Minecraft-Console-Client/MinecraftClient/Mapping/Movement.cs
ORelio 1ce7850193 MC 1.17/1.18 Terrain/Entity/Inventory (#1943)
Merge branch 'master' of github.com:milutinke/Minecraft-Console-Client into milutinke-master

Manually fix merge conflicts
Additional changes:
 - WindowItems: Fix data type for "elements" below 1.17
 - DestroyEntities: Fix packet palettes and remove DestroyEntity
 - EntityMetadata: Throw exception if health field mapping is not updated

Co-authored-by: Milutinke <bgteam@live.com>
Co-authored-by: BruceChen <MrChen131217@gmail.com>
2022-08-19 16:35:55 +02:00

596 lines
28 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
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>
/// <param name="motionY">Current vertical motion speed</param>
/// <returns>Updated location after applying gravity</returns>
public static Location HandleGravity(World world, Location location, ref double motionY)
{
if (Settings.GravityEnabled)
{
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 + World.GetDimension().minY)
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;
}
/// <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="motionY">Current vertical motion speed</param>
/// <param name="falling">Specify if performing falling steps</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, ref double motionY, bool falling = false, int stepsByBlock = 8)
{
if (stepsByBlock <= 0)
stepsByBlock = 1;
if (falling)
{
//Use MC-Like falling algorithm
double Y = start.Y;
Queue<Location> fallSteps = new Queue<Location>();
fallSteps.Enqueue(start);
double motionPrev = motionY;
motionY -= 0.08D;
motionY *= 0.9800000190734863D;
Y += motionY;
if (Y < goal.Y)
return new Queue<Location>(new[] { goal });
else return new Queue<Location>(new[] { new Location(start.X, Y, start.Z) });
}
else
{
//Regular MCC moving algorithm
motionY = 0; //Reset motion speed
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>
/// <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, int maxOffset, int minOffset, TimeSpan timeout)
{
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)
{
cts.Cancel();
pathfindingTask.Wait();
}
return pathfindingTask.Result;
}
/// <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)
{
// This is a bad configuration
if (minOffset > maxOffset)
throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset");
// Round start coordinates for easier calculation
start = new Location(Math.Floor(start.X), Math.Floor(start.Y), Math.Floor(start.Z));
// We always use distance squared so our limits must also be squared.
minOffset *= minOffset;
maxOffset *= maxOffset;
///---///
// Prepare variables and datastructures for A*
///---///
// Dictionary that contains the relation between all coordinates and resolves the final path
Dictionary<Location, Location> CameFrom = new Dictionary<Location, Location>();
// Create a Binary Heap for all open positions => Allows fast access to Nodes with lowest scores
BinaryHeap openSet = new BinaryHeap();
// Dictionary to keep track of the G-Score of every location
Dictionary<Location, int> gScoreDict = new Dictionary<Location, int>();
// Set start values for variables
openSet.Insert(0, (int)start.DistanceSquared(goal), start);
gScoreDict[start] = 0;
BinaryHeap.Node current = null;
///---///
// Start of A*
///---///
// Execute while we have nodes to process and we are not cancelled
while (openSet.Count() > 0 && !ct.IsCancellationRequested)
{
// Get the root node of the Binary Heap
// Node with the lowest F-Score or lowest H-Score on tie
current = openSet.GetRootLocation();
// Return if goal found and no maxOffset was given OR current node is between minOffset and maxOffset
if ((current.Location == goal && maxOffset <= 0) || (maxOffset > 0 && current.H_score >= minOffset && current.H_score <= maxOffset))
{
return ReconstructPath(CameFrom, current.Location);
}
// Discover neighbored blocks
foreach (Location neighbor in GetAvailableMoves(world, current.Location, allowUnsafe))
{
// If we are cancelled: break
if (ct.IsCancellationRequested)
break;
// tentative_gScore is the distance from start to the neighbor through current
int tentativeGScore = current.G_score + (int)current.Location.DistanceSquared(neighbor);
// If the neighbor is not in the gScoreDict OR its current tentativeGScore is lower than the previously saved one:
if (!gScoreDict.ContainsKey(neighbor) || (gScoreDict.ContainsKey(neighbor) && tentativeGScore < gScoreDict[neighbor]))
{
// Save the new relation between the neighbored block and the current one
CameFrom[neighbor] = current.Location;
gScoreDict[neighbor] = tentativeGScore;
// If this location is not already included in the Binary Heap: save it
if (!openSet.ContainsLocation(neighbor))
openSet.Insert(tentativeGScore, (int)neighbor.DistanceSquared(goal), neighbor);
}
}
}
//// Goal could not be reached. Set the path to the closest location if close enough
if (current != null && (maxOffset == int.MaxValue || openSet.MinH_ScoreNode.H_score <= maxOffset))
return ReconstructPath(CameFrom, openSet.MinH_ScoreNode.Location);
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)
{
// Add 0.5 to walk over the middle of a block and avoid collisions
List<Location> total_path = new List<Location>(new[] { current + new Location(0.5, 0, 0.5) });
while (Came_From.ContainsKey(current))
{
current = Came_From[current];
total_path.Add(current + new Location(0.5, 0, 0.5));
}
total_path.Reverse();
return new Queue<Location>(total_path);
}
/// <summary>
/// A datastructure to store Locations as Nodes and provide them in sorted and queued order.
/// !!!
/// CAN BE REPLACED WITH PriorityQueue IN .NET-6
/// https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.priorityqueue-2?view=net-6.0
/// !!!
/// </summary>
public class BinaryHeap
{
/// <summary>
/// Represents a location and its attributes
/// </summary>
public class Node
{
// Distance to start
public int G_score;
// Distance to Goal
public int H_score;
public int F_score { get { return H_score + G_score; } }
public Location Location;
public Node(int g_score, int h_score, Location loc)
{
this.G_score = g_score;
this.H_score = h_score;
Location = loc;
}
}
// List which contains all nodes in form of a Binary Heap
private List<Node> heapList;
// Hashset for quick checks of locations included in the heap
private HashSet<Location> locationList;
public Node MinH_ScoreNode;
public BinaryHeap()
{
heapList = new List<Node>();
locationList = new HashSet<Location>();
MinH_ScoreNode = null;
}
/// <summary>
/// Insert a new location in the heap
/// </summary>
/// <param name="newG_Score">G-Score of the location</param>
/// <param name="newH_Score">H-Score of the location</param>
/// <param name="loc">The location</param>
public void Insert(int newG_Score, int newH_Score, Location loc)
{
// Begin at the end of the list
int i = heapList.Count;
// Temporarily save the node created with the parameters to allow comparisons
Node newNode = new Node(newG_Score, newH_Score, loc);
// Add new note to the end of the list
heapList.Add(newNode);
locationList.Add(loc);
// Save node with the smallest H-Score => Distance to goal
if (MinH_ScoreNode == null || newNode.H_score < MinH_ScoreNode.H_score)
MinH_ScoreNode = newNode;
// There is no need of sorting for one node.
if (i > 0)
{
/// Go up the heap from child to parent and move parent down...
// while we are not looking at the root node AND the new node has better attributes than the parent node ((i - 1) / 2)
while (i > 0 && FirstNodeBetter(newNode /* Current Child */, heapList[(i - 1) / 2] /* Coresponding Parent */))
{
// Move parent down and replace current child -> New free space is created
heapList[i] = heapList[(i - 1) / 2];
// Select the next parent to check
i = (i - 1) / 2;
}
/// Nodes were moved down at position I there is now a free space at the correct position for our new node:
// Insert new node in position
heapList[i] = newNode;
}
}
/// <summary>
/// Obtain the root which represents the node the the best attributes currently
/// </summary>
/// <returns>node with the best attributes currently</returns>
/// <exception cref="InvalidOperationException"></exception>
public Node GetRootLocation()
{
// The heap is empty. There is nothing to return.
if (heapList.Count == 0)
{
throw new InvalidOperationException("The heap is empty.");
}
// Save the root node
Node rootNode = heapList[0];
locationList.Remove(rootNode.Location);
// Temporarirly store the last item's value.
Node lastNode = heapList[heapList.Count - 1];
// Remove the last value.
heapList.RemoveAt(heapList.Count - 1);
if (heapList.Count > 0)
{
// Start at the first index.
int currentParentPos = 0;
/// Go through the heap from root to bottom...
// Continue until the halfway point of the heap.
while (currentParentPos < heapList.Count / 2)
{
// Select the left child of the current parent
int currentChildPos = (2 * currentParentPos) + 1;
// If the currently selected child is not the last entry of the list AND right child has better attributes
if ((currentChildPos < heapList.Count - 1) && FirstNodeBetter(heapList[currentChildPos + 1], heapList[currentChildPos]))
{
// Select the right child
currentChildPos++;
}
// If the last item is smaller than both siblings at the
// current height, break.
if (FirstNodeBetter(lastNode, heapList[currentChildPos]))
{
break;
}
// Move the item at index j up one level.
heapList[currentParentPos] = heapList[currentChildPos];
// Move index i to the appropriate branch.
currentParentPos = currentChildPos;
}
// Insert the last node into the currently free position
heapList[currentParentPos] = lastNode;
}
return rootNode;
}
/// <summary>
/// Compares two nodes and evaluates their position to the goal.
/// </summary>
/// <param name="firstNode">First node to compare</param>
/// <param name="secondNode">Second node to compare</param>
/// <returns>True if the first node has a more promissing position to the goal than the second</returns>
private static bool FirstNodeBetter(Node firstNode, Node secondNode)
{
// Is the F_score smaller?
return (firstNode.F_score < secondNode.F_score) ||
// If F_score is equal, evaluate the h-score
(firstNode.F_score == secondNode.F_score && firstNode.H_score < secondNode.H_score);
}
/// <summary>
/// Get the size of the heap
/// </summary>
/// <returns>size of the heap</returns>
public int Count()
{
return heapList.Count;
}
/// <summary>
/// Check if the heap contains a node with a certain location
/// </summary>
/// <param name="loc">Location to check</param>
/// <returns>true if a node with the given location is in the heap</returns>
public bool ContainsLocation(Location loc)
{
return locationList.Contains(loc);
}
}
/* ========= 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)
{
if (world.GetChunkColumn(location) == null || world.GetChunkColumn(location).FullyLoaded == false)
return true; // avoid moving downward in a not loaded chunk
return world.GetBlock(Move(location, Direction.Down)).Type.IsSolid()
&& (location.Y <= Math.Truncate(location.Y) + 0.0001);
}
/// <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)
{
// Move vertical
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();
// Move horizontal
case Direction.East:
case Direction.West:
case Direction.South:
case Direction.North:
return PlayerFitsHere(world, Move(location, direction));
// Move diagonal
case Direction.NorthEast:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthEast:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthWest:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
case Direction.NorthWest:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
default:
throw new ArgumentException("Unknown direction", "direction");
}
}
/// <summary>
/// Evaluates if a player fits in this location
/// </summary>
/// <param name="world">Current world</param>
/// <param name="location">Location to check</param>
/// <returns>True if a player is able to stand in this location</returns>
public static bool PlayerFitsHere(World world, Location location)
{
return !world.GetBlock(location).Type.IsSolid()
&& !world.GetBlock(Move(location, Direction.Up)).Type.IsSolid();
}
/// <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)
{
// Move vertical
case Direction.Down:
return new Location(0, -1, 0);
case Direction.Up:
return new Location(0, 1, 0);
// Move horizontal straight
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);
// Move horizontal diagonal
case Direction.NorthEast:
return Move(Direction.North) + Move(Direction.East);
case Direction.SouthEast:
return Move(Direction.South) + Move(Direction.East);
case Direction.SouthWest:
return Move(Direction.South) + Move(Direction.West);
case Direction.NorthWest:
return Move(Direction.North) + Move(Direction.West);
default:
throw new ArgumentException("Unknown direction", "direction");
}
}
}
}