def sweep_collision(self, collidee, v, debug=False): """ self (collider) moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_0[i] = d / v[i] elif not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] u0 = max(u_0) if u0 == 2 or fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, min(u_1)) return col, u0
def sweep_collision(self, collidee, v, debug=False): """ self (collider) moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_0[i] = d / v[i] elif not (fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] u0 = max(u_0) if u0 == 2 or fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, min(u_1)) return col, u0
def check_aabbs(self): out = [] self.add_grid_bounding_boxes_to(out) check = [0, 0, 0, 0] if len(out) == 3: bb = out[2] if fops.gt(bb.min_x, self.x): check[2] = -1 elif fops.lt(bb.max_x, self.x + 1): check[2] = 1 if fops.gt(bb.min_z, self.z): check[3] = -1 elif fops.lt(bb.max_z, self.z + 1): check[3] = 1 bb = out[1] if fops.gt(bb.min_x, self.x): check[0] = -1 elif fops.lt(bb.max_x, self.x + 1): check[0] = 1 if fops.gt(bb.min_z, self.z): check[1] = -1 elif fops.lt(bb.max_z, self.z + 1): check[1] = 1 if check[2] != 0 or check[3] != 0: if check[0] != 0: check[2] = check[0] if check[1] != 0: check[3] = check[1] yield AABB.from_block_coords(self.x + check[2] * config.PLAYER_RADIUS, self.y + 0.5, self.z + check[3] * config.PLAYER_RADIUS) else: if check[0] != 0: yield AABB.from_block_coords(self.x + check[0] * config.PLAYER_RADIUS, self.y + 0.5, self.z) if check[1] != 0: yield AABB.from_block_coords(self.x, self.y + 0.5, self.z + check[1] * config.PLAYER_RADIUS)
def action(self): b_obj = self.blackboard.bot_object self.status = self._check_status(b_obj) if self.status != Status.running: return on_ladder = self.blackboard.bot_is_on_ladder(b_obj) in_water = self.blackboard.bot_is_in_water(b_obj) if on_ladder or in_water: elev = self.target_state.platform_y - b_obj.y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): self.move(b_obj) else: if on_ladder: self.sneak(b_obj) self.move(b_obj) elif self.blackboard.bot_is_standing(b_obj): elev = self.target_state.platform_y - b_obj.y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0): if self.start_state.base_in(b_obj.aabb): self.jump(b_obj) self.move(b_obj) else: self.move(b_obj)
def _tick(self): if self.cancelled: self.status = Status.failure return b_obj = self.bot.bot_object self.status = self.check_status(b_obj) if self.status != Status.running: return on_ladder = self.bot.is_on_ladder(b_obj) in_water = self.bot.is_in_water(b_obj) if on_ladder or in_water: elev = self.target_state.platform_y - b_obj.y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): self.move(b_obj) else: if on_ladder: self.sneak(b_obj) self.move(b_obj) elif self.bot.is_standing(b_obj): elev = self.target_state.platform_y - b_obj.y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0): if self.start_state.base_in(b_obj.aabb): self.jump(b_obj) self.move(b_obj) else: self.move(b_obj)
def sweep_collision(self, collidee, v, debug=False): """ self moving by v, collidee stationery based on http://bit.ly/3grWzs """ u_0 = [2, 2, 2] u_1 = [1, 1, 1] dists = [None, None, None] for i in xrange(3): if fops.lte(self.maxs[i], collidee.mins[i]) and fops.gt(v[i], 0): d = collidee.mins[i] - self.maxs[i] dists[i] = d u_0[i] = d / v[i] elif fops.lte(collidee.maxs[i], self.mins[i]) and fops.lt(v[i], 0): d = collidee.maxs[i] - self.mins[i] dists[i] = d u_0[i] = d / v[i] elif fops.eq(v[i], 0) and \ not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 elif not(fops.lte(self.maxs[i], collidee.mins[i]) or fops.gte(self.mins[i], collidee.maxs[i])): u_0[i] = 0 if fops.gte(collidee.maxs[i], self.mins[i]) and fops.gt(v[i], 0): d = collidee.maxs[i] - self.mins[i] u_1[i] = d / v[i] elif fops.gte(self.maxs[i], collidee.mins[i]) and fops.lt(v[i], 0): d = collidee.mins[i] - self.maxs[i] u_1[i] = d / v[i] if max(u_0) == 2: u0 = None col = False else: u0 = max(u_0) u1 = min(u_1) if fops.gte(u0, 1.0): col = False else: col = fops.lte(u0, u1) return col, u0
def sweep_collision(self, bb, vect, debug=False, max_height=False): boxes = self.grid_bounding_box if len(boxes) == 0: raise Exception( "0 bounding boxes from block %s, cannot handle that" % self) elif len(boxes) == 1: col, rel_d = bb.sweep_collision(boxes[0], vect, debug=debug) return col, rel_d, boxes[0] else: col_rel_d = 1.1 col_bb = None for box in boxes: col, rel_d = bb.sweep_collision(box, vect, debug=debug) if max_height and col and fops.eq(col_rel_d, rel_d): if fops.lt(col_bb.max_y, bb.max_y): col_bb = bb if col and fops.lt(rel_d, col_rel_d): col_rel_d = rel_d col_bb = bb return col_bb is not None, col_rel_d, col_bb
def check_aabbs(self): out = [] self.add_grid_bounding_boxes_to(out) check = [0, 0, 0, 0] if len(out) == 3: bb = out[2] if fops.gt(bb.min_x, self.x): check[2] = -1 elif fops.lt(bb.max_x, self.x + 1): check[2] = 1 if fops.gt(bb.min_z, self.z): check[3] = -1 elif fops.lt(bb.max_z, self.z + 1): check[3] = 1 bb = out[1] if fops.gt(bb.min_x, self.x): check[0] = -1 elif fops.lt(bb.max_x, self.x + 1): check[0] = 1 if fops.gt(bb.min_z, self.z): check[1] = -1 elif fops.lt(bb.max_z, self.z + 1): check[1] = 1 if check[2] != 0 or check[3] != 0: if check[0] != 0: check[2] = check[0] if check[1] != 0: check[3] = check[1] yield AABB.from_block_coords( self.x + check[2] * config.PLAYER_RADIUS, self.y + 0.5, self.z + check[3] * config.PLAYER_RADIUS) else: if check[0] != 0: yield AABB.from_block_coords( self.x + check[0] * config.PLAYER_RADIUS, self.y + 0.5, self.z) if check[1] != 0: yield AABB.from_block_coords( self.x, self.y + 0.5, self.z + check[1] * config.PLAYER_RADIUS)
def min_collision_between(self, bb1, bb2, horizontal=False, max_height=False): ubb = bb1.extend_to(dy=-1).union(bb2.extend_to(dy=-1)) blcks = self.blocks_in_aabb(ubb) dvect = bb1.vector_to(bb2) if horizontal: dvect = (dvect[0], 0, dvect[2]) col_rel_d = 1.1 col_bb = None for blk in blcks: col, rel_d, bb = blk.sweep_collision( bb1, dvect, max_height=max_height) if col and fops.eq(col_rel_d, rel_d): if max_height: if fops.lt(col_bb.max_y, bb.max_y): col_bb = bb if col and fops.lt(rel_d, col_rel_d): col_rel_d = rel_d col_bb = bb if col_bb is not None: return col_rel_d * tools.vector_size(dvect), col_bb else: return None, None
def _tick(self): b_obj = self.bot.bot_object self.status = self.check_status(b_obj) if self.status != Status.running: return col_distance, col_bb = self.world.grid.min_collision_between(b_obj.aabb, self.target_space.bb_stand, horizontal=True, max_height=True) if self.bot.is_on_ladder(b_obj) or self.bot.is_in_water(b_obj): elev = self.target_space.bb_stand.min_y - b_obj.aabb.min_y if fops.gt(elev, 0): self.jump(b_obj) self.move(b_obj) elif fops.lt(elev, 0): if col_distance is None: self.move(b_obj) else: self.move(b_obj) elif self.bot.is_standing(b_obj): if col_distance is None: self.move(b_obj) else: elev = self.target_space.bb_stand.min_y - b_obj.aabb.min_y if fops.lte(elev, 0): self.move(b_obj) elif fops.gt(elev, 0) and fops.lte(elev, config.MAX_STEP_HEIGHT): self.move(b_obj) elif fops.gt(elev, config.MAX_STEP_HEIGHT) and fops.lt(elev, config.MAX_JUMP_HEIGHT): ticks_to_col = col_distance / self.bot.current_motion(b_obj) ticks_to_jump = math.sqrt(2 * elev / config.G) * 20 if ticks_to_col < ticks_to_jump: self.jump(b_obj) self.move(b_obj) else: raise Exception("move elevation error %s with collision %s" % (elev, col_distance)) else: self.move(b_obj)
def calculate_axis_offset(self, collidee, d, axis): for i in xrange(3): if i == axis: continue if fops.lte(self.maxs[i], collidee.mins[i]) or \ fops.gte(self.mins[i], collidee.maxs[i]): return d if d < 0 and fops.lte(collidee.maxs[axis], self.mins[axis]): dout = collidee.maxs[axis] - self.mins[axis] if fops.gt(dout, d): d = dout elif d > 0 and fops.gte(collidee.mins[axis], self.maxs[axis]): dout = collidee.mins[axis] - self.maxs[axis] if fops.lt(dout, d): d = dout return d
def can_stand_between(self, gs, debug=False): if self.block.is_ladder_vine or gs.block.is_ladder_vine: return True if self.block.is_water or gs.block.is_water: return True if fops.gt(abs(self.platform.min_y - gs.platform.min_y), config.MAX_STEP_HEIGHT): return True stand_platform = self.platform.expand(config.PLAYER_BODY_DIAMETER - 0.09, 0, config.PLAYER_BODY_DIAMETER - 0.09) self.intersection = gs.stand_block.intersection_on_axes( stand_platform, x=True, z=True, debug=debug) if self.intersection is None: return False if self.stand_block.x != gs.stand_block.x and self.stand_block.z != gs.stand_block.z: if fops.lt(gs.platform.get_side('min', x=True, z=True), 0.5): return False else: return True else: return True
def _can_stand_on(self): """ can stand on top of the center of the block """ if isinstance(self.block, blocks.Cactus): return False under = self.grid.get_block(self.coords[0], self.coords[1] - 1, self.coords[2]) if not self.block.collidable and not under.is_fence and not self.block.is_water and not self.block.is_ladder_vine: return False if self.block.is_ladder_vine or self.block.is_water: bb = AABB.from_block_coords(self.block.coords) if under.is_fence: self.bb_stand = bb.shift(min_y=under.max_y) else: if not under.collidable or (under.collidable and fops.lt(under.max_y, bb.min_y)): bb1 = bb.offset(dy=0.5) if self.can_be_in(bb1): bb = bb1 self.bb_stand = bb self.stand_block = self.block self.platform = self.bb_stand.set_to(max_y=self.bb_stand.min_y) else: if under.is_fence: fence_top = under.maxedge_platform(y=1) if self.block.collidable: self.platform = self.block.maxedge_platform(y=1) self.stand_block = self.block if fence_top.min_y > self.platform.min_y: self.platform = fence_top self.stand_block = under else: self.platform = fence_top self.stand_block = under else: self.platform = self.block.maxedge_platform(y=1) self.stand_block = self.block bb = AABB.from_block_coords(self.block.coords) self.bb_stand = bb.offset(dy=self.platform.min_y - bb.min_y) if not self.bb_stand.collides_on_axes(self.platform, x=True, z=True): return False return self.can_be_in(self.bb_stand)
def can_go_between(self, gs, update_to_bb_stand=False, debug=False): edge_cost = 0 bb_stand = self.bb_stand other_bb_stand = gs.bb_stand if bb_stand.horizontal_distance(other_bb_stand) > config.HORIZONTAL_MOVE_DISTANCE_LIMIT: if debug: print 'horizontal distance too far', bb_stand.horizontal_distance(other_bb_stand) return False if fops.gt(bb_stand.min_y, other_bb_stand.min_y): if (bb_stand.min_y - other_bb_stand.min_y) > 3: return False elev = bb_stand.min_y - other_bb_stand.min_y elev_bb = other_bb_stand.extend_to(dy=elev) bb_from = bb_stand bb_to = other_bb_stand.offset(dy=elev) elif fops.lt(bb_stand.min_y, other_bb_stand.min_y): if fops.lte(bb_stand.grid_y + 2, other_bb_stand.min_y): if debug: print 'over 2 high difference' return False elev = other_bb_stand.min_y - bb_stand.min_y in_water = self.grid.aabb_in_water(bb_stand) if in_water and \ other_bb_stand.grid_y > bb_stand.grid_y and \ fops.gt(other_bb_stand.min_y, other_bb_stand.grid_y) and \ not self.grid.aabb_in_water(bb_stand.shift(min_y=other_bb_stand.min_y)) and \ fops.gte(other_bb_stand.min_y - (bb_stand.grid_y + 1), config.MAX_WATER_JUMP_HEIGHT - 0.15): if debug: print 'water cannot go' return False if self.grid.aabb_on_ladder(bb_stand) and \ other_bb_stand.grid_y > bb_stand.grid_y and \ fops.gt(other_bb_stand.min_y, other_bb_stand.grid_y) and \ not self.grid.aabb_on_ladder(bb_stand.shift(min_y=other_bb_stand.min_y)) and \ fops.gte(other_bb_stand.min_y - (bb_stand.grid_y + 1), config.MAX_VINE_JUMP_HEIGHT - 0.2): if debug: print 'ladder cannot go' return False if fops.gt(elev, config.MAX_JUMP_HEIGHT) and not in_water: if debug: print 'too high' return False if fops.lte(elev, config.MAX_STEP_HEIGHT): elev = config.MAX_STEP_HEIGHT aabbs = self.grid.aabbs_in(bb_stand.extend_to(0, elev, 0)) for bb in aabbs: elev = bb_stand.calculate_axis_offset(bb, elev, 1) if fops.lt(bb_stand.min_y + elev, other_bb_stand.min_y): if debug: print 'cannot make step' return False elev_bb = bb_stand.extend_to(dy=elev) bb_from = bb_stand.offset(dy=elev) bb_to = other_bb_stand else: elev = 0 elev_bb = None bb_from = bb_stand bb_to = other_bb_stand if elev_bb is not None: if self.grid.aabb_collides(elev_bb): if debug: print 'elevation collision' return False if self.blocks_to_avoid(self.grid.blocks_in_aabb(elev_bb)): if debug: print 'elevation hitting avoid block' return False if self.grid.collision_between(bb_from, bb_to, debug=debug): if debug: print 'horizontal collision' return False if self.blocks_to_avoid(self.grid.passing_blocks_between(bb_from, bb_to)): if debug: print 'hitting avoid block' return False edge_cost += config.COST_DIRECT * bb_from.horizontal_distance(bb_to) if not (fops.lte(elev, config.MAX_STEP_HEIGHT) and fops.gte(elev, -config.MAX_STEP_HEIGHT)): edge_cost += config.COST_FALL * \ bb_from.horizontal_distance(bb_to) if elev < 0: edge_cost += config.COST_FALL * elev else: edge_cost += config.COST_JUMP self.edge_cost = edge_cost if update_to_bb_stand: gs.bb_stand = other_bb_stand return True
def set_direction_towards(self, point, debug=False): if fops.lt(self.distance_to(point), 0): self.a *= -1 self.b *= -1