Merge branch 'MCCTeam:master' into master

This commit is contained in:
Anon 2022-06-28 10:43:13 +00:00 committed by GitHub
commit 3ea109b330
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22 changed files with 1154 additions and 384 deletions

View file

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace MinecraftClient.Mapping
{
@ -19,6 +20,11 @@ namespace MinecraftClient.Mapping
/// </summary>
private readonly Block[,,] blocks = new Block[SizeX, SizeY, SizeZ];
/// <summary>
/// Lock for thread safety
/// </summary>
private readonly ReaderWriterLockSlim blockLock = new ReaderWriterLockSlim();
/// <summary>
/// Read, or set the specified block
/// </summary>
@ -36,7 +42,16 @@ namespace MinecraftClient.Mapping
throw new ArgumentOutOfRangeException("blockY", "Must be between 0 and " + (SizeY - 1) + " (inclusive)");
if (blockZ < 0 || blockZ >= SizeZ)
throw new ArgumentOutOfRangeException("blockZ", "Must be between 0 and " + (SizeZ - 1) + " (inclusive)");
return blocks[blockX, blockY, blockZ];
blockLock.EnterReadLock();
try
{
return blocks[blockX, blockY, blockZ];
}
finally
{
blockLock.ExitReadLock();
}
}
set
{
@ -46,7 +61,16 @@ namespace MinecraftClient.Mapping
throw new ArgumentOutOfRangeException("blockY", "Must be between 0 and " + (SizeY - 1) + " (inclusive)");
if (blockZ < 0 || blockZ >= SizeZ)
throw new ArgumentOutOfRangeException("blockZ", "Must be between 0 and " + (SizeZ - 1) + " (inclusive)");
blocks[blockX, blockY, blockZ] = value;
blockLock.EnterWriteLock();
try
{
blocks[blockX, blockY, blockZ] = value;
}
finally
{
blockLock.ExitWriteLock();
}
}
}

View file

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace MinecraftClient.Mapping
{
@ -17,6 +18,11 @@ namespace MinecraftClient.Mapping
/// </summary>
private readonly Chunk[] chunks = new Chunk[ColumnSize];
/// <summary>
/// Lock for thread safety
/// </summary>
private readonly ReaderWriterLockSlim chunkLock = new ReaderWriterLockSlim();
/// <summary>
/// Get or set the specified chunk column
/// </summary>
@ -27,11 +33,27 @@ namespace MinecraftClient.Mapping
{
get
{
return chunks[chunkY];
chunkLock.EnterReadLock();
try
{
return chunks[chunkY];
}
finally
{
chunkLock.ExitReadLock();
}
}
set
{
chunks[chunkY] = value;
chunkLock.EnterWriteLock();
try
{
chunks[chunkY] = value;
}
finally
{
chunkLock.ExitWriteLock();
}
}
}

View file

@ -200,9 +200,9 @@ namespace MinecraftClient.Mapping
public static bool operator !=(Location loc1, Location loc2)
{
if (loc1 == null && loc2 == null)
return true;
if (loc1 == null || loc2 == null)
return false;
if (loc1 == null || loc2 == null)
return true;
return !loc1.Equals(loc2);
}

View file

@ -1,7 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace MinecraftClient.Mapping
{
@ -21,21 +22,24 @@ namespace MinecraftClient.Mapping
/// <returns>Updated location after applying gravity</returns>
public static Location HandleGravity(World world, Location location, ref double motionY)
{
Location onFoots = new Location(location.X, Math.Floor(location.Y), location.Z);
Location belowFoots = Move(location, Direction.Down);
if (location.Y > Math.Truncate(location.Y) + 0.0001)
if (Settings.GravityEnabled)
{
belowFoots = location;
belowFoots.Y = Math.Truncate(location.Y);
Location onFoots = new Location(location.X, Math.Floor(location.Y), location.Z);
Location belowFoots = Move(location, Direction.Down);
if (location.Y > Math.Truncate(location.Y) + 0.0001)
{
belowFoots = location;
belowFoots.Y = Math.Truncate(location.Y);
}
if (!IsOnGround(world, location) && !IsSwimming(world, location))
{
while (!IsOnGround(world, belowFoots) && belowFoots.Y >= 1)
belowFoots = Move(belowFoots, Direction.Down);
location = Move2Steps(location, belowFoots, ref motionY, true).Dequeue();
}
else if (!(world.GetBlock(onFoots).Type.IsSolid()))
location = Move2Steps(location, onFoots, ref motionY, true).Dequeue();
}
if (!IsOnGround(world, location) && !IsSwimming(world, location))
{
while (!IsOnGround(world, belowFoots) && belowFoots.Y >= 1)
belowFoots = Move(belowFoots, Direction.Down);
location = Move2Steps(location, belowFoots, ref motionY, true).Dequeue();
}
else if (!(world.GetBlock(onFoots).Type.IsSolid()))
location = Move2Steps(location, onFoots, ref motionY, true).Dequeue();
return location;
}
@ -126,62 +130,126 @@ namespace MinecraftClient.Mapping
/// <param name="start">Start location</param>
/// <param name="goal">Destination location</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
/// <param name="minOffset">Do not get closer of destination than specified distance</param>
/// <param name="timeout">How long to wait before stopping computation</param>
/// <remarks>When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset</remarks>
/// <returns>A list of locations, or null if calculation failed</returns>
public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe = false)
public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, TimeSpan timeout)
{
Queue<Location> result = null;
AutoTimeout.Perform(() =>
CancellationTokenSource cts = new CancellationTokenSource();
Task<Queue<Location>> pathfindingTask = Task.Factory.StartNew(() => Movement.CalculatePath(world, start, goal, allowUnsafe, maxOffset, minOffset, cts.Token));
pathfindingTask.Wait(timeout);
if (!pathfindingTask.IsCompleted)
{
HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated.
HashSet<Location> OpenSet = new HashSet<Location>(new[] { start }); // The set of tentative nodes to be evaluated, initially containing the start node
Dictionary<Location, Location> Came_From = new Dictionary<Location, Location>(); // The map of navigated nodes.
cts.Cancel();
pathfindingTask.Wait();
}
return pathfindingTask.Result;
}
Dictionary<Location, int> g_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
g_score[start] = 0; // Cost from start along best known path.
// Estimated total cost from start to goal through y.
Dictionary<Location, int> f_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
f_score[start] = (int)start.DistanceSquared(goal); //heuristic_cost_estimate(start, goal)
/// <summary>
/// Calculate a path from the start location to the destination location
/// </summary>
/// <remarks>
/// Based on the A* pathfinding algorithm described on Wikipedia
/// </remarks>
/// <see href="https://en.wikipedia.org/wiki/A*_search_algorithm#Pseudocode"/>
/// <param name="start">Start location</param>
/// <param name="goal">Destination location</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
/// <param name="minOffset">Do not get closer of destination than specified distance</param>
/// <param name="ct">Token for stopping computation after a certain time</param>
/// <returns>A list of locations, or null if calculation failed</returns>
public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, CancellationToken ct)
{
while (OpenSet.Count > 0)
if (minOffset > maxOffset)
throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset");
// We always use distance squared so our limits must also be squared.
minOffset *= minOffset;
maxOffset *= maxOffset;
Location current = new Location(); // Location that is currently processed
Location closestGoal = new Location(); // Closest Location to the goal. Used for approaching if goal can not be reached or was not found.
HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated.
HashSet<Location> OpenSet = new HashSet<Location>(new[] { start }); // The set of tentative nodes to be evaluated, initially containing the start node
Dictionary<Location, Location> Came_From = new Dictionary<Location, Location>(); // The map of navigated nodes.
Dictionary<Location, int> g_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
g_score[start] = 0; // Cost from start along best known path.
// Estimated total cost from start to goal through y.
Dictionary<Location, int> f_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
f_score[start] = (int)start.DistanceSquared(goal); //heuristic_cost_estimate(start, goal)
while (OpenSet.Count > 0)
{
current = //the node in OpenSet having the lowest f_score[] value
OpenSet.Select(location => f_score.ContainsKey(location)
? new KeyValuePair<Location, int>(location, f_score[location])
: new KeyValuePair<Location, int>(location, int.MaxValue))
.OrderBy(pair => pair.Value).
// Sort for h-score (f-score - g-score) to get smallest distance to goal if f-scores are equal
ThenBy(pair => f_score[pair.Key]-g_score[pair.Key]).First().Key;
// Only assert a value if it is of actual use later
if (maxOffset > 0 && ClosedSet.Count > 0)
// Get the block that currently is closest to the goal
closestGoal = ClosedSet.OrderBy(checkedLocation => checkedLocation.DistanceSquared(goal)).First();
// Stop when goal is reached or we are close enough
if (current == goal || (minOffset > 0 && current.DistanceSquared(goal) <= minOffset))
return ReconstructPath(Came_From, current);
else if (ct.IsCancellationRequested)
break; // Return if we are cancelled
OpenSet.Remove(current);
ClosedSet.Add(current);
foreach (Location neighbor in GetAvailableMoves(world, current, allowUnsafe))
{
Location current = //the node in OpenSet having the lowest f_score[] value
OpenSet.Select(location => f_score.ContainsKey(location)
? new KeyValuePair<Location, int>(location, f_score[location])
: new KeyValuePair<Location, int>(location, int.MaxValue))
.OrderBy(pair => pair.Value).First().Key;
if (current == goal)
{ //reconstruct_path(Came_From, goal)
List<Location> total_path = new List<Location>(new[] { current });
while (Came_From.ContainsKey(current))
{
current = Came_From[current];
total_path.Add(current);
}
total_path.Reverse();
result = new Queue<Location>(total_path);
}
OpenSet.Remove(current);
ClosedSet.Add(current);
foreach (Location neighbor in GetAvailableMoves(world, current, allowUnsafe))
{
if (ClosedSet.Contains(neighbor))
continue; // Ignore the neighbor which is already evaluated.
int tentative_g_score = g_score[current] + (int)current.DistanceSquared(neighbor); //dist_between(current,neighbor) // length of this path.
if (!OpenSet.Contains(neighbor)) // Discover a new node
OpenSet.Add(neighbor);
else if (tentative_g_score >= g_score[neighbor])
continue; // This is not a better path.
if (ct.IsCancellationRequested)
break; // Stop searching for blocks if we are cancelled.
if (ClosedSet.Contains(neighbor))
continue; // Ignore the neighbor which is already evaluated.
int tentative_g_score = g_score[current] + (int)current.DistanceSquared(neighbor); //dist_between(current,neighbor) // length of this path.
if (!OpenSet.Contains(neighbor)) // Discover a new node
OpenSet.Add(neighbor);
else if (tentative_g_score >= g_score[neighbor])
continue; // This is not a better path.
// This path is the best until now. Record it!
Came_From[neighbor] = current;
g_score[neighbor] = tentative_g_score;
f_score[neighbor] = g_score[neighbor] + (int)neighbor.DistanceSquared(goal); //heuristic_cost_estimate(neighbor, goal)
}
// This path is the best until now. Record it!
Came_From[neighbor] = current;
g_score[neighbor] = tentative_g_score;
f_score[neighbor] = g_score[neighbor] + (int)neighbor.DistanceSquared(goal); //heuristic_cost_estimate(neighbor, goal)
}
}, TimeSpan.FromSeconds(5));
}
return result;
// Goal could not be reached. Set the path to the closest location if close enough
if (maxOffset == int.MaxValue || goal.DistanceSquared(closestGoal) <= maxOffset)
return ReconstructPath(Came_From, closestGoal);
else
return null;
}
/// <summary>
/// Helper function for CalculatePath(). Backtrack from goal to start to reconstruct a step-by-step path.
/// </summary>
/// <param name="Came_From">The collection of Locations that leads back to the start</param>
/// <param name="current">Endpoint of our later walk</param>
/// <returns>the path that leads to current from the start position</returns>
private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current)
{
List<Location> total_path = new List<Location>(new[] { current });
while (Came_From.ContainsKey(current))
{
current = Came_From[current];
total_path.Add(current);
}
total_path.Reverse();
return new Queue<Location>(total_path);
}
/* ========= LOCATION PROPERTIES ========= */

View file

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace MinecraftClient.Mapping
{
@ -15,6 +16,11 @@ namespace MinecraftClient.Mapping
/// </summary>
private Dictionary<int, Dictionary<int, ChunkColumn>> chunks = new Dictionary<int, Dictionary<int, ChunkColumn>>();
/// <summary>
/// Lock for thread safety
/// </summary>
private readonly ReaderWriterLockSlim chunksLock = new ReaderWriterLockSlim();
/// <summary>
/// Read, set or unload the specified chunk column
/// </summary>
@ -25,34 +31,50 @@ namespace MinecraftClient.Mapping
{
get
{
//Read a chunk
if (chunks.ContainsKey(chunkX))
if (chunks[chunkX].ContainsKey(chunkZ))
return chunks[chunkX][chunkZ];
return null;
chunksLock.EnterReadLock();
try
{
//Read a chunk
if (chunks.ContainsKey(chunkX))
if (chunks[chunkX].ContainsKey(chunkZ))
return chunks[chunkX][chunkZ];
return null;
}
finally
{
chunksLock.ExitReadLock();
}
}
set
{
if (value != null)
chunksLock.EnterWriteLock();
try
{
//Update a chunk column
if (!chunks.ContainsKey(chunkX))
chunks[chunkX] = new Dictionary<int, ChunkColumn>();
chunks[chunkX][chunkZ] = value;
}
else
{
//Unload a chunk column
if (chunks.ContainsKey(chunkX))
if (value != null)
{
if (chunks[chunkX].ContainsKey(chunkZ))
//Update a chunk column
if (!chunks.ContainsKey(chunkX))
chunks[chunkX] = new Dictionary<int, ChunkColumn>();
chunks[chunkX][chunkZ] = value;
}
else
{
//Unload a chunk column
if (chunks.ContainsKey(chunkX))
{
chunks[chunkX].Remove(chunkZ);
if (chunks[chunkX].Count == 0)
chunks.Remove(chunkX);
if (chunks[chunkX].ContainsKey(chunkZ))
{
chunks[chunkX].Remove(chunkZ);
if (chunks[chunkX].Count == 0)
chunks.Remove(chunkX);
}
}
}
}
finally
{
chunksLock.ExitWriteLock();
}
}
}
@ -117,7 +139,7 @@ namespace MinecraftClient.Mapping
{
Location doneloc = new Location(x, y, z);
Block doneblock = GetBlock(doneloc);
Material blockType = GetBlock(doneloc).Type;
Material blockType = doneblock.Type;
if (blockType == block)
{
list.Add(doneloc);
@ -150,7 +172,15 @@ namespace MinecraftClient.Mapping
/// </summary>
public void Clear()
{
chunks = new Dictionary<int, Dictionary<int, ChunkColumn>>();
chunksLock.EnterWriteLock();
try
{
chunks = new Dictionary<int, Dictionary<int, ChunkColumn>>();
}
finally
{
chunksLock.ExitWriteLock();
}
}
/// <summary>