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flatland_client_lib/
navigation.rs

1//! Client-side pathfinding and auto-navigation toward a map target.
2
3use flatland_pathfinding::{circles_from_views, NavWorld, PathSession, PathSteer};
4
5#[cfg(test)]
6use flatland_pathfinding::{find_path_with_goal_z, PATH_CLEARANCE_M, PLAYER_RADIUS_M};
7
8use crate::game::GameState;
9
10fn nav_world_from_state(state: &GameState) -> NavWorld {
11    NavWorld {
12        world_width_m: state.world_width_m,
13        world_height_m: state.world_height_m,
14        terrain_zones: state.terrain_zones.clone(),
15        z_platforms: state.z_platforms.clone(),
16        z_transitions: state.z_transitions.clone(),
17        buildings: state.buildings.clone(),
18        doors: state.doors.clone(),
19        circles: circles_from_views(&state.resource_nodes, &state.npcs),
20    }
21}
22
23#[derive(Debug, Clone)]
24pub struct AutoNavigator {
25    inner: PathSession,
26}
27
28impl AutoNavigator {
29    pub fn plan(state: &GameState, goal_x: f32, goal_y: f32) -> Option<Self> {
30        let world = nav_world_from_state(state);
31        let (px, py, pz) = state.player_position_with_z();
32        PathSession::plan(&world, px, py, pz, goal_x, goal_y).map(|inner| Self { inner })
33    }
34
35    pub fn active(&self) -> bool {
36        self.inner.active()
37    }
38
39    pub fn replan(&mut self, state: &GameState) -> bool {
40        let world = nav_world_from_state(state);
41        let (px, py, pz) = state.player_position_with_z();
42        self.inner.replan(&world, px, py, pz)
43    }
44
45    pub fn note_progress(&mut self, px: f32, py: f32) -> bool {
46        self.inner.note_progress(px, py)
47    }
48
49    pub fn steer(
50        &mut self,
51        px: f32,
52        py: f32,
53        pz: f32,
54        state: &GameState,
55    ) -> Option<(f32, f32, f32, bool)> {
56        let world = nav_world_from_state(state);
57        self.inner.steer(px, py, pz, &world).map(|s: PathSteer| {
58            (s.forward, s.strafe, s.vertical, s.sprint)
59        })
60    }
61
62    pub fn goal_x(&self) -> f32 {
63        self.inner.goal_x
64    }
65
66    pub fn goal_y(&self) -> f32 {
67        self.inner.goal_y
68    }
69
70    pub fn goal_z(&self) -> f32 {
71        self.inner.goal_z
72    }
73}
74
75#[cfg(test)]
76fn find_path(
77    state: &GameState,
78    from_x: f32,
79    from_y: f32,
80    from_z: f32,
81    to_x: f32,
82    to_y: f32,
83    to_z: f32,
84) -> Option<Vec<(f32, f32)>> {
85    let world = nav_world_from_state(state);
86    find_path_with_goal_z(&world, from_x, from_y, from_z, to_x, to_y, to_z)
87}
88
89#[cfg(test)]
90mod tests {
91    use super::*;
92    use flatland_protocol::{EntityState, ResourceNodeState, Transform, Velocity2D, WorldCoord};
93
94    fn empty_state() -> GameState {
95        GameState {
96            session_id: Default::default(),
97            entity_id: 1,
98            character_id: None,
99            tick: 0,
100            chunk_rev: 0,
101            content_rev: 0,
102            publish_rev: 0,
103            entities: vec![],
104            player: Some(EntityState {
105                id: 1,
106                transform: Transform {
107                    position: WorldCoord::surface(10.0, 10.0),
108                    yaw: 0.0,
109                    velocity: Velocity2D { vx: 0.0, vy: 0.0 },
110                },
111                label: "p".into(),
112                vitals: None,
113                attributes: None,
114                skills: None,
115                inside_building: None,
116                tile_id: None,
117                presentation_state: None,
118                sprite_mode: None,
119                progression_xp: None,
120            }),
121            resource_nodes: vec![],
122            ground_drops: vec![],
123            placed_containers: vec![],
124            buildings: vec![],
125            doors: vec![],
126            interior_map: None,
127            npcs: vec![],
128            blueprints: vec![],
129            world_width_m: 64.0,
130            world_height_m: 64.0,
131            terrain_zones: vec![],
132            z_platforms: vec![],
133            z_transitions: vec![],
134            world_clock: Default::default(),
135            inventory: Default::default(),
136            inventory_hints: Default::default(),
137            logs: Default::default(),
138            intents_sent: 0,
139            ticks_received: 0,
140            connected: true,
141            disconnect_reason: None,
142            show_stats: false,
143            show_equip_menu: false,
144            equip_menu_index: 0,
145            show_craft_menu: false,
146            craft_menu_index: 0,
147            craft_batch_quantity: 1,
148            show_shop_menu: false,
149            shop_catalog: None,
150            shop_tab: crate::game::ShopTab::default(),
151            shop_menu_index: 0,
152            shop_quantity: 1,
153            shop_trade_log: std::collections::VecDeque::new(),
154            show_npc_verb_menu: false,
155            npc_verb_target: None,
156            npc_verb_index: 0,
157            show_npc_chat: false,
158            npc_chat: None,
159            show_inventory_menu: false,
160            inventory_menu_index: 0,
161            show_move_picker: false,
162            show_rename_prompt: false,
163            show_worker_rename: false,
164            rename_buffer: String::new(),
165            move_picker_index: 0,
166            move_picker: None,
167            show_destroy_picker: false,
168            destroy_confirm_pending: false,
169            destroy_picker: None,
170            combat_target: None,
171            combat_target_label: None,
172            in_combat: false,
173            auto_attack: false,
174            combat_has_los: false,
175            attack_cd_ticks: 0,
176            gcd_ticks: 0,
177            weapon_ability_id: String::new(),
178            mainhand_template_id: None,
179            mainhand_label: None,
180            offhand_template_id: None,
181            offhand_label: None,
182            mainhand_hand_slots: 1,
183            defense: None,
184            worn: std::collections::BTreeMap::new(),
185            carry_mass: 0.0,
186            carry_mass_max: 0.0,
187            encumbrance: flatland_protocol::EncumbranceState::Light,
188            inventory_stacks: Vec::new(),
189            keychain_stacks: Vec::new(),
190            combat_target_detail: None,
191            cast_progress: None,
192            ability_cooldowns: vec![],
193            blocking_active: false,
194            max_target_slots: 1,
195            combat_slots: vec![],
196            rotation_presets: vec![],
197            show_loadout_menu: false,
198            show_keychain_menu: false,
199            keychain_menu_index: 0,
200            show_rotation_editor: false,
201            loadout_menu_index: 0,
202            rotation_editor: Default::default(),
203            harvest_in_progress: false,
204            harvest_started_at: None,
205            pending_craft_ack: None,
206            pending_worker_job_ack: None,
207            quest_log: Vec::new(),
208            interactables: Vec::new(),
209            ledger: None,
210            career: None,
211            character_sheet_tab: crate::CharacterSheetTab::Character,
212            ledger_period: crate::LedgerPeriod::Day,
213            show_quest_offer: false,
214            pending_quest_offer: None,
215            show_quest_menu: false,
216            quest_menu_index: 0,
217            quest_withdraw_confirm: false,
218            hired_workers: Vec::new(),
219            show_workers_menu: false,
220            workers_menu_index: 0,
221            workers_menu_compact: false,
222            worker_step_display: std::collections::BTreeMap::new(),
223            show_worker_give_picker: false,
224            worker_give_picker_index: 0,
225            worker_give_picker: None,
226            show_worker_give_target_picker: false,
227            worker_give_target_picker_index: 0,
228            worker_give_target_picker: None,
229            show_worker_take_picker: false,
230            worker_take_picker_index: 0,
231            worker_take_picker: None,
232            show_worker_teach_picker: false,
233            worker_teach_picker_index: 0,
234            worker_teach_picker: None,
235            worker_route_editor: None,
236            progression_curve: None,
237        }
238    }
239
240    #[test]
241    fn path_on_open_field() {
242        let state = empty_state();
243        let path = find_path(&state, 10.0, 10.0, 0.0, 20.0, 15.0, 0.0).expect("path");
244        assert!(!path.is_empty());
245        let last = *path.last().unwrap();
246        assert!((last.0 - 20.5).abs() < 1.0);
247        assert!((last.1 - 15.5).abs() < 1.0);
248    }
249
250    #[test]
251    fn path_routes_around_blocking_tree() {
252        let mut state = empty_state();
253        state
254            .resource_nodes
255            .push(flatland_protocol::ResourceNodeView {
256                id: "oak".into(),
257                label: "Oak".into(),
258                x: 15.0,
259                y: 12.0,
260                z: 0.0,
261                item_template: "oak_log".into(),
262                state: ResourceNodeState::Available,
263                blocking: true,
264                blocking_radius_m: 0.8,
265                tile_id: None,
266                sprite_mode: None,
267                presentation_state: None,
268            });
269        let path = find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around tree");
270        for (x, y) in &path {
271            let near_tree = (*x - 15.0).abs() < 1.0 && (*y - 12.0).abs() < 1.0;
272            assert!(!near_tree, "path should not cut through tree at ({x},{y})");
273        }
274    }
275
276    #[test]
277    fn path_routes_around_building_with_clearance() {
278        let mut state = empty_state();
279        state.buildings.push(flatland_protocol::BuildingView {
280            id: "hut".into(),
281            label: "Hut".into(),
282            x: 20.0,
283            y: 20.0,
284            width_m: 6.0,
285            depth_m: 6.0,
286            interior_blueprint: None,
287            tags: vec![],
288        });
289        let path =
290            find_path(&state, 10.0, 20.0, 0.0, 30.0, 20.0, 0.0).expect("path around building");
291        assert!(!path.is_empty());
292        let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
293        let x0 = 20.0 - 3.0 - pad;
294        let x1 = 20.0 + 3.0 + pad;
295        let y0 = 20.0 - 3.0 - pad;
296        let y1 = 20.0 + 3.0 + pad;
297        for (x, y) in &path {
298            let inside = *x >= x0 && *x <= x1 && *y >= y0 && *y <= y1;
299            assert!(
300                !inside,
301                "path waypoint ({x},{y}) intersects inflated building footprint"
302            );
303        }
304        let last = *path.last().unwrap();
305        assert!((last.0 - 30.0).abs() < 2.0, "should reach far side");
306    }
307
308    #[test]
309    fn auto_navigator_finishes_near_goal() {
310        let state = empty_state();
311        let mut nav = AutoNavigator::plan(&state, 14.0, 12.0).expect("plan");
312        let (fx, fy, fz) = state.player_position_with_z();
313        let steer = nav.steer(fx, fy, fz, &state).expect("steer");
314        assert!(steer.0.abs() + steer.1.abs() + steer.2.abs() > 0.0);
315    }
316}