opus/sys/extensions/pathfind.lua

224 lines
5.4 KiB
Lua

if not turtle then
return
end
require = requireInjector(getfenv(1))
local Grid = require ("jumper.grid")
local Pathfinder = require ("jumper.pathfinder")
local Point = require('point')
local WALKABLE = 0
local function createMap(dim)
local map = { }
for z = 0, dim.ez do
local row = {}
for x = 0, dim.ex do
local col = { }
for y = 0, dim.ey do
table.insert(col, WALKABLE)
end
table.insert(row, col)
end
table.insert(map, row)
end
return map
end
local function addBlock(map, dim, b)
map[b.z + dim.oz][b.x + dim.ox][b.y + dim.oy] = 1
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)
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
end
if pt.z < sz then
sz = pt.z
end
if pt.y < sy then
sy = pt.y
end
if pt.x > ex then
ex = pt.x
end
if pt.z > ez then
ez = pt.z
end
if pt.y > ey then
ey = pt.y
end
end
adjust(dest)
for _,b in ipairs(blocks) do
adjust(b)
end
-- expand one block out in all directions
sx = math.max(sx - 1, boundingBox.sx)
sz = math.max(sz - 1, boundingBox.sz)
sy = math.max(sy - 1, boundingBox.sy)
ex = math.min(ex + 1, boundingBox.ex)
ez = math.min(ez + 1, boundingBox.ez)
ey = math.min(ey + 1, boundingBox.ey)
return {
ex = ex - sx + 1,
ez = ez - sz + 1,
ey = ey - sy + 1,
ox = -sx + 1,
oz = -sz + 1,
oy = -sy + 1
}
end
local function nodeToString(n)
return string.format('%d:%d:%d:%d', n._x, n._y, n._z, n.__heading or 9)
end
-- shifting and coordinate flipping
local function pointToMap(dim, pt)
return { x = pt.x + dim.ox, z = pt.y + dim.oy, y = pt.z + dim.oz }
end
local function nodeToPoint(dim, node)
return { x = node:getX() - dim.ox, z = node:getY() - dim.oz, y = node:getZ() - dim.oy }
end
local heuristic = function(n, node)
local m, h = Point.calculateMoves(
{ x = node._x, z = node._y, y = node._z, heading = node._heading },
{ x = n._x, z = n._y, y = 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.ox == d2.ox and
d1.oy == d2.oy and
d1.oz == d2.oz
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 pathTo(dest, blocks, maxRadius)
blocks = blocks or { }
maxRadius = maxRadius or 1000000
local lastDim = nil
local map = nil
local grid = nil
local boundingBox = {
sx = math.min(turtle.point.x, dest.x) - maxRadius,
sy = math.min(turtle.point.y, dest.y) - maxRadius,
sz = math.min(turtle.point.z, dest.z) - maxRadius,
ex = math.max(turtle.point.x, dest.x) + maxRadius,
ey = math.max(turtle.point.y, dest.y) + maxRadius,
ez = math.max(turtle.point.z, dest.z) + maxRadius,
}
-- Creates a pathfinder object
local myFinder = Pathfinder(grid, 'ASTAR', walkable)
myFinder:setMode('ORTHOGONAL')
myFinder:setHeuristic(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, boundingBox)
-- reuse map if possible
if not lastDim or not dimsAreEqual(dim, lastDim) then
map = createMap(dim)
-- Creates a grid object
grid = Grid(map)
myFinder:setGrid(grid)
myFinder:setWalkable(WALKABLE)
lastDim = dim
end
for _,b in ipairs(blocks) do
addBlock(map, dim, b)
end
-- Define start and goal locations coordinates
local startPt = pointToMap(dim, turtle.point)
local endPt = pointToMap(dim, 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
return false, 'failed to recalculate'
end
for node, count in path:nodes() do
local pt = nodeToPoint(dim, node)
if turtle.abort then
return false, 'aborted'
end
-- use single turn method so the turtle doesn't turn around when encountering obstacles
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
if dest.heading then
turtle.setHeading(dest.heading)
end
return true
end
turtle.pathfind = function(dest, blocks, maxRadius)
if not blocks and turtle.gotoPoint(dest) then
return true
end
return pathTo(dest, blocks, maxRadius)
end