opus/sys/apis/turtle/pathfind.lua

251 lines
5.7 KiB
Lua

_G.requireInjector()
local Grid = require ("jumper.grid")
local Pathfinder = require ("jumper.pathfinder")
local Point = require('point')
local Util = require('util')
local turtle = _G.turtle
local function addBlock(grid, b, dim)
if Point.inBox(b, dim) then
local node = grid:getNodeAt(b.x, b.y, b.z)
if node then
node.walkable = 1
end
end
end
-- map shrinks/grows depending upon blocks encountered
-- the map will encompass any blocks encountered, the turtle position, and the destination
local function mapDimensions(dest, blocks, boundingBox, dests)
local sx, sz, sy = turtle.point.x, turtle.point.z, turtle.point.y
local ex, ez, ey = turtle.point.x, turtle.point.z, turtle.point.y
local function adjust(pt)
if pt.x < sx then
sx = pt.x
elseif pt.x > ex then
ex = pt.x
end
if pt.y < sy then
sy = pt.y
elseif pt.y > ey then
ey = pt.y
end
if pt.z < sz then
sz = pt.z
elseif pt.z > ez then
ez = pt.z
end
end
adjust(dest)
for _,d in pairs(dests) do
adjust(d)
end
for _,b in pairs(blocks) do
adjust(b)
end
-- expand one block out in all directions
if boundingBox then
sx = math.max(sx - 1, boundingBox.x)
sz = math.max(sz - 1, boundingBox.z)
sy = math.max(sy - 1, boundingBox.y)
ex = math.min(ex + 1, boundingBox.ex)
ez = math.min(ez + 1, boundingBox.ez)
ey = math.min(ey + 1, boundingBox.ey)
else
sx = sx - 1
sz = sz - 1
sy = sy - 1
ex = ex + 1
ez = ez + 1
ey = ey + 1
end
return {
ex = ex,
ez = ez,
ey = ey,
x = sx,
z = sz,
y = sy
}
end
local function nodeToPoint(node)
return { x = node:getX(), z = node:getZ(), y = node:getY() }
end
local heuristic = function(n, node)
local m, h = Point.calculateMoves(
{ x = node._x, y = node._y, z = node._z, heading = node._heading },
{ x = n._x, y = n._y, z = n._z, heading = n._heading })
return m, h
end
local function dimsAreEqual(d1, d2)
return d1.ex == d2.ex and
d1.ey == d2.ey and
d1.ez == d2.ez and
d1.x == d2.x and
d1.y == d2.y and
d1.z == d2.z
end
-- turtle sensor returns blocks in relation to the world - not turtle orientation
-- so cannot figure out block location unless we know our orientation in the world
-- really kinda dumb since it returns the coordinates as offsets of our location
-- instead of true coordinates
local function addSensorBlocks(blocks, sblocks)
for _,b in pairs(sblocks) do
if b.type ~= 'AIR' then
local pt = { x = turtle.point.x, y = turtle.point.y + b.y, z = turtle.point.z }
pt.x = pt.x - b.x
pt.z = pt.z - b.z -- this will only work if we were originally facing west
local found = false
for _,ob in pairs(blocks) do
if pt.x == ob.x and pt.y == ob.y and pt.z == ob.z then
found = true
break
end
end
if not found then
table.insert(blocks, pt)
end
end
end
end
local function selectDestination(pts, box, grid)
if #pts == 1 then
return pts[1]
end
while #pts > 0 do
local pt = Point.closest(turtle.point, pts)
if box and not Point.inBox(pt, box) then
Util.removeByValue(pts, pt)
else
if grid:isWalkableAt(pt.x, pt.y, pt.z) then
return pt
end
Util.removeByValue(pts, pt)
end
end
end
local function pathTo(dest, options)
local blocks = options.blocks or turtle.getState().blocks or { }
local dests = options.dest or { dest } -- support alternative destinations
local box = options.box or turtle.getState().box
local lastDim = nil
local grid = nil
if box then
box = Point.normalizeBox(box)
end
-- Creates a pathfinder object
local myFinder = Pathfinder(heuristic)
while turtle.point.x ~= dest.x or turtle.point.z ~= dest.z or turtle.point.y ~= dest.y do
-- map expands as we encounter obstacles
local dim = mapDimensions(dest, blocks, box, dests)
-- reuse map if possible
if not lastDim or not dimsAreEqual(dim, lastDim) then
-- Creates a grid object
grid = Grid(dim)
myFinder:setGrid(grid)
lastDim = dim
end
for _,b in pairs(blocks) do
addBlock(grid, b, dim)
end
dest = selectDestination(dests, box, grid)
if not dest then
-- error('failed to reach destination')
return false, 'failed to reach destination'
end
if turtle.point.x == dest.x and turtle.point.z == dest.z and turtle.point.y == dest.y then
break
end
-- Define start and goal locations coordinates
local startPt = turtle.point
local endPt = dest
-- Calculates the path, and its length
local path = myFinder:getPath(
startPt.x, startPt.y, startPt.z, turtle.point.heading,
endPt.x, endPt.y, endPt.z, dest.heading)
if not path then
Util.removeByValue(dests, dest)
else
for node in path:nodes() do
local pt = nodeToPoint(node)
if turtle.abort then
return false, 'aborted'
end
-- use single turn method so the turtle doesn't turn around
-- when encountering obstacles -- IS THIS RIGHT ??
if not turtle.gotoSingleTurn(pt.x, pt.z, pt.y) then
table.insert(blocks, pt)
--if device.turtlesensorenvironment then
-- addSensorBlocks(blocks, device.turtlesensorenvironment.sonicScan())
--end
break
end
end
end
end
if dest.heading then
turtle.setHeading(dest.heading)
end
return dest
end
return {
pathfind = function(dest, options)
options = options or { }
--if not options.blocks and turtle.gotoPoint(dest) then
-- return dest
--end
return pathTo(dest, options)
end,
-- set a global bounding box
-- box can be overridden by passing box in pathfind options
setBox = function(box)
turtle.getState().box = box
end,
setBlocks = function(blocks)
turtle.getState().blocks = blocks
end,
addBlock = function(block)
if turtle.getState().blocks then
table.insert(turtle.getState().blocks, block)
end
end,
reset = function()
turtle.getState().box = nil
turtle.getState().blocks = nil
end,
}