.z) {
return { cellCenter(endCell) };
}
struct QueueNode {
int index = 0;
float priority = 0.0f;
bool operator<(const QueueNode& other) const
{
if (priority != other.priority) return priority > other.priority;
return index > other.index;
}
};
const int cellCount = gridWidth * gridDepth;
std::vector<float> cost(static_cast<size_t>(cellCount), INF_COST);
std::vector<int> cameFrom(static_cast<size_t>(cellCount), -1);
std::priority_queue<QueueNode> open;
const int startIndex = indexOf(startCell);
const int endIndex = indexOf(endCell);
cost[static_cast<size_t>(startIndex)] = 0.0f;
open.push({ startIndex, 0.0f });
static const int offsets[8][2] = {
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }
};
while (!open.empty()) {
const QueueNode current = open.top();
open.pop();
if (current.index == endIndex) {
break;
}
const Cell currentCell{ current.index % gridWidth, current.index / gridWidth };
for (const auto& offset : offsets) {
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
if (!isCellWalkable(next, walkable)) {
continue;
}
const bool diagonal = offset[0] != 0 && offset[1] != 0;
if (diagonal) {
Cell horizontal{ currentCell.x + offset[0], currentCell.z };
Cell vertical{ currentCell.x, currentCell.z + offset[1] };
if (!isCellWalkable(horizontal, walkable) || !isCellWalkable(vertical, walkable)) {
continue;
}
}
const int nextIndex = indexOf(next);
const float stepCost = diagonal ? 1.41421356f : 1.0f;
const float newCost = cost[static_cast<size_t>(current.index)] + stepCost;
if (newCost >= cost[static_cast<size_t>(nextIndex)]) {
continue;
}
cost[static_cast<size_t>(nextIndex)] = newCost;
cameFrom[static_cast<size_t>(nextIndex)] = current.index;
const float priority = newCost + distanceCells(next, endCell);
open.push({ nextIndex, priority });
}
}
if (cameFrom[static_cast<size_t>(endIndex)] == -1) {
return {};
}
std::vector<Cell> cells;
for (int current = endIndex; current != -1; current = cameFrom[static_cast<size_t>(current)]) {
cells.push_back({ current % gridWidth, current / gridWidth });
if (current == startIndex) {
break;
}
}
std::reverse(cells.begin(), cells.end());
cells = smoothCells(cells, walkable);
std::vector<Eigen::Vector3f> path;
path.reserve(cells.size());
for (const Cell& cell : cells) {
path.push_back(cellCenter(cell));
}
if (!path.empty() && (path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() < cellSize * 0.75f) {
path.erase(path.begin());
}
if (!path.empty()) {
Cell requestedEndCell;
if (worldToCell(end, requestedEndCell) &&
requestedEndCell.x == endCell.x &&
requestedEndCell.z == endCell.z) {
path.back() = Eigen::Vector3f(end.x(), floorY, end.z());
}
}
return path;
const std::lock_guard<std::mutex> lock(*queryMutex);
return runSearch(start, end, 0, false);
}
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const
{
if (!ready || walkable.empty()) {
return {};
}
std::vector<unsigned char> walkableGrid = walkable;
if (!dynamicObstacles.empty()) {
for (const DynamicObstacle& obstacle : dynamicObstacles) {
const float radius = obstacle.radius + agentRadius;
if (radius <= 0.0f) continue;
const float minWorldX = obstacle.position.x() - radius;
const float maxWorldX = obstacle.position.x() + radius;
const float minWorldZ = obstacle.position.z() - radius;
const float maxWorldZ = obstacle.position.z() + radius;
const int minCellX = (std::max)(0, static_cast<int>(std::floor((minWorldX - minX) / cellSize)));
const int maxCellX = (std::min)(gridWidth - 1, static_cast<int>(std::floor((maxWorldX - minX) / cellSize)));
const int minCellZ = (std::max)(0, static_cast<int>(std::floor((minWorldZ - minZ) / cellSize)));
const int maxCellZ = (std::min)(gridDepth - 1, static_cast<int>(std::floor((maxWorldZ - minZ) / cellSize)));
const float radiusSq = radius * radius;
for (int z = minCellZ; z <= maxCellZ; ++z) {
for (int x = minCellX; x <= maxCellX; ++x) {
const Cell cell{ x, z };
const Eigen::Vector3f center = cellCenter(cell);
const float dx = center.x() - obstacle.position.x();
const float dz = center.z() - obstacle.position.z();
if (dx * dx + dz * dz <= radiusSq) {
const int idx = indexOf(cell);
if (idx >= 0 && idx < static_cast<int>(walkableGrid.size())) {
walkableGrid[static_cast<size_t>(idx)] = 0;
}
}
}
}
}
}
Cell startCell;
Cell endCell;
if (!findNearestWalkableCell(start, startCell, walkableGrid) ||
!findNearestWalkableCell(end, endCell, walkableGrid)) {
return {};
}
if (startCell.x == endCell.x && startCell.z == endCell.z) {
return { cellCenter(endCell) };
}
struct QueueNode {
int index = 0;
float priority = 0.0f;
bool operator<(const QueueNode& other) const
{
if (priority != other.priority) return priority > other.priority;
return index > other.index;
}
};
const int cellCount = gridWidth * gridDepth;
std::vector<float> cost(static_cast<size_t>(cellCount), INF_COST);
std::vector<int> cameFrom(static_cast<size_t>(cellCount), -1);
std::priority_queue<QueueNode> open;
const int startIndex = indexOf(startCell);
const int endIndex = indexOf(endCell);
cost[static_cast<size_t>(startIndex)] = 0.0f;
open.push({ startIndex, 0.0f });
static const int offsets[8][2] = {
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }
};
while (!open.empty()) {
const QueueNode current = open.top();
open.pop();
if (current.index == endIndex) {
break;
}
const Cell currentCell{ current.index % gridWidth, current.index / gridWidth };
for (const auto& offset : offsets) {
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
if (!isCellWalkable(next, walkableGrid)) {
continue;
}
const bool diagonal = offset[0] != 0 && offset[1] != 0;
if (diagonal) {
Cell horizontal{ currentCell.x + offset[0], currentCell.z };
Cell vertical{ currentCell.x, currentCell.z + offset[1] };
if (!isCellWalkable(horizontal, walkableGrid) || !isCellWalkable(vertical, walkableGrid)) {
continue;
}
}
const int nextIndex = indexOf(next);
const float stepCost = diagonal ? 1.41421356f : 1.0f;
const float newCost = cost[static_cast<size_t>(current.index)] + stepCost;
if (newCost >= cost[static_cast<size_t>(nextIndex)]) {
continue;
}
cost[static_cast<size_t>(nextIndex)] = newCost;
cameFrom[static_cast<size_t>(nextIndex)] = current.index;
const float priority = newCost + distanceCells(next, endCell);
open.push({ nextIndex, priority });
}
}
if (cameFrom[static_cast<size_t>(endIndex)] == -1) {
return {};
}
std::vector<Cell> cells;
for (int current = endIndex; current != -1; current = cameFrom[static_cast<size_t>(current)]) {
cells.push_back({ current % gridWidth, current / gridWidth });
if (current == startIndex) {
break;
}
}
std::reverse(cells.begin(), cells.end());
cells = smoothCells(cells, walkableGrid);
std::vector<Eigen::Vector3f> path;
path.reserve(cells.size());
for (const Cell& cell : cells) {
path.push_back(cellCenter(cell));
}
if (!path.empty() && (path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() < cellSize * 0.75f) {
path.erase(path.begin());
}
if (!path.empty()) {
Cell requestedEndCell;
if (worldToCell(end, requestedEndCell) &&
requestedEndCell.x == endCell.x &&
requestedEndCell.z == endCell.z) {
path.back() = Eigen::Vector3f(end.x(), floorY, end.z());
}
}
return path;
const std::lock_guard<std::mutex> lock(*queryMutex);
return runSearch(start, end, buildDynamicOverlay(dynamicObstacles), false);
}
std::vector<Eigen::Vector3f> PathFinder::findNearestReachableImpl(
std::uint32_t PathFinder::buildDynamicOverlay(
const std::vector<DynamicObstacle>& dynamicObstacles) const
{
const size_t cellCount = walkable.size();
if (dynamicBlockedGeneration.size() != cellCount) {
dynamicBlockedGeneration.assign(cellCount, 0);
dynamicGeneration = 0;
}
if (++dynamicGeneration == 0) {
std::fill(dynamicBlockedGeneration.begin(), dynamicBlockedGeneration.end(), 0);
dynamicGeneration = 1;
}
for (const DynamicObstacle& obstacle : dynamicObstacles) {
// Include the cell half-diagonal so a segment between adjacent
// unblocked cell centres cannot geometrically cut through the circle.
const float radius =
obstacle.radius + agentRadius + cellSize * 0.70710678f;
if (radius <= 0.f) continue;
const int minCellX = (std::max)(
0, static_cast<int>(std::floor((obstacle.position.x() - radius - minX) / cellSize)));
const int maxCellX = (std::min)(
gridWidth - 1, static_cast<int>(std::floor((obstacle.position.x() + radius - minX) / cellSize)));
const int minCellZ = (std::max)(
0, static_cast<int>(std::floor((obstacle.position.z() - radius - minZ) / cellSize)));
const int maxCellZ = (std::min)(
gridDepth - 1, static_cast<int>(std::floor((obstacle.position.z() + radius - minZ) / cellSize)));
const float radiusSq = radius * radius;
for (int z = minCellZ; z <= maxCellZ; ++z) {
for (int x = minCellX; x <= maxCellX; ++x) {
const Cell cell{x, z};
const Eigen::Vector3f center = cellCenter(cell);
const float dx = center.x() - obstacle.position.x();
const float dz = center.z() - obstacle.position.z();
if (dx * dx + dz * dz <= radiusSq)
dynamicBlockedGeneration[static_cast<size_t>(indexOf(cell))] =
dynamicGeneration;
}
}
}
return dynamicGeneration;
}
bool PathFinder::isCellWalkableOverlay(
const Cell& cell, std::uint32_t generation) const
{
if (!isCellWalkable(cell)) return false;
return generation == 0 ||
dynamicBlockedGeneration[static_cast<size_t>(indexOf(cell))] != generation;
}
bool PathFinder::findNearestWalkableCellOverlay(
const Eigen::Vector3f& point, Cell& out, std::uint32_t generation) const
{
Cell origin;
if (!worldToCell(point, origin)) {
origin.x = (std::max)(0, (std::min)(
gridWidth - 1, static_cast<int>(std::floor((point.x() - minX) / cellSize))));
origin.z = (std::max)(0, (std::min)(
gridDepth - 1, static_cast<int>(std::floor((point.z() - minZ) / cellSize))));
}
if (isCellWalkableOverlay(origin, generation)) {
out = origin;
return true;
}
const int maxRadius =
(std::max)(4, static_cast<int>(std::ceil(8.0f / cellSize)));
for (int radius = 1; radius <= maxRadius; ++radius) {
for (int z = origin.z - radius; z <= origin.z + radius; ++z) {
for (int x = origin.x - radius; x <= origin.x + radius; ++x) {
if (std::abs(x - origin.x) != radius &&
std::abs(z - origin.z) != radius) continue;
const Cell candidate{x, z};
if (isCellWalkableOverlay(candidate, generation)) {
out = candidate;
return true;
}
}
}
}
return false;
}
bool PathFinder::hasLineOfSightOverlay(
const Cell& from, const Cell& to, std::uint32_t generation) const
{
int x = from.x;
int z = from.z;
const int dx = std::abs(to.x - from.x);
const int dz = std::abs(to.z - from.z);
const int sx = from.x < to.x ? 1 : -1;
const int sz = from.z < to.z ? 1 : -1;
int error = dx - dz;
while (true) {
if (!isCellWalkableOverlay({x, z}, generation)) return false;
if (x == to.x && z == to.z) return true;
const int twiceError = error * 2;
const int oldX = x;
const int oldZ = z;
if (twiceError > -dz) {
error -= dz;
x += sx;
}
if (twiceError < dx) {
error += dx;
z += sz;
}
if (x != oldX && z != oldZ &&
(!isCellWalkableOverlay({x, oldZ}, generation) ||
!isCellWalkableOverlay({oldX, z}, generation))) {
return false;
}
}
}
std::vector<PathFinder::Cell> PathFinder::smoothCellsOverlay(
const std::vector<Cell>& cells, std::uint32_t generation) const
{
if (cells.size() <= 2) return cells;
std::vector<Cell> result;
result.push_back(cells.front());
size_t anchor = 0;
while (anchor + 1 < cells.size()) {
size_t next = cells.size() - 1;
while (next > anchor + 1 &&
!hasLineOfSightOverlay(cells[anchor], cells[next], generation)) {
--next;
}
result.push_back(cells[next]);
anchor = next;
}
return result;
}
std::vector<Eigen::Vector3f> PathFinder::runSearch(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<unsigned char>& walkableGrid) const
std::uint32_t obstacleGeneration,
bool nearestReachable) const
{
if (!ready || walkableGrid.empty()) return {};
if (!ready || walkable.empty()) return {};
Cell startCell;
Cell endCell;
if (!findNearestWalkableCell(start, startCell, walkableGrid)) return {};
if (!findNearestWalkableCell(end, endCell, walkableGrid)) return {};
if (!findNearestWalkableCellOverlay(start, startCell, obstacleGeneration) ||
!findNearestWalkableCellOverlay(end, endCell, obstacleGeneration)) return {};
if (startCell.x == endCell.x && startCell.z == endCell.z)
return {cellCenter(endCell)};
const size_t cellCount = walkable.size();
if (searchCost.size() != cellCount) {
searchCost.resize(cellCount);
searchCameFrom.resize(cellCount);
searchVisitedGeneration.assign(cellCount, 0);
searchGeneration = 0;
}
if (++searchGeneration == 0) {
std::fill(searchVisitedGeneration.begin(), searchVisitedGeneration.end(), 0);
searchGeneration = 1;
}
const auto heuristic = [](const Cell& a, const Cell& b) {
const int dx = std::abs(a.x - b.x);
const int dz = std::abs(a.z - b.z);
return 14 * (std::min)(dx, dz) + 10 * (std::max(dx, dz) - (std::min)(dx, dz));
};
struct QueueNode {
int index = 0;
float priority = 0.0f;
int index;
int priority;
int cost;
bool operator<(const QueueNode& other) const {
if (priority != other.priority) return priority > other.priority;
if (cost != other.cost) return cost > other.cost;
return index > other.index;
}
};
const int cellCount = gridWidth * gridDepth;
std::vector<float> cost(static_cast<size_t>(cellCount), INF_COST);
std::vector<int> cameFrom(static_cast<size_t>(cellCount), -1);
std::priority_queue<QueueNode> open;
const int startIndex = indexOf(startCell);
const int endIndex = indexOf(endCell);
cost[static_cast<size_t>(startIndex)] = 0.f;
open.push({ startIndex, 0.f });
int bestIndex = startIndex;
float bestDist = distanceCells(startCell, endCell);
const int endIndex = indexOf(endCell);
searchVisitedGeneration[static_cast<size_t>(startIndex)] = searchGeneration;
searchCost[static_cast<size_t>(startIndex)] = 0;
searchCameFrom[static_cast<size_t>(startIndex)] = -1;
open.push({startIndex, heuristic(startCell, endCell), 0});
int bestIndex = startIndex;
int bestDistanceSq =
(startCell.x - endCell.x) * (startCell.x - endCell.x) +
(startCell.z - endCell.z) * (startCell.z - endCell.z);
static const int offsets[8][2] = {
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }
};
while (!open.empty()) {
const QueueNode current = open.top();
open.pop();
const size_t currentOffset = static_cast<size_t>(current.index);
if (searchVisitedGeneration[currentOffset] != searchGeneration ||
searchCost[currentOffset] != current.cost) continue;
if (current.index == endIndex) {
bestIndex = endIndex;
break;
}
if (cost[static_cast<size_t>(current.index)] < current.priority - distanceCells({ current.index % gridWidth, current.index / gridWidth }, endCell)) {
continue; // stale entry
}
const Cell currentCell{ current.index % gridWidth, current.index / gridWidth };
const float d = distanceCells(currentCell, endCell);
if (d < bestDist) {
bestDist = d;
const int dx = currentCell.x - endCell.x;
const int dz = currentCell.z - endCell.z;
const int distanceSq = dx * dx + dz * dz;
if (distanceSq < bestDistanceSq ||
(distanceSq == bestDistanceSq && current.index < bestIndex)) {
bestDistanceSq = distanceSq;
bestIndex = current.index;
}
for (const auto& offset : offsets) {
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
if (!isCellWalkable(next, walkableGrid)) continue;
if (!isCellWalkableOverlay(next, obstacleGeneration)) continue;
const bool diagonal = offset[0] != 0 && offset[1] != 0;
if (diagonal) {
Cell h{ currentCell.x + offset[0], currentCell.z };
Cell v{ currentCell.x, currentCell.z + offset[1] };
if (!isCellWalkable(h, walkableGrid) || !isCellWalkable(v, walkableGrid)) continue;
if (!isCellWalkableOverlay(h, obstacleGeneration) ||
!isCellWalkableOverlay(v, obstacleGeneration)) continue;
}
const int nextIndex = indexOf(next);
const float stepCost = diagonal ? 1.41421356f : 1.0f;
const float newCost = cost[static_cast<size_t>(current.index)] + stepCost;
if (newCost >= cost[static_cast<size_t>(nextIndex)]) continue;
cost[static_cast<size_t>(nextIndex)] = newCost;
cameFrom[static_cast<size_t>(nextIndex)] = current.index;
open.push({ nextIndex, newCost + distanceCells(next, endCell) });
const int nextIndex = indexOf(next);
const size_t nextOffset = static_cast<size_t>(nextIndex);
const int newCost = current.cost + (diagonal ? 14 : 10);
if (searchVisitedGeneration[nextOffset] == searchGeneration &&
newCost >= searchCost[nextOffset]) continue;
searchVisitedGeneration[nextOffset] = searchGeneration;
searchCost[nextOffset] = newCost;
searchCameFrom[nextOffset] = current.index;
open.push({nextIndex, newCost + heuristic(next, endCell), newCost});
}
}
if (!nearestReachable && bestIndex != endIndex) return {};
if (bestIndex == startIndex) return {};
std::vector<Cell> cells;
for (int cur = bestIndex; cur != -1; cur = cameFrom[static_cast<size_t>(cur)]) {
for (int cur = bestIndex; cur != -1;
cur = searchCameFrom[static_cast<size_t>(cur)]) {
cells.push_back({ cur % gridWidth, cur / gridWidth });
if (cur == startIndex) break;
}
std::reverse(cells.begin(), cells.end());
cells = smoothCells(cells, walkableGrid);
cells = smoothCellsOverlay(cells, obstacleGeneration);
std::vector<Eigen::Vector3f> path;
path.reserve(cells.size());
for (const Cell& cell : cells) path.push_back(cellCenter(cell));
if (!path.empty() && (path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() < cellSize * 0.75f)
if (!path.empty() &&
(path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() <
cellSize * 0.75f)
path.erase(path.begin());
if (bestIndex == endIndex && !path.empty()) {
Cell requestedEndCell;
if (worldToCell(end, requestedEndCell) &&
requestedEndCell.x == endCell.x && requestedEndCell.z == endCell.z) {
path.back() = Eigen::Vector3f(end.x(), floorY, end.z());
}
}
return path;
}
std::vector<Eigen::Vector3f> PathFinder::findPathToNearest(
const Eigen::Vector3f& start, const Eigen::Vector3f& end) const
{
auto path = findPath(start, end);
if (!path.empty()) return path;
return findNearestReachableImpl(start, end, walkable);
const std::lock_guard<std::mutex> lock(*queryMutex);
return runSearch(start, end, 0, true);
}
std::vector<Eigen::Vector3f> PathFinder::findPathToNearest(
const Eigen::Vector3f& start, const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const
{
auto path = findPath(start, end, dynamicObstacles);
if (!path.empty()) return path;
path = findPath(start, end);
if (!path.empty()) return path;
return findNearestReachableImpl(start, end, walkable);
const std::lock_guard<std::mutex> lock(*queryMutex);
return runSearch(
start, end, buildDynamicOverlay(dynamicObstacles), true);
}
bool PathFinder::setAreaAvailable(const std::string& areaName, bool available)
+28 -5
View File
@@ -1,6 +1,9 @@
#pragma once
#include <Eigen/Core>
#include <cstdint>
#include <memory>
#include <mutex>
#include <string>
#include <vector>
@@ -79,6 +82,17 @@ private:
std::vector<unsigned char> walkable;
std::vector<NavigationArea> areas;
// Reused by synchronous authoritative path queries. Generation stamps avoid
// copying/clearing the complete map for every dynamic-obstacle search.
mutable std::vector<std::uint32_t> dynamicBlockedGeneration;
mutable std::uint32_t dynamicGeneration = 0;
mutable std::vector<int> searchCost;
mutable std::vector<int> searchCameFrom;
mutable std::vector<std::uint32_t> searchVisitedGeneration;
mutable std::uint32_t searchGeneration = 0;
mutable std::shared_ptr<std::mutex> queryMutex =
std::make_shared<std::mutex>();
void loadConfig(const std::string& configPath, const std::string& zipPath);
bool loadGrid(const std::string& path, const std::string& zipPath);
void resetGridBounds();
@@ -103,11 +117,20 @@ private:
bool hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const;
std::vector<Cell> smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const;
// A* that runs to exhaustion and returns a path to the reachable cell
// geometrically closest to end when end itself is unreachable.
std::vector<Eigen::Vector3f> findNearestReachableImpl(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<unsigned char>& walkableGrid) const;
std::uint32_t buildDynamicOverlay(
const std::vector<DynamicObstacle>& dynamicObstacles) const;
bool isCellWalkableOverlay(const Cell& cell, std::uint32_t generation) const;
bool findNearestWalkableCellOverlay(
const Eigen::Vector3f& point, Cell& out, std::uint32_t generation) const;
bool hasLineOfSightOverlay(
const Cell& from, const Cell& to, std::uint32_t generation) const;
std::vector<Cell> smoothCellsOverlay(
const std::vector<Cell>& cells, std::uint32_t generation) const;
std::vector<Eigen::Vector3f> runSearch(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
std::uint32_t obstacleGeneration,
bool nearestReachable) const;
};
} // namespace FRG