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flatland_client_lib/
navigation.rs

1//! Client-side pathfinding and auto-navigation toward a map target.
2
3use flatland_pathfinding::{
4    circles_from_placed_containers, circles_from_views, snap_nav_goal, NavWorld, PathMode,
5    PathSession, PathSteer,
6};
7
8#[cfg(test)]
9use flatland_pathfinding::{find_path_with_goal_z, PATH_CLEARANCE_M, PLAYER_RADIUS_M};
10
11use crate::client_config::ClientConfig;
12use crate::game::GameState;
13
14fn nav_world_from_state(state: &GameState) -> NavWorld {
15    let mut circles = circles_from_views(&state.resource_nodes, &state.npcs);
16    circles.extend(circles_from_placed_containers(&state.placed_containers));
17    let mut kind_nav = flatland_pathfinding::TerrainNavTable::default();
18    for row in &state.terrain_kind_nav {
19        kind_nav.set(
20            row.kind,
21            flatland_pathfinding::TerrainKindNavParams {
22                move_speed_mult: row.move_speed_mult,
23                impassable: row.impassable,
24            },
25        );
26    }
27    // Older servers / missed snapshot fields leave an empty table → every cell
28    // costs the same and water/bog look walkable. Fall back to content defaults.
29    if state.terrain_kind_nav.is_empty() {
30        kind_nav = flatland_pathfinding::TerrainNavTable::unit_test_defaults();
31    }
32    NavWorld::new(
33        state.world_width_m,
34        state.world_height_m,
35        state.terrain_zones.clone(),
36        state.z_platforms.clone(),
37        state.z_transitions.clone(),
38        state.buildings.clone(),
39        state.doors.clone(),
40        circles,
41        kind_nav,
42    )
43}
44
45fn client_path_mode() -> PathMode {
46    ClientConfig::load().auto_nav_path_mode()
47}
48
49#[derive(Debug, Clone)]
50pub struct AutoNavigator {
51    inner: PathSession,
52}
53
54impl AutoNavigator {
55    pub fn plan(state: &GameState, goal_x: f32, goal_y: f32) -> Option<Self> {
56        let world = nav_world_from_state(state);
57        let (goal_x, goal_y) = snap_nav_goal(&world, goal_x, goal_y);
58        let (px, py, pz) = state.player_position_with_z();
59        let mode = client_path_mode();
60        PathSession::plan(&world, px, py, pz, goal_x, goal_y, mode).map(|inner| Self { inner })
61    }
62
63    pub fn active(&self) -> bool {
64        self.inner.active()
65    }
66
67    pub fn replan(&mut self, state: &GameState) -> bool {
68        let world = nav_world_from_state(state);
69        let (px, py, pz) = state.player_position_with_z();
70        // Prefer live setting if the player flipped Fastest/Direct mid-route.
71        self.inner.mode = client_path_mode();
72        self.inner.replan(&world, px, py, pz)
73    }
74
75    pub fn note_progress(&mut self, px: f32, py: f32) -> bool {
76        self.inner.note_progress(px, py)
77    }
78
79    pub fn steer(
80        &mut self,
81        px: f32,
82        py: f32,
83        pz: f32,
84        state: &GameState,
85    ) -> Option<(f32, f32, f32, bool)> {
86        let world = nav_world_from_state(state);
87        self.inner
88            .steer(px, py, pz, &world)
89            .map(|s: PathSteer| (s.forward, s.strafe, s.vertical, s.sprint))
90    }
91
92    pub fn goal_x(&self) -> f32 {
93        self.inner.goal_x
94    }
95
96    pub fn goal_y(&self) -> f32 {
97        self.inner.goal_y
98    }
99
100    pub fn goal_z(&self) -> f32 {
101        self.inner.goal_z
102    }
103
104    pub fn mode(&self) -> PathMode {
105        self.inner.mode
106    }
107}
108
109#[cfg(test)]
110fn find_path(
111    state: &GameState,
112    from_x: f32,
113    from_y: f32,
114    from_z: f32,
115    to_x: f32,
116    to_y: f32,
117    to_z: f32,
118) -> Option<Vec<(f32, f32)>> {
119    let world = nav_world_from_state(state);
120    find_path_with_goal_z(
121        &world,
122        from_x,
123        from_y,
124        from_z,
125        to_x,
126        to_y,
127        to_z,
128        PathMode::Fastest,
129    )
130}
131
132#[cfg(test)]
133mod tests {
134    use super::*;
135    use flatland_protocol::{EntityState, ResourceNodeState, Transform, Velocity2D, WorldCoord};
136
137    fn empty_state() -> GameState {
138        GameState {
139            session_id: Default::default(),
140            entity_id: 1,
141            character_id: None,
142            tick: 0,
143            chunk_rev: 0,
144            content_rev: 0,
145            publish_rev: 0,
146            entities: vec![],
147            player: Some(EntityState {
148                id: 1,
149                transform: Transform {
150                    position: WorldCoord::surface(10.0, 10.0),
151                    yaw: 0.0,
152                    velocity: Velocity2D { vx: 0.0, vy: 0.0 },
153                },
154                label: "p".into(),
155                vitals: None,
156                attributes: None,
157                skills: None,
158                inside_building: None,
159                tile_id: None,
160                paperdoll_ref: None,
161                draw_scale: 1.0,
162                presentation_state: None,
163                sprite_mode: None,
164                progression_xp: None,
165                combat_cues: vec![],
166                statuses: vec![],
167            }),
168            resource_nodes: vec![],
169            harvest_route_nodes: vec![],
170            ground_drops: vec![],
171            placed_containers: vec![],
172            buildings: vec![],
173            doors: vec![],
174            interior_map: None,
175            npcs: vec![],
176            blueprints: vec![],
177            building_materials: vec![],
178            world_width_m: 64.0,
179            world_height_m: 64.0,
180            world_x0: 0.0,
181            world_y0: 0.0,
182            terrain_zones: vec![],
183            z_platforms: vec![],
184            z_transitions: vec![],
185            z_bands_outdoor_backup: None,
186            world_clock: Default::default(),
187            inventory: Default::default(),
188            inventory_hints: Default::default(),
189            item_catalog: Default::default(),
190            logs: Default::default(),
191            intents_sent: 0,
192            ticks_received: 0,
193            connected: true,
194            disconnect_reason: None,
195            show_stats: false,
196            hud_log_hidden: false,
197            show_equip_menu: false,
198            equip_menu_index: 0,
199            show_craft_menu: false,
200            show_plot_build_menu: false,
201            plot_build_focus_wall: true,
202            plot_build_wall_index: 0,
203            plot_build_roof_index: 0,
204            craft_menu_index: 0,
205            craft_batch_quantity: 1,
206            craft_tab: crate::CraftTab::Ready,
207            craft_filter: String::new(),
208            craft_filter_focused: false,
209            craft_prefs: crate::craft_prefs::CraftCharacterPrefs::default(),
210            show_shop_menu: false,
211            shop_catalog: None,
212            bank_panel: None,
213            bank_menu_index: 0,
214            bank_ui_mode: crate::game::BankUiMode::Menu,
215            storage_panel: None,
216            market_panel: None,
217            market_menu_index: 0,
218            market_filter: String::new(),
219            market_filter_focused: false,
220            market_category_filter: None,
221            market_buy_confirm: None,
222            market_ui_mode: crate::game::MarketUiMode::Browse,
223            storage_menu_index: 0,
224            storage_ui_mode: crate::game::StorageUiMode::Menu,
225            shop_tab: crate::game::ShopTab::default(),
226            shop_menu_index: 0,
227            shop_quantity: 1,
228            shop_trade_log: std::collections::VecDeque::new(),
229            show_npc_verb_menu: false,
230            npc_verb_target: None,
231            npc_verb_index: 0,
232            npc_verb_notice: None,
233            player_verbs: Default::default(),
234            social_chat: Default::default(),
235            trade_ui: Default::default(),
236            whisper_pouch_ui: Default::default(),
237            show_npc_chat: false,
238            npc_chat: None,
239            show_inventory_menu: false,
240            inventory_menu_index: 0,
241            inventory_tab: crate::game::InventoryTab::OnPerson,
242            inventory_filter: String::new(),
243            inventory_filter_focused: false,
244            show_move_picker: false,
245            show_rename_prompt: false,
246            rename_plot_id: None,
247            highlighted_plot_id: None,
248            show_worker_rename: false,
249            rename_buffer: String::new(),
250            move_picker_index: 0,
251            move_picker: None,
252            show_grant_picker: false,
253            grant_picker_index: 0,
254            grant_picker: None,
255            show_destroy_picker: false,
256            destroy_confirm_pending: false,
257            destroy_picker: None,
258            combat_target: None,
259            combat_target_label: None,
260            ground_target: None,
261            combat_fx: Vec::new(),
262            ground_hazards: Vec::new(),
263            property_zones: Vec::new(),
264            tax_zones: Vec::new(),
265            growth_zones: Vec::new(),
266            biome_zones: Vec::new(),
267            terrain_kind_nav: Vec::new(),
268            property_plots: Vec::new(),
269            property_plot_settings: None,
270            claim_mode: None,
271            relocate_mode: None,
272            sell_plot_confirm: None,
273            sell_plot_armed_at: None,
274            show_plant_menu: false,
275            plant_menu_index: 0,
276            show_farm_access: false,
277            farm_access_name_draft: String::new(),
278            farm_access_discount_bps: 0,
279            farm_access_index: 0,
280            plant_quantity: 1,
281            in_combat: false,
282            auto_attack: false,
283            combat_has_los: false,
284            attack_cd_ticks: 0,
285            gcd_ticks: 0,
286            weapon_ability_id: String::new(),
287            mainhand_template_id: None,
288            mainhand_label: None,
289            mainhand_instance_id: None,
290            offhand_template_id: None,
291            offhand_label: None,
292            offhand_instance_id: None,
293            mainhand_hand_slots: 1,
294            defense: None,
295            worn: std::collections::BTreeMap::new(),
296            carry_mass: 0.0,
297            carry_mass_max: 0.0,
298            encumbrance: flatland_protocol::EncumbranceState::Light,
299            move_speed_mps: 0.0,
300            move_speed_mult: 0.0,
301            inventory_stacks: Vec::new(),
302            keychain_stacks: Vec::new(),
303            whisper_pouch_stacks: Vec::new(),
304            combat_target_detail: None,
305            statuses: Vec::new(),
306            cast_progress: None,
307            timed_channel: None,
308            plot_build_offer: None,
309            ability_cooldowns: vec![],
310            blocking_active: false,
311            max_target_slots: 1,
312            combat_slots: vec![],
313            rotation_presets: vec![],
314            known_abilities: Vec::new(),
315            ability_meta: std::collections::HashMap::new(),
316            ability_mastery: std::collections::HashMap::new(),
317            hotbar: vec![None; 9],
318            max_abilities_per_rotation: 0,
319            show_loadout_menu: false,
320            show_keychain_menu: false,
321            keychain_menu_index: 0,
322            show_rotation_editor: false,
323            loadout_menu_index: 0,
324            loadout_hotbar_slot: 1,
325            loadout_ability_index: 0,
326            loadout_focus_presets: false,
327            rotation_editor: Default::default(),
328            harvest_in_progress: false,
329            harvest_started_at: None,
330            pending_craft_ack: None,
331            craft_channel_blueprint_id: None,
332            pending_worker_job_ack: None,
333            attending_worker_instance_id: None,
334            quest_log: Vec::new(),
335            interactables: Vec::new(),
336            ledger: None,
337            career: None,
338            character_sheet_tab: crate::CharacterSheetTab::Character,
339            ledger_period: crate::LedgerPeriod::Day,
340            show_quest_offer: false,
341            pending_quest_offers: Vec::new(),
342            quest_offer_index: 0,
343            show_quest_menu: false,
344            quest_menu_index: 0,
345            quest_withdraw_confirm: false,
346            hired_workers: Vec::new(),
347            show_workers_menu: false,
348            workers_menu_index: 0,
349            worker_dismiss_confirmation: None,
350            workers_menu_compact: false,
351            worker_step_display: std::collections::BTreeMap::new(),
352            worker_error_display: std::collections::BTreeMap::new(),
353            worker_health_ring_until: std::collections::BTreeMap::new(),
354            pending_worker_hire_since: None,
355            show_worker_give_picker: false,
356            worker_give_picker_index: 0,
357            worker_give_picker: None,
358            show_worker_give_target_picker: false,
359            worker_give_target_picker_index: 0,
360            worker_give_target_picker: None,
361            show_worker_take_picker: false,
362            worker_take_picker_index: 0,
363            worker_take_picker: None,
364            show_worker_teach_picker: false,
365            worker_teach_picker_index: 0,
366            worker_teach_picker: None,
367            worker_route_editor: None,
368            progression_curve: None,
369        }
370    }
371
372    #[test]
373    fn path_on_open_field() {
374        let state = empty_state();
375        let path = find_path(&state, 10.0, 10.0, 0.0, 20.0, 15.0, 0.0).expect("path");
376        assert!(!path.is_empty());
377        let last = *path.last().unwrap();
378        assert!((last.0 - 20.5).abs() < 1.0);
379        assert!((last.1 - 15.5).abs() < 1.0);
380    }
381
382    #[test]
383    fn path_routes_around_blocking_tree() {
384        let mut state = empty_state();
385        state
386            .resource_nodes
387            .push(flatland_protocol::ResourceNodeView {
388                id: "oak".into(),
389                label: "Oak".into(),
390                x: 15.0,
391                y: 12.0,
392                z: 0.0,
393                item_template: "oak_log".into(),
394                state: ResourceNodeState::Available,
395                blocking: true,
396                blocking_radius_m: 0.8,
397                harvest_off: false,
398                tile_id: None,
399                yaw: 0.0,
400                pitch: 0.0,
401                roll: 0.0,
402                draw_scale: 1.0,
403                sprite_mode: None,
404                growth_progress: None,
405                presentation_state: None,
406                channel_start_tick: None,
407                channel_end_tick: None,
408                harvest_drop_templates: vec![],
409            });
410        let path = find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around tree");
411        for (x, y) in &path {
412            let near_tree = (*x - 15.0).abs() < 1.0 && (*y - 12.0).abs() < 1.0;
413            assert!(!near_tree, "path should not cut through tree at ({x},{y})");
414        }
415    }
416
417    #[test]
418    fn path_routes_around_building_with_clearance() {
419        let mut state = empty_state();
420        state.buildings.push(flatland_protocol::BuildingView {
421            id: "hut".into(),
422            label: "Hut".into(),
423            x: 20.0,
424            y: 20.0,
425            width_m: 6.0,
426            depth_m: 6.0,
427            interior_blueprint: None,
428            tags: vec![],
429            market_boundary_zone_ids: vec![],
430            market_max_volume: None,
431            wall_set: None,
432            roof_set: None,
433        });
434        let path =
435            find_path(&state, 10.0, 20.0, 0.0, 30.0, 20.0, 0.0).expect("path around building");
436        assert!(!path.is_empty());
437        let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
438        let x0 = 20.0 - 3.0 - pad;
439        let x1 = 20.0 + 3.0 + pad;
440        let y0 = 20.0 - 3.0 - pad;
441        let y1 = 20.0 + 3.0 + pad;
442        for (x, y) in &path {
443            let inside = *x >= x0 && *x <= x1 && *y >= y0 && *y <= y1;
444            assert!(
445                !inside,
446                "path waypoint ({x},{y}) intersects inflated building footprint"
447            );
448        }
449        let last = *path.last().unwrap();
450        assert!((last.0 - 30.0).abs() < 2.0, "should reach far side");
451    }
452
453    #[test]
454    fn path_routes_around_placed_chest() {
455        let mut state = empty_state();
456        state
457            .placed_containers
458            .push(flatland_protocol::PlacedContainerView {
459                id: "chest-1".into(),
460                template_id: "wooden_chest_small".into(),
461                display_name: "Chest".into(),
462                x: 15.0,
463                y: 12.0,
464                z: 0.0,
465                locked: false,
466                accessible: true,
467                owner_character_id: None,
468                contents: vec![],
469                lock_id: None,
470                capacity_volume: None,
471                item_instance_id: None,
472                tile_id: None,
473                worker_lodging_capacity: None,
474                blocking: true,
475                blocking_radius_m: 0.8,
476                building_id: None,
477            });
478        let path = find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around chest");
479        for (x, y) in &path {
480            let near = (*x - 15.0).hypot(*y - 12.0);
481            assert!(
482                near >= 1.0,
483                "path should not cut through chest pad at ({x},{y}) dist={near}"
484            );
485        }
486    }
487
488    #[test]
489    fn auto_navigator_finishes_near_goal() {
490        let state = empty_state();
491        let mut nav = AutoNavigator::plan(&state, 14.0, 12.0).expect("plan");
492        let (fx, fy, fz) = state.player_position_with_z();
493        let steer = nav.steer(fx, fy, fz, &state).expect("steer");
494        assert!(steer.0.abs() + steer.1.abs() + steer.2.abs() > 0.0);
495    }
496}