add 'mayBeIncomplete' parameter
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caab689731
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be3fb8346f
@ -387,33 +387,42 @@ void WorldRenderer::renderFrame(
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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// In-world lines
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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const auto& route = agent.route;
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if (!route.found)
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continue;
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (debug) {
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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const auto& route = agent.route;
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if (!route.found)
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continue;
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for (const auto& blocked : route.visited) {
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lines->pushLine(
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glm::vec3(blocked) + glm::vec3(0.5f),
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glm::vec3(blocked) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 0, 0, 1)
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);
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}
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (i == 1) {
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lines->pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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if (i == 1) {
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lines->pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines->pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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lines->pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines->pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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}
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@ -46,10 +46,18 @@ static int l_make_route(lua::State* L) {
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return 0;
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}
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static int l_set_max_visited_blocks(lua::State* L) {
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if (auto agent = get_agent(L)) {
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agent->maxVisitedBlocks = lua::tointeger(L, 2);
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}
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return 0;
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}
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const luaL_Reg pathfindinglib[] = {
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{"create_agent", lua::wrap<l_create_agent>},
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{"set_enabled", lua::wrap<l_set_enabled>},
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{"is_enabled", lua::wrap<l_is_enabled>},
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{"make_route", lua::wrap<l_make_route>},
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{"set_max_visited", lua::wrap<l_set_max_visited_blocks>},
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{NULL, NULL}
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};
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@ -1,10 +1,6 @@
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#include "Pathfinding.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/hash.hpp>
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#include <queue>
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#include <unordered_set>
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#include <unordered_map>
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#include "world/Level.hpp"
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@ -13,6 +9,8 @@
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#include "voxels/blocks_agent.hpp"
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#include "content/Content.hpp"
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inline constexpr float SQRT2 = 1.4142135623730951f; // sqrt(2)
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using namespace voxels;
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struct Node {
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@ -28,7 +26,7 @@ struct NodeLess {
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}
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};
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static float distance(const glm::ivec3& a, const glm::ivec3& b) {
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static float heuristic(const glm::ivec3& a, const glm::ivec3& b) {
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return glm::distance(glm::vec3(a), glm::vec3(b));
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}
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@ -60,10 +58,10 @@ static bool check_passability(
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static void restore_route(
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Route& route,
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const Node& node,
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const glm::ivec3& lastPos,
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const std::unordered_map<glm::ivec3, Node>& parents
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) {
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auto pos = node.pos;
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auto pos = lastPos;
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while (true) {
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const auto& found = parents.find(pos);
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if (found == parents.end()) {
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@ -89,7 +87,7 @@ Route Pathfinding::perform(
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Route route {};
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std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
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queue.push({start, {}, 0, distance(start, end)});
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queue.push({start, {}, 0, heuristic(start, end)});
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std::unordered_set<glm::ivec3> blocked;
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std::unordered_map<glm::ivec3, Node> parents;
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@ -97,18 +95,31 @@ Route Pathfinding::perform(
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const auto& chunks = *level.chunks;
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int height = std::max(agent.height, 1);
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glm::ivec3 nearest = start;
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float minHScore = heuristic(start, end);
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while (!queue.empty()) {
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if (blocked.size() == agent.maxVisitedBlocks) {
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if (agent.mayBeIncomplete) {
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restore_route(route, nearest, parents);
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route.nodes.push_back({start});
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route.found = true;
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route.visited = std::move(blocked);
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return route;
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}
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break;
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}
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auto node = queue.top();
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queue.pop();
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if (node.pos.x == end.x && glm::abs((node.pos.y - end.y) / height) == 0 && node.pos.z == end.z) {
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restore_route(route, node, parents);
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if (node.pos.x == end.x &&
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glm::abs((node.pos.y - end.y) / height) == 0 &&
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node.pos.z == end.z) {
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restore_route(route, node.pos, parents);
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route.nodes.push_back({start});
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route.found = true;
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break;
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route.visited = std::move(blocked);
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return route;
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}
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blocked.emplace(node.pos);
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@ -128,6 +139,9 @@ Route Pathfinding::perform(
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}
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pos.y = surface;
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auto point = pos + glm::ivec3(offset.x, 0, offset.y);
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if (blocked.find(point) != blocked.end()) {
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continue;
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}
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if (is_obstacle_at(chunks, pos.x, pos.y + agent.height / 2, pos.z)) {
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continue;
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@ -135,18 +149,21 @@ Route Pathfinding::perform(
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if (!check_passability(agent, chunks, node, offset, i >= 4)) {
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continue;
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}
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if (blocked.find(point) != blocked.end()) {
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continue;
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}
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int score = glm::abs(node.pos.y - pos.y);
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int score = glm::abs(node.pos.y - pos.y) * 10;
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float sum = glm::abs(offset.x) + glm::abs(offset.y);
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float gScore =
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node.gScore + glm::abs(offset.x) + glm::abs(offset.y) + score;
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node.gScore + glm::max(sum, SQRT2) * 0.5f + sum * 0.5f + score;
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const auto& found = parents.find(point);
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if (found == parents.end() || gScore < found->second.gScore) {
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float hScore = distance(point, end);
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if (found == parents.end()) {
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float hScore = heuristic(point, end);
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if (hScore < minHScore) {
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minHScore = hScore;
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nearest = point;
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}
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float fScore = gScore + hScore;
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Node nNode {point, node.pos, gScore, fScore};
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parents[point] = Node {node.pos, node.parent, gScore, fScore};
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parents[point] = node;
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queue.push(nNode);
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}
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}
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@ -1,10 +1,14 @@
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#pragma once
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/hash.hpp>
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#include <vector>
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#include <memory>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <unordered_map>
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#include <unordered_set>
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class Level;
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class GlobalChunks;
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@ -17,12 +21,14 @@ namespace voxels {
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struct Route {
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bool found;
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std::vector<RouteNode> nodes;
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std::unordered_set<glm::ivec3> visited;
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};
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struct Agent {
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bool enabled = false;
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int height = 1;
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int maxVisitedBlocks = 1e5;
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bool mayBeIncomplete = true;
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int height = 2;
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int maxVisitedBlocks = 1e3;
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glm::ivec3 start;
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glm::ivec3 target;
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Route route;
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