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; } }