Skip to main content

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