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path.go
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package pathfind
import (
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/df-mc/dragonfly/server/world"
"github.com/go-gl/mathgl/mgl64"
"math"
)
type Path struct {
nodes []*Node
nextNodeIndex int
target cube.Pos
distToTarget float64
reached bool
}
func NewPath(nodes []*Node, reached bool, target cube.Pos) *Path {
distance := float64(0)
if len(nodes) == 0 {
distance = math.Inf(1)
} else {
distance = float64(nodes[len(nodes)-1].distanceManhattan(target))
}
return &Path{nodes: nodes, reached: reached, target: target, distToTarget: distance}
}
func (p *Path) Advance() {
p.nextNodeIndex++
}
func (p *Path) NotStarted() bool {
return p.nextNodeIndex <= 0
}
func (p *Path) IsDone() bool {
return p.nextNodeIndex >= len(p.nodes)
}
func (p *Path) EndNode() *Node {
count := len(p.nodes)
if count == 0 {
return nil
}
return p.nodes[count-1]
}
func (p *Path) Node(i int) *Node {
return p.nodes[i]
}
func (p *Path) TruncateNodes(length int) {
if len(p.nodes) > length {
p.nodes = p.nodes[:length]
}
}
func (p *Path) ReplaceNode(i int, node *Node) {
p.nodes[i] = node
}
func (p *Path) Count() int {
return len(p.nodes)
}
func (p *Path) NextNodeIndex() int {
return p.nextNodeIndex
}
func (p *Path) SetNextNodeIndex(i int) {
p.nextNodeIndex = i
}
func (p *Path) EntityPosAtNode(ent world.Entity, i int) mgl64.Vec3 {
node := p.nodes[i]
width := ent.H().Type().BBox(ent).Width()
x := float64(node.X()) + ((width + 1) * 0.5)
y := float64(node.Y())
z := float64(node.Z()) + ((width + 1) * 0.5)
return mgl64.Vec3{x, y, z}
}
func (p *Path) NodePos(i int) mgl64.Vec3 {
return p.nodes[i].Vec3()
}
func (p *Path) NextEntityPosition(ent world.Entity) mgl64.Vec3 {
return p.EntityPosAtNode(ent, p.nextNodeIndex)
}
func (p *Path) NextNode() *Node {
return p.nodes[p.nextNodeIndex]
}
func (p *Path) NextNodePos() mgl64.Vec3 {
return p.NextNode().Vec3()
}
func (p *Path) PreviousNode() *Node {
return p.nodes[p.nextNodeIndex-1]
}
func (p *Path) Equals(other *Path) bool {
if len(p.nodes) != len(other.nodes) {
return false
}
for i, node := range other.nodes {
if !p.nodes[i].Equals(node) {
return false
}
}
return true
}
func (p *Path) Target() cube.Pos {
return p.target
}
func (p *Path) DistanceToTarget() float64 {
return p.distToTarget
}