Add simple movements with /move command

- Determine if we can move to the specified direction
 - Add moving ability to the specified direction
 - Add /move command for triggering moves
 - Add move decomp. into steps (more natural)
 - Add pathfinding routines (still WIP)
 - SO YES YOU CAN NOW WALK USING MCC!!!
This commit is contained in:
ORelio 2015-12-12 16:48:29 +01:00
parent 00131de08b
commit b0c8f82697
9 changed files with 475 additions and 17 deletions

View file

@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MinecraftClient.Mapping
{
/// <summary>
/// Represents a unit movement in the world
/// </summary>
/// <see href="http://minecraft.gamepedia.com/Coordinates"/>
public enum Direction
{
South = 0,
West = 1,
North = 2,
East = 3,
Up = 4,
Down = 5
}
}

View file

@ -127,6 +127,28 @@ namespace MinecraftClient.Mapping
}
}
/// <summary>
/// Get a squared distance to the specified location
/// </summary>
/// <param name="location">Other location for computing distance</param>
/// <returns>Distance to the specified location, without using a square root</returns>
public double DistanceSquared(Location location)
{
return ((X - location.X) * (X - location.X))
+ ((Y - location.Y) * (Y - location.Y))
+ ((Z - location.Z) * (Z - location.Z));
}
/// <summary>
/// Get exact distance to the specified location
/// </summary>
/// <param name="location">Other location for computing distance</param>
/// <returns>Distance to the specified location, with square root so lower performances</returns>
public double Distance(Location location)
{
return Math.Sqrt(DistanceSquared(location));
}
/// <summary>
/// Compare two locations. Locations are equals if the integer part of their coordinates are equals.
/// </summary>
@ -156,7 +178,7 @@ namespace MinecraftClient.Mapping
/// </remarks>
/// <returns>Location representation as ulong</returns>
public ulong GetLongRepresentation()
public ulong GetLong()
{
return ((((ulong)X) & 0x3FFFFFF) << 38) | ((((ulong)Y) & 0xFFF) << 26) | (((ulong)Z) & 0x3FFFFFF);
}
@ -166,7 +188,7 @@ namespace MinecraftClient.Mapping
/// </summary>
/// <returns>Location represented by the ulong</returns>
public static Location FromLongRepresentation(ulong location)
public static Location FromLong(ulong location)
{
int x = (int)(location >> 38);
int y = (int)((location >> 26) & 0xFFF);
@ -186,7 +208,7 @@ namespace MinecraftClient.Mapping
/// <param name="loc1">First location to compare</param>
/// <param name="loc2">Second location to compare</param>
/// <returns>TRUE if the locations are equals</returns>
public static bool operator == (Location loc1, Location loc2)
public static bool operator ==(Location loc1, Location loc2)
{
if (loc1 == null && loc2 == null)
return true;
@ -201,7 +223,7 @@ namespace MinecraftClient.Mapping
/// <param name="loc1">First location to compare</param>
/// <param name="loc2">Second location to compare</param>
/// <returns>TRUE if the locations are equals</returns>
public static bool operator != (Location loc1, Location loc2)
public static bool operator !=(Location loc1, Location loc2)
{
if (loc1 == null && loc2 == null)
return true;
@ -219,7 +241,7 @@ namespace MinecraftClient.Mapping
/// <param name="loc1">First location to sum</param>
/// <param name="loc2">Second location to sum</param>
/// <returns>Sum of the two locations</returns>
public static Location operator + (Location loc1, Location loc2)
public static Location operator +(Location loc1, Location loc2)
{
return new Location
(
@ -229,6 +251,57 @@ namespace MinecraftClient.Mapping
);
}
/// <summary>
/// Substract a location to another
/// </summary>
/// <exception cref="NullReferenceException">
/// Thrown if one of the provided location is null
/// </exception>
/// <param name="loc1">First location</param>
/// <param name="loc2">Location to substract to the first one</param>
/// <returns>Sum of the two locations</returns>
public static Location operator -(Location loc1, Location loc2)
{
return new Location
(
loc1.X - loc2.X,
loc1.Y - loc2.Y,
loc1.Z - loc2.Z
);
}
/// <summary>
/// Multiply a location by a scalar value
/// </summary>
/// <param name="loc">Location to multiply</param>
/// <param name="val">Scalar value</param>
/// <returns>Product of the location and the scalar value</returns>
public static Location operator *(Location loc, double val)
{
return new Location
(
loc.X * val,
loc.Y * val,
loc.Z * val
);
}
/// <summary>
/// Divide a location by a scalar value
/// </summary>
/// <param name="loc">Location to divide</param>
/// <param name="val">Scalar value</param>
/// <returns>Result of the division</returns>
public static Location operator /(Location loc, double val)
{
return new Location
(
loc.X / val,
loc.Y / val,
loc.Z / val
);
}
/// <summary>
/// DO NOT USE. Defined to comply with C# requirements requiring a GetHashCode() when overriding Equals() or ==
/// </summary>

View file

@ -342,5 +342,24 @@
return false;
}
}
/// <summary>
/// Check if the provided material is a liquid a player can swim into
/// </summary>
/// <param name="m">Material to test</param>
/// <returns>True if the material is a liquid</returns>
public static bool IsLiquid(this Material m)
{
switch (m)
{
case Material.Water:
case Material.StationaryWater:
case Material.Lava:
case Material.StationaryLava:
return true;
default:
return false;
}
}
}
}

View file

@ -0,0 +1,264 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MinecraftClient.Mapping
{
/// <summary>
/// Allows moving through a Minecraft world
/// </summary>
public static class Movement
{
/* ========= PATHFINDING METHODS ========= */
/// <summary>
/// Handle movements due to gravity
/// </summary>
/// <param name="world">World the player is currently located in</param>
/// <param name="location">Location the player is currently at</param>
/// <returns>Updated location after applying gravity</returns>
public static Location HandleGravity(World world, Location location)
{
Location onFoots = new Location(location.X, Math.Floor(location.Y), location.Z);
Location belowFoots = Move(location, Direction.Down);
if (!IsOnGround(world, location) && !IsSwimming(world, location))
location = Move2Steps(location, belowFoots).Dequeue();
else if (!(world.GetBlock(onFoots).Type.IsSolid()))
location = Move2Steps(location, onFoots).Dequeue();
return location;
}
/// <summary>
/// Return a list of possible moves for the player
/// </summary>
/// <param name="world">World the player is currently located in</param>
/// <param name="location">Location the player is currently at</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
/// <returns>A list of new locations the player can move to</returns>
public static IEnumerable<Location> GetAvailableMoves(World world, Location location, bool allowUnsafe = false)
{
List<Location> availableMoves = new List<Location>();
if (IsOnGround(world, location) || IsSwimming(world, location))
{
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
if (CanMove(world, location, dir) && (allowUnsafe || IsSafe(world, Move(location, dir))))
availableMoves.Add(Move(location, dir));
}
else
{
foreach (Direction dir in new []{ Direction.East, Direction.West, Direction.North, Direction.South })
if (CanMove(world, location, dir) && IsOnGround(world, Move(location, dir)) && (allowUnsafe || IsSafe(world, Move(location, dir))))
availableMoves.Add(Move(location, dir));
availableMoves.Add(Move(location, Direction.Down));
}
return availableMoves;
}
/// <summary>
/// Decompose a single move from a block to another into several steps
/// </summary>
/// <remarks>
/// Allows moving by little steps instead or directly moving between blocks,
/// which would be rejected by anti-cheat plugins anyway.
/// </remarks>
/// <param name="start">Start location</param>
/// <param name="goal">Destination location</param>
/// <param name="stepsByBlock">Amount of steps by block</param>
/// <returns>A list of locations corresponding to the requested steps</returns>
public static Queue<Location> Move2Steps(Location start, Location goal, int stepsByBlock = 8)
{
if (stepsByBlock <= 0)
stepsByBlock = 1;
double totalStepsDouble = start.Distance(goal) * stepsByBlock;
int totalSteps = (int)Math.Ceiling(totalStepsDouble);
Location step = (goal - start) / totalSteps;
if (totalStepsDouble >= 1)
{
Queue<Location> movementSteps = new Queue<Location>();
for (int i = 1; i <= totalSteps; i++)
movementSteps.Enqueue(start + step * i);
return movementSteps;
}
else return new Queue<Location>(new[] { 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>
/// <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)
{
HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated.
HashSet<Location> OpenSet = new HashSet<Location>(); // 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)
{
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)
Queue<Location> total_path = new Queue<Location>(new Location[] { current });
while (Came_From.ContainsKey(current))
{
current = Came_From[current];
total_path.Enqueue(current);
}
return 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.
// 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)
}
}
return null;
}
/* ========= LOCATION PROPERTIES ========= */
/// <summary>
/// Check if the specified location is on the ground
/// </summary>
/// <param name="world">World for performing check</param>
/// <param name="location">Location to check</param>
/// <returns>True if the specified location is on the ground</returns>
public static bool IsOnGround(World world, Location location)
{
return world.GetBlock(Move(location, Direction.Down)).Type.IsSolid();
}
/// <summary>
/// Check if the specified location implies swimming
/// </summary>
/// <param name="world">World for performing check</param>
/// <param name="location">Location to check</param>
/// <returns>True if the specified location implies swimming</returns>
public static bool IsSwimming(World world, Location location)
{
return world.GetBlock(location).Type.IsLiquid();
}
/// <summary>
/// Check if the specified location is safe
/// </summary>
/// <param name="world">World for performing check</param>
/// <param name="location">Location to check</param>
/// <returns>True if the destination location won't directly harm the player</returns>
public static bool IsSafe(World world, Location location)
{
return
//No block that can harm the player
!world.GetBlock(location).Type.CanHarmPlayers()
&& !world.GetBlock(Move(location, Direction.Up)).Type.CanHarmPlayers()
&& !world.GetBlock(Move(location, Direction.Down)).Type.CanHarmPlayers()
//No fall from a too high place
&& (world.GetBlock(Move(location, Direction.Down)).Type.IsSolid()
|| world.GetBlock(Move(location, Direction.Down, 2)).Type.IsSolid()
|| world.GetBlock(Move(location, Direction.Down, 3)).Type.IsSolid())
//Not an underwater location
&& !(world.GetBlock(Move(location, Direction.Up)).Type.IsLiquid());
}
/* ========= SIMPLE MOVEMENTS ========= */
/// <summary>
/// Check if the player can move in the specified direction
/// </summary>
/// <param name="world">World the player is currently located in</param>
/// <param name="location">Location the player is currently at</param>
/// <param name="direction">Direction the player is moving to</param>
/// <returns>True if the player can move in the specified direction</returns>
public static bool CanMove(World world, Location location, Direction direction)
{
switch (direction)
{
case Direction.Down:
return !IsOnGround(world, location);
case Direction.Up:
return (IsOnGround(world, location) || IsSwimming(world, location))
&& !world.GetBlock(Move(Move(location, Direction.Up), Direction.Up)).Type.IsSolid();
case Direction.East:
case Direction.West:
case Direction.South:
case Direction.North:
return !world.GetBlock(Move(location, direction)).Type.IsSolid()
&& !world.GetBlock(Move(Move(location, direction), Direction.Up)).Type.IsSolid();
default:
throw new ArgumentException("Unknown direction", "direction");
}
}
/// <summary>
/// Get an updated location for moving in the specified direction
/// </summary>
/// <param name="location">Current location</param>
/// <param name="direction">Direction to move to</param>
/// <param name="length">Distance, in blocks</param>
/// <returns>Updated location</returns>
public static Location Move(Location location, Direction direction, int length = 1)
{
return location + Move(direction) * length;
}
/// <summary>
/// Get a location delta for moving in the specified direction
/// </summary>
/// <param name="direction">Direction to move to</param>
/// <returns>A location delta for moving in that direction</returns>
public static Location Move(Direction direction)
{
switch (direction)
{
case Direction.Down:
return new Location(0, -1, 0);
case Direction.Up:
return new Location(0, 1, 0);
case Direction.East:
return new Location(1, 0, 0);
case Direction.West:
return new Location(-1, 0, 0);
case Direction.South:
return new Location(0, 0, 1);
case Direction.North:
return new Location(0, 0, -1);
default:
throw new ArgumentException("Unknown direction", "direction");
}
}
}
}