flatland_pathfinding/
grid.rs1use flatland_protocol::{
4 BuildingView, DoorView, LifeState, ResourceNodeState, TerrainKindView, TerrainZoneView,
5 ZPlatformView, ZTransitionView,
6};
7
8pub const PLAYER_RADIUS_M: f32 = 0.45;
9pub const PATH_CLEARANCE_M: f32 = 0.35;
11pub const SEGMENT_SAMPLE_M: f32 = 0.3;
13
14#[derive(Debug, Clone, Copy)]
15pub struct NavBlockingCircle {
16 pub x: f32,
17 pub y: f32,
18 pub radius_m: f32,
19}
20
21#[derive(Debug, Clone)]
23pub struct NavWorld {
24 pub world_width_m: f32,
25 pub world_height_m: f32,
26 pub terrain_zones: Vec<TerrainZoneView>,
27 pub z_platforms: Vec<ZPlatformView>,
28 pub z_transitions: Vec<ZTransitionView>,
29 pub buildings: Vec<BuildingView>,
30 pub doors: Vec<DoorView>,
31 pub circles: Vec<NavBlockingCircle>,
32}
33
34impl NavWorld {
35 pub fn elevation_at(&self, x: f32, y: f32) -> f32 {
36 terrain_at(&self.terrain_zones, x, y)
37 .map(|z| z.elevation)
38 .unwrap_or(0.0)
39 }
40
41 pub fn terrain_kind_at(&self, x: f32, y: f32) -> TerrainKindView {
42 terrain_at(&self.terrain_zones, x, y)
43 .map(|z| z.kind)
44 .unwrap_or(TerrainKindView::Grass)
45 }
46}
47
48fn terrain_at(zones: &[TerrainZoneView], x: f32, y: f32) -> Option<&TerrainZoneView> {
49 zones
50 .iter()
51 .find(|zone| x >= zone.x0 && x < zone.x1 && y >= zone.y0 && y < zone.y1)
52}
53
54pub(crate) fn terrain_cost(kind: TerrainKindView) -> u16 {
55 match kind {
56 TerrainKindView::Grass => 10,
57 TerrainKindView::Hill => 14,
58 TerrainKindView::Bog => 25,
59 TerrainKindView::ShallowWater => 40,
60 TerrainKindView::DeepWater => u16::MAX,
61 TerrainKindView::Trail => 8,
62 TerrainKindView::Road => 5,
63 TerrainKindView::Rock => u16::MAX,
64 }
65}
66
67pub fn collides_player_at(x: f32, y: f32, world: &NavWorld) -> bool {
68 if world.circles.iter().any(|o| {
69 circle_overlap(x, y, PLAYER_RADIUS_M, o.x, o.y, o.radius_m)
70 }) {
71 return true;
72 }
73 let pad = PLAYER_RADIUS_M;
74 world.buildings.iter().any(|b| {
75 let hw = b.width_m / 2.0 + pad;
76 let hd = b.depth_m / 2.0 + pad;
77 x >= b.x - hw && x <= b.x + hw && y >= b.y - hd && y <= b.y + hd
78 })
79}
80
81fn circle_overlap(ax: f32, ay: f32, ar: f32, bx: f32, by: f32, br: f32) -> bool {
82 let dx = ax - bx;
83 let dy = ay - by;
84 let min_dist = ar + br;
85 dx * dx + dy * dy < min_dist * min_dist
86}
87
88pub(crate) fn block_circle(blocked: &mut [bool], width: i16, height: i16, cx: f32, cy: f32, radius_m: f32) {
89 let block_r = radius_m + PLAYER_RADIUS_M + PATH_CLEARANCE_M;
90 let r = block_r.ceil() as i16;
91 let ix = cx.floor() as i16;
92 let iy = cy.floor() as i16;
93 for dy in -r..=r {
94 for dx in -r..=r {
95 let cell_x = ix + dx;
96 let cell_y = iy + dy;
97 if cell_x < 0 || cell_y < 0 || cell_x >= width || cell_y >= height {
98 continue;
99 }
100 let cell_cx = cell_x as f32 + 0.5;
101 let cell_cy = cell_y as f32 + 0.5;
102 if (cell_cx - cx).hypot(cell_cy - cy) <= block_r {
103 let idx = (cell_y as usize) * (width as usize) + (cell_x as usize);
104 blocked[idx] = true;
105 }
106 }
107 }
108}
109
110pub(crate) fn mark_building_footprint(blocked: &mut [bool], width: i16, height: i16, building: &BuildingView) {
111 let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
112 let hw = building.width_m / 2.0;
113 let hd = building.depth_m / 2.0;
114 let x0 = (building.x - hw - pad).floor() as i16;
115 let y0 = (building.y - hd - pad).floor() as i16;
116 let x1 = (building.x + hw + pad).ceil() as i16 - 1;
117 let y1 = (building.y + hd + pad).ceil() as i16 - 1;
118 if x1 < x0 || y1 < y0 {
119 return;
120 }
121 for x in x0..=x1 {
122 for y in y0..=y1 {
123 if x >= 0 && y >= 0 && x < width && y < height {
124 let idx = (y as usize) * (width as usize) + (x as usize);
125 blocked[idx] = true;
126 }
127 }
128 }
129}
130
131pub(crate) fn clear_door_cells(blocked: &mut [bool], width: i16, height: i16, doors: &[DoorView]) {
132 for door in doors {
133 if door.open {
134 let (x, y) = world_to_cell(door.x, door.y);
135 for dx in -1i16..=1 {
136 for dy in -1i16..=1 {
137 if dx.abs() + dy.abs() <= 1 {
138 let cx = x + dx;
139 let cy = y + dy;
140 if cx >= 0 && cy >= 0 && cx < width && cy < height {
141 let idx = (cy as usize) * (width as usize) + (cx as usize);
142 blocked[idx] = false;
143 }
144 }
145 }
146 }
147 }
148 }
149}
150
151pub(crate) fn world_to_cell(x: f32, y: f32) -> (i16, i16) {
152 (x.floor() as i16, y.floor() as i16)
153}
154
155pub(crate) fn cell_center(x: i16, y: i16) -> (f32, f32) {
156 (x as f32 + 0.5, y as f32 + 0.5)
157}
158
159pub fn circles_from_views(
161 resource_nodes: &[flatland_protocol::ResourceNodeView],
162 npcs: &[flatland_protocol::NpcView],
163) -> Vec<NavBlockingCircle> {
164 let mut circles = Vec::new();
165 for node in resource_nodes {
166 if node.blocking
167 && matches!(
168 node.state,
169 ResourceNodeState::Available | ResourceNodeState::Harvesting
170 )
171 {
172 let radius = if node.blocking_radius_m > 0.0 {
173 node.blocking_radius_m
174 } else {
175 0.8
176 };
177 circles.push(NavBlockingCircle {
178 x: node.x,
179 y: node.y,
180 radius_m: radius,
181 });
182 }
183 }
184 for npc in npcs {
185 let alive =
186 npc.life_state != Some(LifeState::Dead) && npc.hp_pct.is_none_or(|h| h > 0.0);
187 if alive {
188 circles.push(NavBlockingCircle {
189 x: npc.x,
190 y: npc.y,
191 radius_m: 0.55,
192 });
193 }
194 }
195 circles
196}