package engine.gameManager; import engine.math.Vector3fImmutable; import engine.objects.*; 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 path = getOptimizedPath(getPath(character.loc, goal), getPath(goal, character.loc)); // if (path.isEmpty()) { // character.destination = goal; // return; //no points to walk to // } // character.destination = path.get(0); //} catch(Exception e){ //something failed //} } public static ArrayList getOptimizedPath(ArrayList startToGoal, ArrayList goalToStart) { ArrayList 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 getPath(Vector3fImmutable start, Vector3fImmutable goal) { ArrayList 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 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 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; Zone currentZone = ZoneManager.findSmallestZone(point); if(currentZone == null) return false; else return currentZone.navMesh.contains(point.x,point.z); } }