1use 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::Dirt => 11,
58 TerrainKindView::Tilled => 12,
59 TerrainKindView::Desert => 13,
60 TerrainKindView::Hill => 14,
61 TerrainKindView::Bog => 25,
62 TerrainKindView::Beach => 18,
63 TerrainKindView::ShallowWater => 40,
64 TerrainKindView::DeepWater => u16::MAX,
65 TerrainKindView::Trail => 8,
66 TerrainKindView::Road => 5,
67 TerrainKindView::Rock => u16::MAX,
68 }
69}
70
71pub fn collides_player_at(x: f32, y: f32, world: &NavWorld) -> bool {
72 if world.circles.iter().any(|o| {
73 circle_overlap(x, y, PLAYER_RADIUS_M, o.x, o.y, o.radius_m)
74 }) {
75 return true;
76 }
77 let pad = PLAYER_RADIUS_M;
78 world.buildings.iter().any(|b| {
79 let hw = b.width_m / 2.0 + pad;
80 let hd = b.depth_m / 2.0 + pad;
81 x >= b.x - hw && x <= b.x + hw && y >= b.y - hd && y <= b.y + hd
82 })
83}
84
85fn circle_overlap(ax: f32, ay: f32, ar: f32, bx: f32, by: f32, br: f32) -> bool {
86 let dx = ax - bx;
87 let dy = ay - by;
88 let min_dist = ar + br;
89 dx * dx + dy * dy < min_dist * min_dist
90}
91
92pub(crate) fn block_circle(blocked: &mut [bool], width: i16, height: i16, cx: f32, cy: f32, radius_m: f32) {
93 let block_r = radius_m + PLAYER_RADIUS_M + PATH_CLEARANCE_M;
94 let r = block_r.ceil() as i16;
95 let ix = cx.floor() as i16;
96 let iy = cy.floor() as i16;
97 for dy in -r..=r {
98 for dx in -r..=r {
99 let cell_x = ix + dx;
100 let cell_y = iy + dy;
101 if cell_x < 0 || cell_y < 0 || cell_x >= width || cell_y >= height {
102 continue;
103 }
104 let cell_cx = cell_x as f32 + 0.5;
105 let cell_cy = cell_y as f32 + 0.5;
106 if (cell_cx - cx).hypot(cell_cy - cy) <= block_r {
107 let idx = (cell_y as usize) * (width as usize) + (cell_x as usize);
108 blocked[idx] = true;
109 }
110 }
111 }
112}
113
114pub(crate) fn mark_building_footprint(blocked: &mut [bool], width: i16, height: i16, building: &BuildingView) {
115 let pad = PLAYER_RADIUS_M + PATH_CLEARANCE_M;
116 let hw = building.width_m / 2.0;
117 let hd = building.depth_m / 2.0;
118 let x0 = (building.x - hw - pad).floor() as i16;
119 let y0 = (building.y - hd - pad).floor() as i16;
120 let x1 = (building.x + hw + pad).ceil() as i16 - 1;
121 let y1 = (building.y + hd + pad).ceil() as i16 - 1;
122 if x1 < x0 || y1 < y0 {
123 return;
124 }
125 for x in x0..=x1 {
126 for y in y0..=y1 {
127 if x >= 0 && y >= 0 && x < width && y < height {
128 let idx = (y as usize) * (width as usize) + (x as usize);
129 blocked[idx] = true;
130 }
131 }
132 }
133}
134
135pub(crate) fn clear_door_cells(blocked: &mut [bool], width: i16, height: i16, doors: &[DoorView]) {
136 for door in doors {
137 if door.open {
138 let (x, y) = world_to_cell(door.x, door.y);
139 for dx in -1i16..=1 {
140 for dy in -1i16..=1 {
141 if dx.abs() + dy.abs() <= 1 {
142 let cx = x + dx;
143 let cy = y + dy;
144 if cx >= 0 && cy >= 0 && cx < width && cy < height {
145 let idx = (cy as usize) * (width as usize) + (cx as usize);
146 blocked[idx] = false;
147 }
148 }
149 }
150 }
151 }
152 }
153}
154
155pub(crate) fn world_to_cell(x: f32, y: f32) -> (i16, i16) {
156 (x.floor() as i16, y.floor() as i16)
157}
158
159pub(crate) fn cell_center(x: i16, y: i16) -> (f32, f32) {
160 (x as f32 + 0.5, y as f32 + 0.5)
161}
162
163pub const DEFAULT_PLACED_PROP_BLOCK_RADIUS_M: f32 = 0.7;
165
166pub fn circles_from_placed_containers(
168 containers: &[flatland_protocol::PlacedContainerView],
169) -> Vec<NavBlockingCircle> {
170 containers
171 .iter()
172 .filter(|c| c.blocking)
173 .map(|c| {
174 let radius_m = if c.blocking_radius_m > 0.0 {
175 c.blocking_radius_m
176 } else {
177 DEFAULT_PLACED_PROP_BLOCK_RADIUS_M
178 };
179 NavBlockingCircle {
180 x: c.x,
181 y: c.y,
182 radius_m,
183 }
184 })
185 .collect()
186}
187
188pub fn snap_nav_goal(world: &NavWorld, gx: f32, gy: f32) -> (f32, f32) {
190 if !nav_position_blocked(world, gx, gy, PATH_CLEARANCE_M) {
191 return (gx, gy);
192 }
193 for step in 1..=40 {
194 let d = step as f32 * 0.35;
195 for (dx, dy) in [
196 (0.0, -d),
197 (0.0, d),
198 (d, 0.0),
199 (-d, 0.0),
200 (d, -d),
201 (d, d),
202 (-d, -d),
203 (-d, d),
204 ] {
205 let nx = gx + dx;
206 let ny = gy + dy;
207 if !nav_position_blocked(world, nx, ny, PATH_CLEARANCE_M) {
208 return (nx, ny);
209 }
210 }
211 }
212 (gx, gy)
213}
214
215fn nav_position_blocked(world: &NavWorld, x: f32, y: f32, extra_pad_m: f32) -> bool {
216 let body = PLAYER_RADIUS_M + extra_pad_m.max(0.0);
217 if world.circles.iter().any(|o| {
218 circle_overlap(x, y, body, o.x, o.y, o.radius_m + extra_pad_m.max(0.0))
219 }) {
220 return true;
221 }
222 world.buildings.iter().any(|b| {
223 let hw = b.width_m / 2.0 + body;
224 let hd = b.depth_m / 2.0 + body;
225 x >= b.x - hw && x <= b.x + hw && y >= b.y - hd && y <= b.y + hd
226 })
227}
228
229pub fn circles_from_views(
231 resource_nodes: &[flatland_protocol::ResourceNodeView],
232 npcs: &[flatland_protocol::NpcView],
233) -> Vec<NavBlockingCircle> {
234 let mut circles = Vec::new();
235 for node in resource_nodes {
236 if node.blocking
237 && matches!(
238 node.state,
239 ResourceNodeState::Available | ResourceNodeState::Harvesting
240 )
241 {
242 let radius = if node.blocking_radius_m > 0.0 {
243 node.blocking_radius_m
244 } else {
245 0.8
246 };
247 circles.push(NavBlockingCircle {
248 x: node.x,
249 y: node.y,
250 radius_m: radius,
251 });
252 }
253 }
254 for npc in npcs {
255 let alive =
256 npc.life_state != Some(LifeState::Dead) && npc.hp_pct.is_none_or(|h| h > 0.0);
257 if alive {
258 circles.push(NavBlockingCircle {
259 x: npc.x,
260 y: npc.y,
261 radius_m: 0.55,
262 });
263 }
264 }
265 circles
266}