|
|
|
package engine.gameManager;
|
|
|
|
|
|
|
|
import engine.math.Vector3fImmutable;
|
|
|
|
import engine.objects.*;
|
|
|
|
|
|
|
|
import java.awt.*;
|
|
|
|
import java.awt.geom.Path2D;
|
|
|
|
import java.util.ArrayList;
|
|
|
|
|
|
|
|
|
|
|
|
public class NavigationManager {
|
|
|
|
|
|
|
|
private static final int cellGap = 1;
|
|
|
|
private static final int stepHeight = 2;
|
|
|
|
|
|
|
|
public static void pathfind(AbstractCharacter character, Vector3fImmutable goal){
|
|
|
|
try {
|
|
|
|
ArrayList<Vector3fImmutable> path = getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc));
|
|
|
|
if (path.isEmpty() || path.size() < 2) {
|
|
|
|
character.destination = goal;
|
|
|
|
return; //no points to walk to
|
|
|
|
}
|
|
|
|
|
|
|
|
//character.destination = path.get(1);
|
|
|
|
character.navPath = path;
|
|
|
|
|
|
|
|
} catch(Exception e){
|
|
|
|
//something failed
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static ArrayList<Vector3fImmutable> getOptimizedPath(ArrayList<Vector3fImmutable> startToGoal, ArrayList<Vector3fImmutable> goalToStart) {
|
|
|
|
ArrayList<Vector3fImmutable> optimalPath = new ArrayList<>();
|
|
|
|
optimalPath.add(startToGoal.get(0));
|
|
|
|
for(Vector3fImmutable point : startToGoal)
|
|
|
|
{
|
|
|
|
if(!goalToStart.contains(point))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
optimalPath.add(point);
|
|
|
|
}
|
|
|
|
|
|
|
|
//optimize the path to its smallest possible amount of points
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return optimalPath;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static ArrayList<Vector3fImmutable> getPath(Vector3fImmutable start, Vector3fImmutable goal) {
|
|
|
|
ArrayList<Vector3fImmutable> path = new ArrayList<>();
|
|
|
|
path.add(start);
|
|
|
|
Vector3fImmutable current = start;
|
|
|
|
boolean obstructed = false;
|
|
|
|
int count = 0;
|
|
|
|
while (current.distanceSquared(goal) > 9 && count < 250)
|
|
|
|
{
|
|
|
|
//gather the 8 cells around the player
|
|
|
|
ArrayList<Vector3fImmutable> surroundingCells = new ArrayList<>();
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, 0)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, cellGap)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(0, 0, cellGap)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, 0)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, -cellGap)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(0, 0, -cellGap)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(-cellGap, 0, cellGap)));
|
|
|
|
surroundingCells.add(current.add(new Vector3fImmutable(cellGap, 0, -cellGap)));
|
|
|
|
Vector3fImmutable cheapest = new Vector3fImmutable(Vector3fImmutable.ZERO);
|
|
|
|
for (Vector3fImmutable point : surroundingCells)
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
|
|
|
|
if (path.contains(point))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (pointIsBlocked(point)) {
|
|
|
|
obstructed = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (getCost(cheapest, current, goal) > getCost(point, current, goal))
|
|
|
|
cheapest = point;
|
|
|
|
}
|
|
|
|
current = cheapest;
|
|
|
|
path.add(cheapest);
|
|
|
|
}
|
|
|
|
if(obstructed) {
|
|
|
|
return path;
|
|
|
|
}else {
|
|
|
|
ArrayList<Vector3fImmutable> goalPath = new ArrayList<>();
|
|
|
|
goalPath.add(start);
|
|
|
|
goalPath.add(goal);
|
|
|
|
return goalPath; //if the path isn't obstructed we can walk directly from start to the goal
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static float getCost(Vector3fImmutable point, Vector3fImmutable start, Vector3fImmutable goal) {
|
|
|
|
float gCost = start.distanceSquared(point);
|
|
|
|
float hCost = goal.distanceSquared(point);
|
|
|
|
return gCost + hCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean pointIsBlocked(Vector3fImmutable point) {
|
|
|
|
|
|
|
|
Building building = BuildingManager.getBuildingAtLocation(point);
|
|
|
|
if(building != null) {
|
|
|
|
for (Regions region : building.getBounds().getRegions()) {
|
|
|
|
if (region.isPointInPolygon(point))
|
|
|
|
if (Math.abs(region.lerpY(point) - point.y) > stepHeight) // get the height distance between current height and target location height
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
boolean pointBlocked = false;
|
|
|
|
for (Path2D.Float mesh : building.meshes) {
|
|
|
|
if (mesh.contains((double)point.x,(double)point.z)) {
|
|
|
|
pointBlocked = true;
|
|
|
|
}
|
|
|
|
return pointBlocked;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|