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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 {
33        world_width_m: state.world_width_m,
34        world_height_m: state.world_height_m,
35        terrain_zones: state.terrain_zones.clone(),
36        z_platforms: state.z_platforms.clone(),
37        z_transitions: state.z_transitions.clone(),
38        buildings: state.buildings.clone(),
39        doors: 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                presentation_state: None,
162                sprite_mode: None,
163                progression_xp: None,
164                combat_cues: vec![],
165                statuses: vec![],
166            }),
167            resource_nodes: vec![],
168            ground_drops: vec![],
169            placed_containers: vec![],
170            buildings: vec![],
171            doors: vec![],
172            interior_map: None,
173            npcs: vec![],
174            blueprints: vec![],
175            building_materials: vec![],
176            world_width_m: 64.0,
177            world_height_m: 64.0,
178            world_x0: 0.0,
179            world_y0: 0.0,
180            terrain_zones: vec![],
181            z_platforms: vec![],
182            z_transitions: vec![],
183            z_bands_outdoor_backup: None,
184            world_clock: Default::default(),
185            inventory: Default::default(),
186            inventory_hints: Default::default(),
187            logs: Default::default(),
188            intents_sent: 0,
189            ticks_received: 0,
190            connected: true,
191            disconnect_reason: None,
192            show_stats: false,
193            hud_log_hidden: false,
194            show_equip_menu: false,
195            equip_menu_index: 0,
196            show_craft_menu: false,
197            show_plot_build_menu: false,
198            plot_build_focus_wall: true,
199            plot_build_wall_index: 0,
200            plot_build_roof_index: 0,
201            craft_menu_index: 0,
202            craft_batch_quantity: 1,
203            show_shop_menu: false,
204            shop_catalog: None,
205            bank_panel: None,
206            bank_menu_index: 0,
207            bank_ui_mode: crate::game::BankUiMode::Menu,
208            storage_panel: None,
209                market_panel: None,
210            market_menu_index: 0,
211            market_filter: String::new(),
212            market_filter_focused: false,
213            market_category_filter: None,
214            market_buy_confirm: None,
215            market_ui_mode: crate::game::MarketUiMode::Browse,
216            storage_menu_index: 0,
217            storage_ui_mode: crate::game::StorageUiMode::Menu,
218            shop_tab: crate::game::ShopTab::default(),
219            shop_menu_index: 0,
220            shop_quantity: 1,
221            shop_trade_log: std::collections::VecDeque::new(),
222            show_npc_verb_menu: false,
223            npc_verb_target: None,
224            npc_verb_index: 0,
225            player_verbs: Default::default(),
226            social_chat: Default::default(),
227            trade_ui: Default::default(),
228            whisper_pouch_ui: Default::default(),
229            show_npc_chat: false,
230            npc_chat: None,
231            show_inventory_menu: false,
232            inventory_menu_index: 0,
233            inventory_tab: crate::game::InventoryTab::OnPerson,
234            inventory_filter: String::new(),
235            inventory_filter_focused: false,
236            show_move_picker: false,
237            show_rename_prompt: false,
238            show_worker_rename: false,
239            rename_buffer: String::new(),
240            move_picker_index: 0,
241            move_picker: None,
242            show_grant_picker: false,
243            grant_picker_index: 0,
244            grant_picker: None,
245            show_destroy_picker: false,
246            destroy_confirm_pending: false,
247            destroy_picker: None,
248            combat_target: None,
249            combat_target_label: None,
250            ground_target: None,
251            combat_fx: Vec::new(),
252            property_zones: Vec::new(),
253            tax_zones: Vec::new(),
254            growth_zones: Vec::new(),
255            biome_zones: Vec::new(),
256            terrain_kind_nav: Vec::new(),
257            property_plots: Vec::new(),
258            property_plot_settings: None,
259            claim_mode: None,
260            relocate_mode: None,
261            sell_plot_confirm: None,
262            sell_plot_armed_at: None,
263            show_plant_menu: false,
264            plant_menu_index: 0,
265            show_farm_access: false,
266            farm_access_name_draft: String::new(),
267            farm_access_discount_bps: 0,
268            farm_access_index: 0,
269            plant_quantity: 1,
270            in_combat: false,
271            auto_attack: false,
272            combat_has_los: false,
273            attack_cd_ticks: 0,
274            gcd_ticks: 0,
275            weapon_ability_id: String::new(),
276            mainhand_template_id: None,
277            mainhand_label: None,
278            mainhand_instance_id: None,
279            offhand_template_id: None,
280            offhand_label: None,
281            offhand_instance_id: None,
282            mainhand_hand_slots: 1,
283            defense: None,
284            worn: std::collections::BTreeMap::new(),
285            carry_mass: 0.0,
286            carry_mass_max: 0.0,
287            encumbrance: flatland_protocol::EncumbranceState::Light,
288            inventory_stacks: Vec::new(),
289            keychain_stacks: Vec::new(),
290            whisper_pouch_stacks: Vec::new(),
291            combat_target_detail: None,
292                statuses: Vec::new(),
293            cast_progress: None,
294            timed_channel: None,
295            plot_build_offer: None,
296            ability_cooldowns: vec![],
297            blocking_active: false,
298            max_target_slots: 1,
299            combat_slots: vec![],
300            rotation_presets: vec![],
301            known_abilities: Vec::new(),
302            ability_meta: std::collections::HashMap::new(),
303            ability_mastery: std::collections::HashMap::new(),
304            hotbar: vec![None; 9],
305            max_abilities_per_rotation: 0,
306            show_loadout_menu: false,
307            show_keychain_menu: false,
308            keychain_menu_index: 0,
309            show_rotation_editor: false,
310            loadout_menu_index: 0,
311            loadout_hotbar_slot: 1,
312            loadout_ability_index: 0,
313            loadout_focus_presets: false,
314            rotation_editor: Default::default(),
315            harvest_in_progress: false,
316            harvest_started_at: None,
317            pending_craft_ack: None,
318            pending_worker_job_ack: None,
319            attending_worker_instance_id: None,
320            quest_log: Vec::new(),
321            interactables: Vec::new(),
322            ledger: None,
323            career: None,
324            character_sheet_tab: crate::CharacterSheetTab::Character,
325            ledger_period: crate::LedgerPeriod::Day,
326            show_quest_offer: false,
327            pending_quest_offer: None,
328            show_quest_menu: false,
329            quest_menu_index: 0,
330            quest_withdraw_confirm: false,
331            hired_workers: Vec::new(),
332            show_workers_menu: false,
333            workers_menu_index: 0,
334            workers_menu_compact: false,
335            worker_step_display: std::collections::BTreeMap::new(),
336            worker_error_display: std::collections::BTreeMap::new(),
337            show_worker_give_picker: false,
338            worker_give_picker_index: 0,
339            worker_give_picker: None,
340            show_worker_give_target_picker: false,
341            worker_give_target_picker_index: 0,
342            worker_give_target_picker: None,
343            show_worker_take_picker: false,
344            worker_take_picker_index: 0,
345            worker_take_picker: None,
346            show_worker_teach_picker: false,
347            worker_teach_picker_index: 0,
348            worker_teach_picker: None,
349            worker_route_editor: None,
350            progression_curve: None,
351        }
352    }
353
354    #[test]
355    fn path_on_open_field() {
356        let state = empty_state();
357        let path = find_path(&state, 10.0, 10.0, 0.0, 20.0, 15.0, 0.0).expect("path");
358        assert!(!path.is_empty());
359        let last = *path.last().unwrap();
360        assert!((last.0 - 20.5).abs() < 1.0);
361        assert!((last.1 - 15.5).abs() < 1.0);
362    }
363
364    #[test]
365    fn path_routes_around_blocking_tree() {
366        let mut state = empty_state();
367        state
368            .resource_nodes
369            .push(flatland_protocol::ResourceNodeView {
370                id: "oak".into(),
371                label: "Oak".into(),
372                x: 15.0,
373                y: 12.0,
374                z: 0.0,
375                item_template: "oak_log".into(),
376                state: ResourceNodeState::Available,
377                blocking: true,
378                blocking_radius_m: 0.8,
379                harvest_off: false,
380                tile_id: None,
381                yaw: 0.0,
382                pitch: 0.0,
383                roll: 0.0,
384                draw_scale: 1.0,
385                sprite_mode: None,
386                growth_progress: None,
387                presentation_state: None,
388                channel_start_tick: None,
389                channel_end_tick: None,
390                harvest_drop_templates: vec![],
391            });
392        let path = find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around tree");
393        for (x, y) in &path {
394            let near_tree = (*x - 15.0).abs() < 1.0 && (*y - 12.0).abs() < 1.0;
395            assert!(!near_tree, "path should not cut through tree at ({x},{y})");
396        }
397    }
398
399    #[test]
400    fn path_routes_around_building_with_clearance() {
401        let mut state = empty_state();
402        state.buildings.push(flatland_protocol::BuildingView {
403            id: "hut".into(),
404            label: "Hut".into(),
405            x: 20.0,
406            y: 20.0,
407            width_m: 6.0,
408            depth_m: 6.0,
409            interior_blueprint: None,
410            tags: vec![],
411            market_boundary_zone_ids: vec![],
412            market_max_volume: None,
413            wall_set: None,
414            roof_set: None,
415        });
416        let path =
417            find_path(&state, 10.0, 20.0, 0.0, 30.0, 20.0, 0.0).expect("path around building");
418        assert!(!path.is_empty());
419        let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
420        let x0 = 20.0 - 3.0 - pad;
421        let x1 = 20.0 + 3.0 + pad;
422        let y0 = 20.0 - 3.0 - pad;
423        let y1 = 20.0 + 3.0 + pad;
424        for (x, y) in &path {
425            let inside = *x >= x0 && *x <= x1 && *y >= y0 && *y <= y1;
426            assert!(
427                !inside,
428                "path waypoint ({x},{y}) intersects inflated building footprint"
429            );
430        }
431        let last = *path.last().unwrap();
432        assert!((last.0 - 30.0).abs() < 2.0, "should reach far side");
433    }
434
435    #[test]
436    fn path_routes_around_placed_chest() {
437        let mut state = empty_state();
438        state.placed_containers.push(flatland_protocol::PlacedContainerView {
439            id: "chest-1".into(),
440            template_id: "wooden_chest_small".into(),
441            display_name: "Chest".into(),
442            x: 15.0,
443            y: 12.0,
444            z: 0.0,
445            locked: false,
446            accessible: true,
447            owner_character_id: None,
448            contents: vec![],
449            lock_id: None,
450            capacity_volume: None,
451            item_instance_id: None,
452            tile_id: None,
453            worker_lodging_capacity: None,
454            blocking: true,
455            blocking_radius_m: 0.8,
456            building_id: None,
457        });
458        let path =
459            find_path(&state, 10.0, 12.0, 0.0, 20.0, 12.0, 0.0).expect("path around chest");
460        for (x, y) in &path {
461            let near = (*x - 15.0).hypot(*y - 12.0);
462            assert!(
463                near >= 1.0,
464                "path should not cut through chest pad at ({x},{y}) dist={near}"
465            );
466        }
467    }
468
469    #[test]
470    fn auto_navigator_finishes_near_goal() {
471        let state = empty_state();
472        let mut nav = AutoNavigator::plan(&state, 14.0, 12.0).expect("plan");
473        let (fx, fy, fz) = state.player_position_with_z();
474        let steer = nav.steer(fx, fy, fz, &state).expect("steer");
475        assert!(steer.0.abs() + steer.1.abs() + steer.2.abs() > 0.0);
476    }
477}