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https://github.com/MCCTeam/Minecraft-Console-Client
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Improve pathfinding capabilities (#1999)
* Add `ClientIsMoving()` API to determine if currently walking/falling * Improve `MoveToLocation()` performance and allow approaching location Co-authored-by: ORelio <ORelio@users.noreply.github.com>
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3 changed files with 138 additions and 53 deletions
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@ -983,13 +983,26 @@ namespace MinecraftClient
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/// </summary>
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/// <param name="location">Location to reach</param>
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/// <param name="allowUnsafe">Allow possible but unsafe locations thay may hurt the player: lava, cactus...</param>
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/// <param name="allowDirectTeleport">Allow non-vanilla teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
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/// <param name="allowDirectTeleport">Allow non-vanilla direct teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
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/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
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/// <param name="minOffset">Do not get closer of destination than specified distance</param>
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/// <param name="timeout">How long to wait before stopping computation (default: 5 seconds)</param>
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/// <remarks>When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset</remarks>
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/// <returns>True if a path has been found</returns>
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protected bool MoveToLocation(Mapping.Location location, bool allowUnsafe = false, bool allowDirectTeleport = false)
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protected bool MoveToLocation(Mapping.Location location, bool allowUnsafe = false, bool allowDirectTeleport = false, int maxOffset = 0, int minOffset = 0, TimeSpan? timeout = null)
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{
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return Handler.MoveTo(location, allowUnsafe, allowDirectTeleport);
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return Handler.MoveTo(location, allowUnsafe, allowDirectTeleport, maxOffset, minOffset, timeout);
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}
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/// <summary>
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/// Check if the client is currently processing a Movement.
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/// </summary>
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/// <returns>true if a movement is currently handled</returns>
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protected bool ClientIsMoving()
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{
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return Handler.ClientIsMoving();
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}
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/// <summary>
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/// Look at the specified location
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/// </summary>
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@ -1,7 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace MinecraftClient.Mapping
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{
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@ -129,62 +130,120 @@ namespace MinecraftClient.Mapping
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/// <param name="start">Start location</param>
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/// <param name="goal">Destination location</param>
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/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
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/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
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/// <param name="minOffset">Do not get closer of destination than specified distance</param>
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/// <param name="timeout">How long to wait before stopping computation</param>
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/// <remarks>When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset</remarks>
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/// <returns>A list of locations, or null if calculation failed</returns>
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public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe = false)
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public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, TimeSpan timeout)
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{
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Queue<Location> result = null;
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AutoTimeout.Perform(() =>
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CancellationTokenSource cts = new CancellationTokenSource();
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Task<Queue<Location>> pathfindingTask = Task.Factory.StartNew(() => Movement.CalculatePath(world, start, goal, allowUnsafe, maxOffset, minOffset, cts.Token));
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pathfindingTask.Wait(timeout);
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if (!pathfindingTask.IsCompleted)
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{
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HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated.
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HashSet<Location> OpenSet = new HashSet<Location>(new[] { start }); // The set of tentative nodes to be evaluated, initially containing the start node
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Dictionary<Location, Location> Came_From = new Dictionary<Location, Location>(); // The map of navigated nodes.
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cts.Cancel();
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pathfindingTask.Wait();
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}
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return pathfindingTask.Result;
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}
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Dictionary<Location, int> g_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
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g_score[start] = 0; // Cost from start along best known path.
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// Estimated total cost from start to goal through y.
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Dictionary<Location, int> f_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
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f_score[start] = (int)start.DistanceSquared(goal); //heuristic_cost_estimate(start, goal)
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/// <summary>
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/// Calculate a path from the start location to the destination location
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/// </summary>
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/// <remarks>
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/// Based on the A* pathfinding algorithm described on Wikipedia
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/// </remarks>
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/// <see href="https://en.wikipedia.org/wiki/A*_search_algorithm#Pseudocode"/>
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/// <param name="start">Start location</param>
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/// <param name="goal">Destination location</param>
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/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
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/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
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/// <param name="minOffset">Do not get closer of destination than specified distance</param>
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/// <param name="ct">Token for stopping computation after a certain time</param>
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/// <returns>A list of locations, or null if calculation failed</returns>
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public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, CancellationToken ct)
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{
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while (OpenSet.Count > 0)
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if (minOffset > maxOffset)
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throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset");
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Location current = new Location(); // Location that is currently processed
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Location closestGoal = new Location(); // Closest Location to the goal. Used for approaching if goal can not be reached or was not found.
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HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated.
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HashSet<Location> OpenSet = new HashSet<Location>(new[] { start }); // The set of tentative nodes to be evaluated, initially containing the start node
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Dictionary<Location, Location> Came_From = new Dictionary<Location, Location>(); // The map of navigated nodes.
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Dictionary<Location, int> g_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
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g_score[start] = 0; // Cost from start along best known path.
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// Estimated total cost from start to goal through y.
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Dictionary<Location, int> f_score = new Dictionary<Location, int>(); //:= map with default value of Infinity
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f_score[start] = (int)start.DistanceSquared(goal); //heuristic_cost_estimate(start, goal)
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while (OpenSet.Count > 0)
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{
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current = //the node in OpenSet having the lowest f_score[] value
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OpenSet.Select(location => f_score.ContainsKey(location)
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? new KeyValuePair<Location, int>(location, f_score[location])
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: new KeyValuePair<Location, int>(location, int.MaxValue))
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.OrderBy(pair => pair.Value).First().Key;
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// Only assert a value if it is of actual use later
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if (maxOffset > 0 && ClosedSet.Count > 0)
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// Get the block that currently is closest to the goal
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closestGoal = ClosedSet.OrderBy(checkedLocation => checkedLocation.DistanceSquared(goal)).First();
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// Stop when goal is reached or we are close enough
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if (current == goal || (minOffset > 0 && current.DistanceSquared(goal) <= minOffset))
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return ReconstructPath(Came_From, current);
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else if (ct.IsCancellationRequested)
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break; // Return if we are cancelled
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OpenSet.Remove(current);
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ClosedSet.Add(current);
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foreach (Location neighbor in GetAvailableMoves(world, current, allowUnsafe))
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{
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Location current = //the node in OpenSet having the lowest f_score[] value
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OpenSet.Select(location => f_score.ContainsKey(location)
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? new KeyValuePair<Location, int>(location, f_score[location])
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: new KeyValuePair<Location, int>(location, int.MaxValue))
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.OrderBy(pair => pair.Value).First().Key;
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if (current == goal)
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{ //reconstruct_path(Came_From, goal)
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List<Location> total_path = new List<Location>(new[] { current });
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while (Came_From.ContainsKey(current))
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{
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current = Came_From[current];
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total_path.Add(current);
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}
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total_path.Reverse();
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result = new Queue<Location>(total_path);
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}
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OpenSet.Remove(current);
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ClosedSet.Add(current);
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foreach (Location neighbor in GetAvailableMoves(world, current, allowUnsafe))
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{
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if (ClosedSet.Contains(neighbor))
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continue; // Ignore the neighbor which is already evaluated.
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int tentative_g_score = g_score[current] + (int)current.DistanceSquared(neighbor); //dist_between(current,neighbor) // length of this path.
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if (!OpenSet.Contains(neighbor)) // Discover a new node
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OpenSet.Add(neighbor);
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else if (tentative_g_score >= g_score[neighbor])
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continue; // This is not a better path.
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if (ct.IsCancellationRequested)
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break; // Stop searching for blocks if we are cancelled.
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if (ClosedSet.Contains(neighbor))
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continue; // Ignore the neighbor which is already evaluated.
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int tentative_g_score = g_score[current] + (int)current.DistanceSquared(neighbor); //dist_between(current,neighbor) // length of this path.
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if (!OpenSet.Contains(neighbor)) // Discover a new node
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OpenSet.Add(neighbor);
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else if (tentative_g_score >= g_score[neighbor])
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continue; // This is not a better path.
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// This path is the best until now. Record it!
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Came_From[neighbor] = current;
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g_score[neighbor] = tentative_g_score;
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f_score[neighbor] = g_score[neighbor] + (int)neighbor.DistanceSquared(goal); //heuristic_cost_estimate(neighbor, goal)
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}
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// This path is the best until now. Record it!
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Came_From[neighbor] = current;
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g_score[neighbor] = tentative_g_score;
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f_score[neighbor] = g_score[neighbor] + (int)neighbor.DistanceSquared(goal); //heuristic_cost_estimate(neighbor, goal)
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}
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}, TimeSpan.FromSeconds(5));
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}
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return result;
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// Goal could not be reached. Set the path to the closest location if close enough
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if (maxOffset == int.MaxValue || goal.DistanceSquared(closestGoal) <= maxOffset)
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return ReconstructPath(Came_From, closestGoal);
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else
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return null;
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}
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/// <summary>
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/// Helper function for CalculatePath(). Backtrack from goal to start to reconstruct a step-by-step path.
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/// </summary>
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/// <param name="Came_From">The collection of Locations that leads back to the start</param>
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/// <param name="current">Endpoint of our later walk</param>
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/// <returns>the path that leads to current from the start position</returns>
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private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current)
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{
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List<Location> total_path = new List<Location>(new[] { current });
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while (Came_From.ContainsKey(current))
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{
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current = Came_From[current];
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total_path.Add(current);
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}
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total_path.Reverse();
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return new Queue<Location>(total_path);
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}
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/* ========= LOCATION PROPERTIES ========= */
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@ -1061,8 +1061,12 @@ namespace MinecraftClient
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/// <param name="location">Location to reach</param>
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/// <param name="allowUnsafe">Allow possible but unsafe locations thay may hurt the player: lava, cactus...</param>
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/// <param name="allowDirectTeleport">Allow non-vanilla direct teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
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/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
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/// <param name="minOffset">Do not get closer of destination than specified distance</param>
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/// <param name="timeout">How long to wait until the path is evaluated (default: 5 seconds)</param>
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/// <remarks>When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset</remarks>
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/// <returns>True if a path has been found</returns>
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public bool MoveTo(Location location, bool allowUnsafe = false, bool allowDirectTeleport = false)
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public bool MoveTo(Location location, bool allowUnsafe = false, bool allowDirectTeleport = false, int maxOffset = 0, int minOffset = 0, TimeSpan? timeout=null)
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{
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lock (locationLock)
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{
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@ -1078,7 +1082,7 @@ namespace MinecraftClient
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// Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps
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if (Movement.GetAvailableMoves(world, this.location, allowUnsafe).Contains(location))
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path = new Queue<Location>(new[] { location });
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else path = Movement.CalculatePath(world, this.location, location, allowUnsafe);
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else path = Movement.CalculatePath(world, this.location, location, allowUnsafe, maxOffset, minOffset, timeout ?? TimeSpan.FromSeconds(5));
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return path != null;
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}
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}
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@ -1847,6 +1851,15 @@ namespace MinecraftClient
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DispatchBotEvent(bot => bot.OnRespawn());
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}
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/// <summary>
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/// Check if the client is currently processing a Movement.
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/// </summary>
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/// <returns>true if a movement is currently handled</returns>
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public bool ClientIsMoving()
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{
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return terrainAndMovementsEnabled && locationReceived && ((steps != null && steps.Count > 0) || (path != null && path.Count > 0));
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}
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/// <summary>
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/// Called when the server sends a new player location,
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/// or if a ChatBot whishes to update the player's location.
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