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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.steer(px, py, pz, &world).map(|s: PathSteer| {
88            (s.forward, s.strafe, s.vertical, s.sprint)
89        })
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            ground_drops: vec![],
170            placed_containers: vec![],
171            buildings: vec![],
172            doors: vec![],
173            interior_map: None,
174            npcs: vec![],
175            blueprints: vec![],
176            building_materials: vec![],
177            world_width_m: 64.0,
178            world_height_m: 64.0,
179            world_x0: 0.0,
180            world_y0: 0.0,
181            terrain_zones: vec![],
182            z_platforms: vec![],
183            z_transitions: vec![],
184            z_bands_outdoor_backup: None,
185            world_clock: Default::default(),
186            inventory: Default::default(),
187            inventory_hints: Default::default(),
188            logs: Default::default(),
189            intents_sent: 0,
190            ticks_received: 0,
191            connected: true,
192            disconnect_reason: None,
193            show_stats: false,
194            hud_log_hidden: false,
195            show_equip_menu: false,
196            equip_menu_index: 0,
197            show_craft_menu: false,
198            show_plot_build_menu: false,
199            plot_build_focus_wall: true,
200            plot_build_wall_index: 0,
201            plot_build_roof_index: 0,
202            craft_menu_index: 0,
203            craft_batch_quantity: 1,
204            show_shop_menu: false,
205            shop_catalog: None,
206            bank_panel: None,
207            bank_menu_index: 0,
208            bank_ui_mode: crate::game::BankUiMode::Menu,
209            storage_panel: None,
210                market_panel: None,
211            market_menu_index: 0,
212            market_filter: String::new(),
213            market_filter_focused: false,
214            market_category_filter: None,
215            market_buy_confirm: None,
216            market_ui_mode: crate::game::MarketUiMode::Browse,
217            storage_menu_index: 0,
218            storage_ui_mode: crate::game::StorageUiMode::Menu,
219            shop_tab: crate::game::ShopTab::default(),
220            shop_menu_index: 0,
221            shop_quantity: 1,
222            shop_trade_log: std::collections::VecDeque::new(),
223            show_npc_verb_menu: false,
224            npc_verb_target: None,
225            npc_verb_index: 0,
226            player_verbs: Default::default(),
227            social_chat: Default::default(),
228            trade_ui: Default::default(),
229            whisper_pouch_ui: Default::default(),
230            show_npc_chat: false,
231            npc_chat: None,
232            show_inventory_menu: false,
233            inventory_menu_index: 0,
234            inventory_tab: crate::game::InventoryTab::OnPerson,
235            inventory_filter: String::new(),
236            inventory_filter_focused: false,
237            show_move_picker: false,
238            show_rename_prompt: false,
239            rename_plot_id: None,
240            highlighted_plot_id: None,
241            show_worker_rename: false,
242            rename_buffer: String::new(),
243            move_picker_index: 0,
244            move_picker: None,
245            show_grant_picker: false,
246            grant_picker_index: 0,
247            grant_picker: None,
248            show_destroy_picker: false,
249            destroy_confirm_pending: false,
250            destroy_picker: None,
251            combat_target: None,
252            combat_target_label: None,
253            ground_target: None,
254            combat_fx: Vec::new(),
255            property_zones: Vec::new(),
256            tax_zones: Vec::new(),
257            growth_zones: Vec::new(),
258            biome_zones: Vec::new(),
259            terrain_kind_nav: Vec::new(),
260            property_plots: Vec::new(),
261            property_plot_settings: None,
262            claim_mode: None,
263            relocate_mode: None,
264            sell_plot_confirm: None,
265            sell_plot_armed_at: None,
266            show_plant_menu: false,
267            plant_menu_index: 0,
268            show_farm_access: false,
269            farm_access_name_draft: String::new(),
270            farm_access_discount_bps: 0,
271            farm_access_index: 0,
272            plant_quantity: 1,
273            in_combat: false,
274            auto_attack: false,
275            combat_has_los: false,
276            attack_cd_ticks: 0,
277            gcd_ticks: 0,
278            weapon_ability_id: String::new(),
279            mainhand_template_id: None,
280            mainhand_label: None,
281            mainhand_instance_id: None,
282            offhand_template_id: None,
283            offhand_label: None,
284            offhand_instance_id: None,
285            mainhand_hand_slots: 1,
286            defense: None,
287            worn: std::collections::BTreeMap::new(),
288            carry_mass: 0.0,
289            carry_mass_max: 0.0,
290            encumbrance: flatland_protocol::EncumbranceState::Light,
291            inventory_stacks: Vec::new(),
292            keychain_stacks: Vec::new(),
293            whisper_pouch_stacks: Vec::new(),
294            combat_target_detail: None,
295                statuses: Vec::new(),
296            cast_progress: None,
297            timed_channel: None,
298            plot_build_offer: None,
299            ability_cooldowns: vec![],
300            blocking_active: false,
301            max_target_slots: 1,
302            combat_slots: vec![],
303            rotation_presets: vec![],
304            known_abilities: Vec::new(),
305            ability_meta: std::collections::HashMap::new(),
306            ability_mastery: std::collections::HashMap::new(),
307            hotbar: vec![None; 9],
308            max_abilities_per_rotation: 0,
309            show_loadout_menu: false,
310            show_keychain_menu: false,
311            keychain_menu_index: 0,
312            show_rotation_editor: false,
313            loadout_menu_index: 0,
314            loadout_hotbar_slot: 1,
315            loadout_ability_index: 0,
316            loadout_focus_presets: false,
317            rotation_editor: Default::default(),
318            harvest_in_progress: false,
319            harvest_started_at: None,
320            pending_craft_ack: None,
321            pending_worker_job_ack: None,
322            attending_worker_instance_id: None,
323            quest_log: Vec::new(),
324            interactables: Vec::new(),
325            ledger: None,
326            career: None,
327            character_sheet_tab: crate::CharacterSheetTab::Character,
328            ledger_period: crate::LedgerPeriod::Day,
329            show_quest_offer: false,
330            pending_quest_offer: None,
331            show_quest_menu: false,
332            quest_menu_index: 0,
333            quest_withdraw_confirm: false,
334            hired_workers: Vec::new(),
335            show_workers_menu: false,
336            workers_menu_index: 0,
337            workers_menu_compact: false,
338            worker_step_display: std::collections::BTreeMap::new(),
339            worker_error_display: std::collections::BTreeMap::new(),
340            show_worker_give_picker: false,
341            worker_give_picker_index: 0,
342            worker_give_picker: None,
343            show_worker_give_target_picker: false,
344            worker_give_target_picker_index: 0,
345            worker_give_target_picker: None,
346            show_worker_take_picker: false,
347            worker_take_picker_index: 0,
348            worker_take_picker: None,
349            show_worker_teach_picker: false,
350            worker_teach_picker_index: 0,
351            worker_teach_picker: None,
352            worker_route_editor: None,
353            progression_curve: None,
354        }
355    }
356
357    #[test]
358    fn path_on_open_field() {
359        let state = empty_state();
360        let path = find_path(&state, 10.0, 10.0, 0.0, 20.0, 15.0, 0.0).expect("path");
361        assert!(!path.is_empty());
362        let last = *path.last().unwrap();
363        assert!((last.0 - 20.5).abs() < 1.0);
364        assert!((last.1 - 15.5).abs() < 1.0);
365    }
366
367    #[test]
368    fn path_routes_around_blocking_tree() {
369        let mut state = empty_state();
370        state
371            .resource_nodes
372            .push(flatland_protocol::ResourceNodeView {
373                id: "oak".into(),
374                label: "Oak".into(),
375                x: 15.0,
376                y: 12.0,
377                z: 0.0,
378                item_template: "oak_log".into(),
379                state: ResourceNodeState::Available,
380                blocking: true,
381                blocking_radius_m: 0.8,
382                harvest_off: false,
383                tile_id: None,
384                yaw: 0.0,
385                pitch: 0.0,
386                roll: 0.0,
387                draw_scale: 1.0,
388                sprite_mode: None,
389                growth_progress: None,
390                presentation_state: None,
391                channel_start_tick: None,
392                channel_end_tick: None,
393                harvest_drop_templates: vec![],
394            });
395        let path = find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around tree");
396        for (x, y) in &path {
397            let near_tree = (*x - 15.0).abs() < 1.0 && (*y - 12.0).abs() < 1.0;
398            assert!(!near_tree, "path should not cut through tree at ({x},{y})");
399        }
400    }
401
402    #[test]
403    fn path_routes_around_building_with_clearance() {
404        let mut state = empty_state();
405        state.buildings.push(flatland_protocol::BuildingView {
406            id: "hut".into(),
407            label: "Hut".into(),
408            x: 20.0,
409            y: 20.0,
410            width_m: 6.0,
411            depth_m: 6.0,
412            interior_blueprint: None,
413            tags: vec![],
414            market_boundary_zone_ids: vec![],
415            market_max_volume: None,
416            wall_set: None,
417            roof_set: None,
418        });
419        let path =
420            find_path(&state, 10.0, 20.0, 0.0, 30.0, 20.0, 0.0).expect("path around building");
421        assert!(!path.is_empty());
422        let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
423        let x0 = 20.0 - 3.0 - pad;
424        let x1 = 20.0 + 3.0 + pad;
425        let y0 = 20.0 - 3.0 - pad;
426        let y1 = 20.0 + 3.0 + pad;
427        for (x, y) in &path {
428            let inside = *x >= x0 && *x <= x1 && *y >= y0 && *y <= y1;
429            assert!(
430                !inside,
431                "path waypoint ({x},{y}) intersects inflated building footprint"
432            );
433        }
434        let last = *path.last().unwrap();
435        assert!((last.0 - 30.0).abs() < 2.0, "should reach far side");
436    }
437
438    #[test]
439    fn path_routes_around_placed_chest() {
440        let mut state = empty_state();
441        state.placed_containers.push(flatland_protocol::PlacedContainerView {
442            id: "chest-1".into(),
443            template_id: "wooden_chest_small".into(),
444            display_name: "Chest".into(),
445            x: 15.0,
446            y: 12.0,
447            z: 0.0,
448            locked: false,
449            accessible: true,
450            owner_character_id: None,
451            contents: vec![],
452            lock_id: None,
453            capacity_volume: None,
454            item_instance_id: None,
455            tile_id: None,
456            worker_lodging_capacity: None,
457            blocking: true,
458            blocking_radius_m: 0.8,
459            building_id: None,
460        });
461        let path =
462            find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around chest");
463        for (x, y) in &path {
464            let near = (*x - 15.0).hypot(*y - 12.0);
465            assert!(
466                near >= 1.0,
467                "path should not cut through chest pad at ({x},{y}) dist={near}"
468            );
469        }
470    }
471
472    #[test]
473    fn auto_navigator_finishes_near_goal() {
474        let state = empty_state();
475        let mut nav = AutoNavigator::plan(&state, 14.0, 12.0).expect("plan");
476        let (fx, fy, fz) = state.player_position_with_z();
477        let steer = nav.steer(fx, fy, fz, &state).expect("steer");
478        assert!(steer.0.abs() + steer.1.abs() + steer.2.abs() > 0.0);
479    }
480}