improve pathfinder path execution

This commit is contained in:
mat 2023-10-07 00:35:48 -05:00
parent 94ef48d9f2
commit 87bfc642da
6 changed files with 254 additions and 129 deletions

View file

@ -5,16 +5,41 @@ use num_traits::Float;
// based on https://github.com/cabaletta/baritone/blob/1.20.1/src/api/java/baritone/api/pathing/movement/ActionCosts.java
pub const WALK_ONE_BLOCK_COST: f32 = 20. / 4.317; // 4.633
pub const SPRINT_ONE_BLOCK_COST: f32 = 20. / 5.612; // 3.564
pub const FALL_ONE_BLOCK_COST: f32 = 1.;
pub const WALK_OFF_BLOCK_COST: f32 = WALK_ONE_BLOCK_COST * 0.8;
pub const SPRINT_MULTIPLIER: f32 = SPRINT_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST;
pub const JUMP_PENALTY: f32 = 2.;
pub const CENTER_AFTER_FALL_COST: f32 = WALK_ONE_BLOCK_COST - WALK_OFF_BLOCK_COST; // 0.927
pub static FALL_1_25_BLOCKS_COST: LazyLock<f32> = LazyLock::new(|| distance_to_ticks(1.25));
pub static FALL_0_25_BLOCKS_COST: LazyLock<f32> = LazyLock::new(|| distance_to_ticks(0.25));
pub static JUMP_ONE_BLOCK_COST: LazyLock<f32> =
LazyLock::new(|| *FALL_1_25_BLOCKS_COST - *FALL_0_25_BLOCKS_COST); // 3.163
pub static FALL_N_BLOCKS_COST: LazyLock<[f32; 4097]> = LazyLock::new(|| {
let mut fall_n_blocks_cost = [0.; 4097];
let mut distance = 0;
// this is the same as calling distance_to_ticks a bunch of times but more
// efficient
let mut temp_distance = distance as f32;
let mut tick_count = 0;
loop {
let fall_distance = velocity(tick_count);
if temp_distance <= fall_distance {
fall_n_blocks_cost[distance] = tick_count as f32 + temp_distance / fall_distance;
distance += 1;
if distance >= fall_n_blocks_cost.len() {
break;
}
}
temp_distance -= fall_distance;
tick_count += 1;
}
fall_n_blocks_cost
});
fn velocity(ticks: usize) -> f32 {
(0.98.powi(ticks.try_into().unwrap()) - 1.) * -3.92
}

View file

@ -3,7 +3,7 @@ use std::f32::consts::SQRT_2;
use azalea_core::position::{BlockPos, Vec3};
use super::{
costs::{FALL_ONE_BLOCK_COST, JUMP_ONE_BLOCK_COST},
costs::{FALL_N_BLOCKS_COST, JUMP_ONE_BLOCK_COST},
Goal,
};
@ -55,10 +55,10 @@ impl Goal for XZGoal {
}
fn y_heuristic(dy: f32) -> f32 {
if dy < 0.0 {
FALL_ONE_BLOCK_COST * -dy
} else {
if dy > 0.0 {
*JUMP_ONE_BLOCK_COST * dy
} else {
FALL_N_BLOCKS_COST[2] / 2. * -dy
}
}

View file

@ -20,22 +20,26 @@ use crate::ecs::{
system::{Commands, Query, Res},
};
use crate::pathfinder::moves::PathfinderCtx;
use azalea_client::chat::SendChatEvent;
use azalea_client::movement::walk_listener;
use azalea_client::{StartSprintEvent, StartWalkEvent};
use azalea_core::position::BlockPos;
use azalea_core::position::{BlockPos, Vec3};
use azalea_entity::metadata::Player;
use azalea_entity::LocalEntity;
use azalea_entity::{Physics, Position};
use azalea_physics::PhysicsSet;
use azalea_world::{InstanceContainer, InstanceName};
use bevy_app::{FixedUpdate, PreUpdate, Update};
use bevy_ecs::event::Events;
use bevy_ecs::prelude::Event;
use bevy_ecs::query::Changed;
use bevy_ecs::schedule::IntoSystemConfigs;
use bevy_ecs::system::{Local, ResMut};
use bevy_tasks::{AsyncComputeTaskPool, Task};
use futures_lite::future;
use log::{debug, error, info, trace, warn};
use std::collections::VecDeque;
use std::sync::atomic::{self, AtomicUsize};
use std::sync::Arc;
use std::time::{Duration, Instant};
@ -51,9 +55,13 @@ impl Plugin for PathfinderPlugin {
FixedUpdate,
// putting systems in the FixedUpdate schedule makes them run every Minecraft tick
// (every 50 milliseconds).
tick_execute_path
.after(PhysicsSet)
.after(azalea_client::movement::send_position),
(
tick_execute_path
.after(PhysicsSet)
.after(azalea_client::movement::send_position),
debug_render_path_with_particles,
)
.chain(),
)
.add_systems(PreUpdate, add_default_pathfinder)
.add_systems(
@ -81,6 +89,8 @@ pub struct Pathfinder {
pub goal: Option<Arc<dyn Goal + Send + Sync>>,
pub successors_fn: Option<SuccessorsFn>,
pub is_calculating: bool,
pub goto_id: Arc<AtomicUsize>,
}
#[derive(Event)]
pub struct GotoEvent {
@ -157,7 +167,7 @@ fn goto_listener(
// if we're currently pathfinding and got a goto event, start a little ahead
pathfinder
.path
.get(5)
.get(20)
.unwrap_or_else(|| pathfinder.path.back().unwrap())
.target
};
@ -175,6 +185,9 @@ fn goto_listener(
let goal = event.goal.clone();
let entity = event.entity;
let goto_id_atomic = pathfinder.goto_id.clone();
let goto_id = goto_id_atomic.fetch_add(1, atomic::Ordering::Relaxed) + 1;
let task = thread_pool.spawn(async move {
debug!("start: {start:?}");
@ -204,6 +217,8 @@ fn goto_listener(
let duration = end_time - start_time;
if partial {
info!("Pathfinder took {duration:?} (timed out)");
// wait a bit so it's not a busy loop
std::thread::sleep(Duration::from_millis(100));
} else {
info!("Pathfinder took {duration:?}");
}
@ -216,6 +231,13 @@ fn goto_listener(
path = movements.into_iter().collect::<VecDeque<_>>();
is_partial = partial;
let goto_id_now = goto_id_atomic.load(atomic::Ordering::Relaxed);
if goto_id != goto_id_now {
// we must've done another goto while calculating this path, so throw it away
warn!("finished calculating a path, but it's outdated");
return None;
}
if path.is_empty() && partial {
if attempt_number == 0 {
debug!("this path is empty, retrying with a higher timeout");
@ -275,6 +297,7 @@ fn path_found_listener(
pathfinder.path = path.to_owned();
debug!("set path to {:?}", path.iter().take(10).collect::<Vec<_>>());
pathfinder.last_reached_node = Some(event.start);
pathfinder.last_node_reached_at = Some(Instant::now());
} else {
let mut new_path = VecDeque::new();
@ -313,7 +336,6 @@ fn path_found_listener(
);
pathfinder.queued_path = Some(new_path);
}
pathfinder.last_node_reached_at = Some(Instant::now());
} else {
error!("No path found");
pathfinder.path.clear();
@ -353,6 +375,9 @@ fn tick_execute_path(
if last_node_reached_at.elapsed() > Duration::from_secs(2) {
warn!("pathfinder timeout");
pathfinder.path.clear();
pathfinder.queued_path = None;
pathfinder.last_reached_node = None;
pathfinder.goto_id.fetch_add(1, atomic::Ordering::Relaxed);
// set partial to true to make sure that the recalculation happens
pathfinder.is_path_partial = true;
}
@ -386,8 +411,10 @@ fn tick_execute_path(
// this is to make sure we don't fall off immediately after finishing the path
physics.on_ground
&& BlockPos::from(position) == movement.target
&& x_difference_from_center.abs() < 0.2
&& z_difference_from_center.abs() < 0.2
// adding the delta like this isn't a perfect solution but it helps to make
// sure we don't keep going if our delta is high
&& (x_difference_from_center + physics.delta.x).abs() < 0.2
&& (z_difference_from_center + physics.delta.z).abs() < 0.2
} else {
true
};
@ -470,13 +497,16 @@ fn tick_execute_path(
{
warn!("path obstructed at index {obstructed_index} (starting at {last_reached_node:?}, path: {:?})", pathfinder.path);
pathfinder.path.truncate(obstructed_index);
pathfinder.is_path_partial = true;
}
}
}
{
// start recalculating if the path ends soon
if pathfinder.path.len() < 5 && !pathfinder.is_calculating && pathfinder.is_path_partial
if (pathfinder.path.len() == 20 || pathfinder.path.len() < 5)
&& !pathfinder.is_calculating
&& pathfinder.is_path_partial
{
if let Some(goal) = pathfinder.goal.as_ref().cloned() {
debug!("Recalculating path because it ends soon");
@ -507,6 +537,12 @@ fn tick_execute_path(
});
}
}
} else if pathfinder.path.is_empty() {
// idk when this can happen but stop moving just in case
walk_events.send(StartWalkEvent {
entity,
direction: WalkDirection::None,
});
}
}
}
@ -529,6 +565,79 @@ fn stop_pathfinding_on_instance_change(
}
}
/// A component that makes bots run /particle commands while pathfinding to show
/// where they're going. This requires the bots to have op permissions, and
/// it'll make them spam *a lot* of commands.
#[derive(Component)]
pub struct PathfinderDebugParticles;
fn debug_render_path_with_particles(
mut query: Query<(Entity, &Pathfinder), With<PathfinderDebugParticles>>,
// chat_events is Option because the tests don't have SendChatEvent
// and we have to use ResMut<Events> because bevy doesn't support Option<EventWriter>
chat_events: Option<ResMut<Events<SendChatEvent>>>,
mut tick_count: Local<usize>,
) {
let Some(mut chat_events) = chat_events else {
return;
};
if *tick_count >= 2 {
*tick_count = 0;
} else {
*tick_count += 1;
return;
}
for (entity, pathfinder) in &mut query {
if pathfinder.path.is_empty() {
continue;
}
let mut start = pathfinder
.last_reached_node
.unwrap_or_else(|| pathfinder.path.front().unwrap().target);
for movement in &pathfinder.path {
// /particle dust 0 1 1 1 ~ ~ ~ 0 0 0.2 0 100
let end = movement.target;
let start_vec3 = start.center();
let end_vec3 = end.center();
let step_count = (start_vec3.distance_to_sqr(&end_vec3).sqrt() * 4.0) as usize;
// interpolate between the start and end positions
for i in 0..step_count {
let percent = i as f64 / step_count as f64;
let pos = Vec3 {
x: start_vec3.x + (end_vec3.x - start_vec3.x) * percent,
y: start_vec3.y + (end_vec3.y - start_vec3.y) * percent,
z: start_vec3.z + (end_vec3.z - start_vec3.z) * percent,
};
let particle_command = format!(
"/particle dust {r} {g} {b} {size} {start_x} {start_y} {start_z} {delta_x} {delta_y} {delta_z} 0 {count}",
r = 0,
g = 1,
b = 1,
size = 1,
start_x = pos.x,
start_y = pos.y,
start_z = pos.z,
delta_x = 0,
delta_y = 0,
delta_z = 0,
count = 1
);
chat_events.send(SendChatEvent {
entity,
content: particle_command,
});
}
start = movement.target;
}
}
}
pub trait Goal {
fn heuristic(&self, n: BlockPos) -> f32;
fn success(&self, n: BlockPos) -> bool;
@ -729,6 +838,29 @@ mod tests {
);
}
#[test]
fn test_small_descend_and_parkour_2_block_gap() {
let mut partial_chunks = PartialChunkStorage::default();
let mut simulation = setup_simulation(
&mut partial_chunks,
BlockPos::new(0, 71, 0),
BlockPos::new(0, 70, 5),
vec![
BlockPos::new(0, 70, 0),
BlockPos::new(0, 70, 1),
BlockPos::new(0, 69, 2),
BlockPos::new(0, 69, 5),
],
);
for _ in 0..40 {
simulation.tick();
}
assert_eq!(
BlockPos::from(simulation.position()),
BlockPos::new(0, 70, 5)
);
}
#[test]
fn test_quickly_descend() {
let mut partial_chunks = PartialChunkStorage::default();

View file

@ -164,9 +164,16 @@ fn descend_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
continue;
}
let cost = SPRINT_ONE_BLOCK_COST
+ WALK_OFF_BLOCK_COST
+ FALL_ONE_BLOCK_COST * fall_distance as f32;
let cost = WALK_OFF_BLOCK_COST
+ f32::max(
FALL_N_BLOCKS_COST
.get(fall_distance as usize)
.copied()
// avoid panicking if we fall more than the size of FALL_N_BLOCKS_COST
// probably not possible but just in case
.unwrap_or(f32::MAX),
CENTER_AFTER_FALL_COST,
);
edges.push(Edge {
movement: astar::Movement {
@ -255,21 +262,27 @@ fn diagonal_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
for dir in CardinalDirection::iter() {
let right = dir.right();
let offset = BlockPos::new(dir.x() + right.x(), 0, dir.z() + right.z());
let left_pos = BlockPos::new(pos.x + dir.x(), pos.y, pos.z + dir.z());
let right_pos = BlockPos::new(pos.x + right.x(), pos.y, pos.z + right.z());
if !ctx.is_passable(BlockPos::new(pos.x + dir.x(), pos.y, pos.z + dir.z()))
&& !ctx.is_passable(BlockPos::new(
pos.x + dir.right().x(),
pos.y,
pos.z + dir.right().z(),
))
{
// +0.001 so it doesn't unnecessarily go diagonal sometimes
let mut cost = SPRINT_ONE_BLOCK_COST * SQRT_2 + 0.001;
let left_passable = ctx.is_passable(left_pos);
let right_passable = ctx.is_passable(right_pos);
if !left_passable && !right_passable {
continue;
}
if !left_passable || !right_passable {
// add a bit of cost because it'll probably be hugging a wall here
cost += WALK_ONE_BLOCK_COST / 2.;
}
if !ctx.is_standable(pos + offset) {
continue;
}
// +0.001 so it doesn't unnecessarily go diagonal sometimes
let cost = SPRINT_ONE_BLOCK_COST * SQRT_2 + 0.001;
edges.push(Edge {
movement: astar::Movement {
@ -292,10 +305,11 @@ fn execute_diagonal_move(
..
}: ExecuteCtx,
) {
let center = target.center();
let target_center = target.center();
look_at_events.send(LookAtEvent {
entity,
position: center,
position: target_center,
});
sprint_events.send(StartSprintEvent {
entity,

View file

@ -122,20 +122,7 @@ impl PathfinderCtx {
let chunk_pos = ChunkPos::from(pos);
let mut cached_chunks = self.cached_chunks.borrow_mut();
if let Some(sections) = cached_chunks.iter().find_map(|(pos, sections)| {
if *pos == chunk_pos {
Some(sections)
} else {
None
}
}) {
let section_index =
azalea_world::chunk_storage::section_index(pos.y, self.min_y) as usize;
if section_index >= sections.len() {
// y position is out of bounds
return None;
};
let section = &sections[section_index];
if let Some(section) = self.get_section_from_cache(&cached_chunks, pos) {
let chunk_section_pos = ChunkSectionBlockPos::from(pos);
return Some(section.get(chunk_section_pos));
}
@ -156,6 +143,33 @@ impl PathfinderCtx {
Some(section.get(chunk_section_pos))
}
fn get_section_from_cache<'a>(
&self,
cached_chunks: &'a [(ChunkPos, Vec<azalea_world::Section>)],
pos: BlockPos,
) -> Option<&'a azalea_world::Section> {
let chunk_pos = ChunkPos::from(pos);
if let Some(sections) = cached_chunks.iter().find_map(|(pos, sections)| {
if *pos == chunk_pos {
Some(sections)
} else {
None
}
}) {
let section_index =
azalea_world::chunk_storage::section_index(pos.y, self.min_y) as usize;
if section_index >= sections.len() {
// y position is out of bounds
return None;
};
let section = &sections[section_index];
return Some(section);
}
None
}
pub fn is_block_passable(&self, pos: BlockPos) -> bool {
let (section_pos, section_block_pos) =
(ChunkSectionPos::from(pos), ChunkSectionBlockPos::from(pos));

View file

@ -10,7 +10,6 @@ use super::{default_is_reached, Edge, ExecuteCtx, IsReachedCtx, MoveData, Pathfi
pub fn parkour_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, node: BlockPos) {
parkour_forward_1_move(edges, ctx, node);
parkour_headhitter_forward_1_move(edges, ctx, node);
parkour_forward_2_move(edges, ctx, node);
}
@ -23,15 +22,25 @@ fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
if ctx.is_block_solid((pos + gap_offset).down(1)) {
continue;
}
if !ctx.is_standable(pos + offset) {
continue;
}
if !ctx.is_passable(pos + gap_offset) {
continue;
}
let ascend: i32 = if ctx.is_standable(pos + offset.up(1)) {
// ascend
1
} else if ctx.is_standable(pos + offset) {
// forward
0
} else {
continue;
};
// make sure we have space to jump
if !ctx.is_block_passable((pos + gap_offset).up(2)) {
continue;
}
// make sure it's not a headhitter
if !ctx.is_block_passable(pos.up(2)) {
continue;
@ -41,7 +50,7 @@ fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
edges.push(Edge {
movement: astar::Movement {
target: pos + offset,
target: pos + offset.up(ascend),
data: MoveData {
execute: &execute_parkour_move,
is_reached: &parkour_is_reached,
@ -100,44 +109,6 @@ fn parkour_forward_2_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
}
}
fn parkour_headhitter_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
for dir in CardinalDirection::iter() {
let gap_offset = BlockPos::new(dir.x(), 0, dir.z());
let offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
// make sure we actually have to jump
if ctx.is_block_solid((pos + gap_offset).down(1)) {
continue;
}
if !ctx.is_standable(pos + offset) {
continue;
}
if !ctx.is_passable(pos + gap_offset) {
continue;
}
if !ctx.is_block_passable((pos + gap_offset).up(2)) {
continue;
}
// make sure it is a headhitter
if !ctx.is_block_solid(pos.up(2)) {
continue;
}
let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST + WALK_ONE_BLOCK_COST;
edges.push(Edge {
movement: astar::Movement {
target: pos + offset,
data: MoveData {
execute: &execute_headhitter_parkour_move,
is_reached: &default_is_reached,
},
},
cost,
})
}
}
fn execute_parkour_move(
ExecuteCtx {
entity,
@ -151,15 +122,17 @@ fn execute_parkour_move(
..
}: ExecuteCtx,
) {
let center = target.center();
let start_center = start.center();
let target_center = target.center();
look_at_events.send(LookAtEvent {
entity,
position: center,
position: target_center,
});
let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs());
if jump_distance >= 4 {
// 3 block gap
sprint_events.send(StartSprintEvent {
entity,
direction: SprintDirection::Forward,
@ -178,53 +151,20 @@ fn execute_parkour_move(
let is_at_start_block = BlockPos::from(position) == start;
let is_at_jump_block = BlockPos::from(position) == jump_at_pos;
let is_in_air = position.y - start.y as f64 > 0.0001;
if !is_at_start_block && (is_at_jump_block || is_in_air) {
jump_events.send(JumpEvent { entity });
}
}
fn execute_headhitter_parkour_move(
ExecuteCtx {
entity,
target,
start,
position,
look_at_events,
sprint_events,
walk_events,
jump_events,
..
}: ExecuteCtx,
) {
let center = target.center();
look_at_events.send(LookAtEvent {
entity,
position: center,
});
let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs());
if jump_distance > 2 {
sprint_events.send(StartSprintEvent {
entity,
direction: SprintDirection::Forward,
});
let required_distance_from_center = if jump_distance <= 2 {
// 1 block gap
0.
} else {
walk_events.send(StartWalkEvent {
entity,
direction: WalkDirection::Forward,
});
}
let start_center = start.center();
0.6
};
let distance_from_start = f64::max(
(start_center.x - position.x).abs(),
(start_center.z - position.z).abs(),
(position.x - start_center.x).abs(),
(position.z - start_center.z).abs(),
);
if distance_from_start > 0.75 {
if !is_at_start_block && is_at_jump_block && distance_from_start > required_distance_from_center
{
jump_events.send(JumpEvent { entity });
}
}