BLAZINGLY FAST 🚀🚀🚀 pathfinding

This commit is contained in:
mat 2023-10-04 19:49:30 -05:00
parent a060ffff93
commit c2fb991595
4 changed files with 226 additions and 59 deletions

View file

@ -261,6 +261,7 @@ impl ChunkSectionPos {
}
/// The coordinates of a block inside a chunk.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[repr(align(8))]
pub struct ChunkBlockPos {
pub x: u8,
pub y: i32,
@ -273,9 +274,33 @@ impl ChunkBlockPos {
}
}
impl Hash for ChunkBlockPos {
// optimized hash that only calls hash once
#[inline]
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
u64::from(*self).hash(state);
}
}
impl From<ChunkBlockPos> for u64 {
#[inline]
fn from(pos: ChunkBlockPos) -> Self {
// convert to u64
let mut val: u64 = 0;
// first 32 bits are y
val |= pos.y as u64;
// next 8 bits are z
val |= (pos.z as u64) << 32;
// last 8 bits are x
val |= (pos.x as u64) << 40;
val
}
}
impl nohash_hasher::IsEnabled for ChunkBlockPos {}
/// The coordinates of a block inside a chunk section. Each coordinate must be
/// in the range [0, 15].
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[repr(align(4))]
pub struct ChunkSectionBlockPos {
pub x: u8,
pub y: u8,
@ -294,6 +319,28 @@ impl Add<ChunkSectionBlockPos> for ChunkSectionPos {
)
}
}
impl Hash for ChunkSectionBlockPos {
// optimized hash that only calls hash once
#[inline]
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
u16::from(*self).hash(state);
}
}
impl From<ChunkSectionBlockPos> for u16 {
#[inline]
fn from(pos: ChunkSectionBlockPos) -> Self {
let mut val: u16 = 0;
// first 4 bits are z
val |= pos.z as u16;
// next 4 bits are y
val |= (pos.y as u16) << 4;
// last 4 bits are x
val |= (pos.x as u16) << 8;
val
}
}
impl nohash_hasher::IsEnabled for ChunkSectionBlockPos {}
/// A block pos with an attached world
#[derive(Debug, Clone)]
@ -312,22 +359,33 @@ impl From<&BlockPos> for ChunkPos {
}
}
}
impl From<BlockPos> for ChunkSectionPos {
impl From<BlockPos> for ChunkPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkSectionPos {
ChunkPos {
x: pos.x.div_floor(16),
y: pos.y.div_floor(16),
z: pos.z.div_floor(16),
}
}
}
impl From<BlockPos> for ChunkSectionPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkSectionPos {
x: pos.x >> 4,
y: pos.y >> 4,
z: pos.z >> 4,
}
}
}
impl From<&BlockPos> for ChunkSectionPos {
#[inline]
fn from(pos: &BlockPos) -> Self {
ChunkSectionPos {
x: pos.x.div_floor(16),
y: pos.y.div_floor(16),
z: pos.z.div_floor(16),
x: pos.x >> 4,
y: pos.y >> 4,
z: pos.z >> 4,
}
}
}
@ -348,17 +406,28 @@ impl From<&BlockPos> for ChunkBlockPos {
}
}
}
impl From<&BlockPos> for ChunkSectionBlockPos {
fn from(pos: &BlockPos) -> Self {
ChunkSectionBlockPos {
impl From<BlockPos> for ChunkBlockPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkBlockPos {
x: pos.x.rem_euclid(16) as u8,
y: pos.y.rem_euclid(16) as u8,
y: pos.y,
z: pos.z.rem_euclid(16) as u8,
}
}
}
impl From<BlockPos> for ChunkSectionBlockPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkSectionBlockPos {
x: pos.x as u8 & 0xF,
y: pos.y as u8 & 0xF,
z: pos.z as u8 & 0xF,
}
}
}
impl From<&ChunkBlockPos> for ChunkSectionBlockPos {
#[inline]
fn from(pos: &ChunkBlockPos) -> Self {
@ -529,7 +598,7 @@ mod tests {
fn test_into_chunk_section_block_pos() {
let block_pos = BlockPos::new(0, -60, 0);
assert_eq!(
ChunkSectionBlockPos::from(&block_pos),
ChunkSectionBlockPos::from(block_pos),
ChunkSectionBlockPos::new(0, 4, 0)
);
}

View file

@ -14,7 +14,7 @@ use crate::{
use super::{default_is_reached, Edge, ExecuteCtx, IsReachedCtx, MoveData, PathfinderCtx};
pub fn basic_move(ctx: &PathfinderCtx, node: BlockPos) -> Vec<Edge> {
let mut edges = Vec::new();
let mut edges = Vec::with_capacity(8);
edges.extend(forward_move(ctx, node));
edges.extend(ascend_move(ctx, node));
edges.extend(descend_move(ctx, node));
@ -27,7 +27,7 @@ fn forward_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
for dir in CardinalDirection::iter() {
let offset = BlockPos::new(dir.x(), 0, dir.z());
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
@ -73,10 +73,10 @@ fn ascend_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
for dir in CardinalDirection::iter() {
let offset = BlockPos::new(dir.x(), 1, dir.z());
if !ctx.is_block_passable(&pos.up(2)) {
if !ctx.is_block_passable(pos.up(2)) {
continue;
}
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
@ -157,18 +157,18 @@ fn descend_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
for dir in CardinalDirection::iter() {
let dir_delta = BlockPos::new(dir.x(), 0, dir.z());
let new_horizontal_position = pos + dir_delta;
let fall_distance = ctx.fall_distance(&new_horizontal_position);
let fall_distance = ctx.fall_distance(new_horizontal_position);
if fall_distance == 0 || fall_distance > 3 {
continue;
}
let new_position = new_horizontal_position.down(fall_distance as i32);
// check whether 3 blocks vertically forward are passable
if !ctx.is_passable(&new_horizontal_position) {
if !ctx.is_passable(new_horizontal_position) {
continue;
}
// check whether we can stand on the target position
if !ctx.is_standable(&new_position) {
if !ctx.is_standable(new_position) {
continue;
}
@ -266,8 +266,8 @@ fn diagonal_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
let right = dir.right();
let offset = BlockPos::new(dir.x() + right.x(), 0, dir.z() + right.z());
if !ctx.is_passable(&BlockPos::new(pos.x + dir.x(), pos.y, pos.z + dir.z()))
&& !ctx.is_passable(&BlockPos::new(
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(),
@ -275,7 +275,7 @@ fn diagonal_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
{
continue;
}
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
// +0.001 so it doesn't unnecessarily go diagonal sometimes

View file

@ -1,14 +1,21 @@
pub mod basic;
pub mod parkour;
use std::{cell::RefCell, fmt::Debug, sync::Arc};
use std::{
cell::{RefCell, UnsafeCell},
fmt::Debug,
sync::Arc,
};
use crate::{JumpEvent, LookAtEvent};
use super::astar;
use azalea_block::BlockState;
use azalea_client::{StartSprintEvent, StartWalkEvent};
use azalea_core::position::{BlockPos, ChunkBlockPos, ChunkPos, Vec3};
use azalea_core::{
bitset::FixedBitSet,
position::{BlockPos, ChunkBlockPos, ChunkPos, ChunkSectionBlockPos, ChunkSectionPos, Vec3},
};
use azalea_physics::collision::BlockWithShape;
use azalea_world::Instance;
use bevy_ecs::{entity::Entity, event::EventWriter};
@ -38,6 +45,15 @@ pub struct PathfinderCtx {
min_y: i32,
world_lock: Arc<RwLock<Instance>>,
cached_chunks: RefCell<Vec<(ChunkPos, Vec<azalea_world::Section>)>>,
cached_block_passable: UnsafeCell<Vec<CachedBlocks>>,
cached_block_solid: UnsafeCell<Vec<CachedBlocks>>,
}
pub struct CachedBlocks {
pub pos: ChunkSectionPos,
pub present: FixedBitSet<4096>,
pub value: FixedBitSet<4096>,
}
impl PathfinderCtx {
@ -47,10 +63,12 @@ impl PathfinderCtx {
min_y,
world_lock,
cached_chunks: Default::default(),
cached_block_passable: Default::default(),
cached_block_solid: Default::default(),
}
}
fn get_block_state(&self, pos: &BlockPos) -> Option<BlockState> {
fn get_block_state(&self, pos: BlockPos) -> Option<BlockState> {
let chunk_pos = ChunkPos::from(pos);
let chunk_block_pos = ChunkBlockPos::from(pos);
@ -83,7 +101,7 @@ impl PathfinderCtx {
}
/// whether this block is passable
pub fn is_block_passable(&self, pos: &BlockPos) -> bool {
fn uncached_is_block_passable(&self, pos: BlockPos) -> bool {
let Some(block) = self.get_block_state(pos) else {
return false;
};
@ -109,8 +127,48 @@ impl PathfinderCtx {
true
}
pub fn is_block_passable(&self, pos: BlockPos) -> bool {
let (section_pos, section_block_pos) =
(ChunkSectionPos::from(pos), ChunkSectionBlockPos::from(pos));
let index = u16::from(section_block_pos) as usize;
let cached_block_passable = unsafe { &mut *self.cached_block_passable.get() };
if let Some(cached) = cached_block_passable.iter_mut().find_map(|cached| {
if cached.pos == section_pos {
Some(cached)
} else {
None
}
}) {
if cached.present.index(index) {
return cached.value.index(index);
} else {
let passable = self.uncached_is_block_passable(pos);
cached.present.set(index);
if passable {
cached.value.set(index);
}
return passable;
}
}
let passable = self.uncached_is_block_passable(pos);
let mut present_bitset = FixedBitSet::new();
let mut value_bitset = FixedBitSet::new();
present_bitset.set(index);
if passable {
value_bitset.set(index);
}
cached_block_passable.push(CachedBlocks {
pos: section_pos,
present: present_bitset,
value: value_bitset,
});
passable
}
/// whether this block has a solid hitbox (i.e. we can stand on it)
pub fn is_block_solid(&self, pos: &BlockPos) -> bool {
fn uncached_is_block_solid(&self, pos: BlockPos) -> bool {
let Some(block) = self.get_block_state(pos) else {
return false;
};
@ -121,23 +179,63 @@ impl PathfinderCtx {
block.is_shape_full()
}
pub fn is_block_solid(&self, pos: BlockPos) -> bool {
let (section_pos, section_block_pos) =
(ChunkSectionPos::from(pos), ChunkSectionBlockPos::from(pos));
let index = u16::from(section_block_pos) as usize;
let cached_block_solid = unsafe { &mut *self.cached_block_solid.get() };
if let Some(cached) = cached_block_solid.iter_mut().find_map(|cached| {
if cached.pos == section_pos {
Some(cached)
} else {
None
}
}) {
if cached.present.index(index) {
return cached.value.index(index);
} else {
let solid = self.uncached_is_block_solid(pos);
cached.present.set(index);
if solid {
cached.value.set(index);
}
return solid;
}
}
let solid = self.uncached_is_block_solid(pos);
let mut present_bitset = FixedBitSet::new();
let mut value_bitset = FixedBitSet::new();
present_bitset.set(index);
if solid {
value_bitset.set(index);
}
cached_block_solid.push(CachedBlocks {
pos: section_pos,
present: present_bitset,
value: value_bitset,
});
solid
}
/// Whether this block and the block above are passable
pub fn is_passable(&self, pos: &BlockPos) -> bool {
self.is_block_passable(pos) && self.is_block_passable(&pos.up(1))
pub fn is_passable(&self, pos: BlockPos) -> bool {
self.is_block_passable(pos) && self.is_block_passable(pos.up(1))
}
/// Whether we can stand in this position. Checks if the block below is
/// solid, and that the two blocks above that are passable.
pub fn is_standable(&self, pos: &BlockPos) -> bool {
self.is_block_solid(&pos.down(1)) && self.is_passable(pos)
pub fn is_standable(&self, pos: BlockPos) -> bool {
self.is_block_solid(pos.down(1)) && self.is_passable(pos)
}
/// Get the amount of air blocks until the next solid block below this one.
pub fn fall_distance(&self, pos: &BlockPos) -> u32 {
pub fn fall_distance(&self, pos: BlockPos) -> u32 {
let mut distance = 0;
let mut current_pos = pos.down(1);
while self.is_block_passable(&current_pos) {
while self.is_block_passable(current_pos) {
distance += 1;
current_pos = current_pos.down(1);
@ -215,8 +313,8 @@ mod tests {
.set_block_state(&BlockPos::new(0, 1, 0), BlockState::AIR, &world);
let ctx = PathfinderCtx::new(Arc::new(RwLock::new(world.into())));
assert!(!ctx.is_block_passable(&BlockPos::new(0, 0, 0)));
assert!(ctx.is_block_passable(&BlockPos::new(0, 1, 0),));
assert!(!ctx.is_block_passable(BlockPos::new(0, 0, 0)));
assert!(ctx.is_block_passable(BlockPos::new(0, 1, 0),));
}
#[test]
@ -236,8 +334,8 @@ mod tests {
.set_block_state(&BlockPos::new(0, 1, 0), BlockState::AIR, &world);
let ctx = PathfinderCtx::new(Arc::new(RwLock::new(world.into())));
assert!(ctx.is_block_solid(&BlockPos::new(0, 0, 0)));
assert!(!ctx.is_block_solid(&BlockPos::new(0, 1, 0)));
assert!(ctx.is_block_solid(BlockPos::new(0, 0, 0)));
assert!(!ctx.is_block_solid(BlockPos::new(0, 1, 0)));
}
#[test]
@ -263,8 +361,8 @@ mod tests {
.set_block_state(&BlockPos::new(0, 3, 0), BlockState::AIR, &world);
let ctx = PathfinderCtx::new(Arc::new(RwLock::new(world.into())));
assert!(ctx.is_standable(&BlockPos::new(0, 1, 0)));
assert!(!ctx.is_standable(&BlockPos::new(0, 0, 0)));
assert!(!ctx.is_standable(&BlockPos::new(0, 2, 0)));
assert!(ctx.is_standable(BlockPos::new(0, 1, 0)));
assert!(!ctx.is_standable(BlockPos::new(0, 0, 0)));
assert!(!ctx.is_standable(BlockPos::new(0, 2, 0)));
}
}

View file

@ -23,20 +23,20 @@ fn parkour_forward_1_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
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)) {
if ctx.is_block_solid((pos + gap_offset).down(1)) {
continue;
}
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
if !ctx.is_passable(&(pos + gap_offset)) {
if !ctx.is_passable(pos + gap_offset) {
continue;
}
if !ctx.is_block_passable(&(pos + gap_offset).up(2)) {
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)) {
if !ctx.is_block_passable(pos.up(2)) {
continue;
}
@ -65,29 +65,29 @@ fn parkour_forward_2_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<Edge> {
let offset = BlockPos::new(dir.x() * 3, 0, dir.z() * 3);
// make sure we actually have to jump
if ctx.is_block_solid(&(pos + gap_1_offset).down(1))
|| ctx.is_block_solid(&(pos + gap_2_offset).down(1))
if ctx.is_block_solid((pos + gap_1_offset).down(1))
|| ctx.is_block_solid((pos + gap_2_offset).down(1))
{
continue;
}
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
if !ctx.is_passable(&(pos + gap_1_offset)) {
if !ctx.is_passable(pos + gap_1_offset) {
continue;
}
if !ctx.is_block_passable(&(pos + gap_1_offset).up(2)) {
if !ctx.is_block_passable((pos + gap_1_offset).up(2)) {
continue;
}
if !ctx.is_passable(&(pos + gap_2_offset)) {
if !ctx.is_passable(pos + gap_2_offset) {
continue;
}
if !ctx.is_block_passable(&(pos + gap_2_offset).up(2)) {
if !ctx.is_block_passable((pos + gap_2_offset).up(2)) {
continue;
}
// make sure it's not a headhitter
if !ctx.is_block_passable(&pos.up(2)) {
if !ctx.is_block_passable(pos.up(2)) {
continue;
}
@ -115,20 +115,20 @@ fn parkour_headhitter_forward_1_move(ctx: &PathfinderCtx, pos: BlockPos) -> Vec<
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)) {
if ctx.is_block_solid((pos + gap_offset).down(1)) {
continue;
}
if !ctx.is_standable(&(pos + offset)) {
if !ctx.is_standable(pos + offset) {
continue;
}
if !ctx.is_passable(&(pos + gap_offset)) {
if !ctx.is_passable(pos + gap_offset) {
continue;
}
if !ctx.is_block_passable(&(pos + gap_offset).up(2)) {
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)) {
if !ctx.is_block_solid(pos.up(2)) {
continue;
}