1use std::f32::consts::SQRT_2;
2
3use azalea_block::{BlockState, properties};
4use azalea_client::{SprintDirection, WalkDirection};
5use azalea_core::{
6 direction::CardinalDirection,
7 position::{BlockPos, Vec3},
8};
9
10use super::{Edge, ExecuteCtx, IsReachedCtx, MoveData, PathfinderCtx, default_is_reached};
11use crate::pathfinder::{astar, costs::*, rel_block_pos::RelBlockPos};
12
13pub fn basic_move(ctx: &mut PathfinderCtx, node: RelBlockPos) {
14 forward_move(ctx, node);
15 ascend_move(ctx, node);
16 descend_move(ctx, node);
17 diagonal_move(ctx, node);
18 descend_forward_1_move(ctx, node);
19 downward_move(ctx, node);
20}
21
22fn forward_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
23 for dir in CardinalDirection::iter() {
24 let offset = RelBlockPos::new(dir.x(), 0, dir.z());
25
26 let mut cost = SPRINT_ONE_BLOCK_COST;
27
28 let break_cost = ctx.world.cost_for_standing(pos + offset, ctx.mining_cache);
29 if break_cost == f32::INFINITY {
30 continue;
31 }
32 cost += break_cost;
33
34 ctx.edges.push(Edge {
35 movement: astar::Movement {
36 target: pos + offset,
37 data: MoveData {
38 execute: &execute_forward_move,
39 is_reached: &default_is_reached,
40 },
41 },
42 cost,
43 })
44 }
45}
46
47fn execute_forward_move(mut ctx: ExecuteCtx) {
48 let center = ctx.target.center();
49
50 if ctx.mine_while_at_start(ctx.target.up(1)) {
51 return;
52 }
53 if ctx.mine_while_at_start(ctx.target) {
54 return;
55 }
56
57 ctx.look_at(center);
58 ctx.jump_if_in_water();
59 ctx.sprint(SprintDirection::Forward);
60}
61
62fn ascend_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
63 let is_unusual_shape = !ctx.world.is_block_solid(pos.down(1));
67 let mut stair_facing = None;
68
69 if is_unusual_shape {
70 let block_below = ctx.world.get_block_state(pos.down(1));
73
74 let Some(found_stair_facing) = validate_stair_and_get_facing(block_below) else {
75 return;
78 };
79
80 stair_facing = Some(found_stair_facing);
81 }
82
83 for dir in CardinalDirection::iter() {
84 if let Some(stair_facing) = stair_facing {
85 let expected_stair_facing = cardinal_direction_to_facing_property(dir);
86 if stair_facing != expected_stair_facing {
87 continue;
88 }
89 }
90
91 let offset = RelBlockPos::new(dir.x(), 1, dir.z());
92
93 let break_cost_1 = ctx
94 .world
95 .cost_for_breaking_block(pos.up(2), ctx.mining_cache);
96 if break_cost_1 == f32::INFINITY {
97 continue;
98 }
99 let break_cost_2 = ctx.world.cost_for_standing(pos + offset, ctx.mining_cache);
100 if break_cost_2 == f32::INFINITY {
101 continue;
102 }
103
104 let cost = SPRINT_ONE_BLOCK_COST
105 + JUMP_PENALTY
106 + *JUMP_ONE_BLOCK_COST
107 + break_cost_1
108 + break_cost_2;
109
110 ctx.edges.push(Edge {
111 movement: astar::Movement {
112 target: pos + offset,
113 data: MoveData {
114 execute: &execute_ascend_move,
115 is_reached: &ascend_is_reached,
116 },
117 },
118 cost,
119 })
120 }
121}
122fn execute_ascend_move(mut ctx: ExecuteCtx) {
123 let ExecuteCtx {
124 target,
125 start,
126 position,
127 physics,
128 ..
129 } = ctx;
130
131 if ctx.mine_while_at_start(start.up(2)) {
132 return;
133 }
134 if ctx.mine_while_at_start(target) {
135 return;
136 }
137 if ctx.mine_while_at_start(target.up(1)) {
138 return;
139 }
140
141 let target_center = target.center();
142
143 ctx.look_at(target_center);
144 ctx.walk(WalkDirection::Forward);
145 ctx.jump_if_in_water();
146
147 let x_axis = (start.x - target.x).abs(); let z_axis = (start.z - target.z).abs(); let flat_distance_to_next = x_axis as f64 * (target_center.x - position.x)
154 + z_axis as f64 * (target_center.z - position.z);
155 let side_distance = z_axis as f64 * (target_center.x - position.x).abs()
156 + x_axis as f64 * (target_center.z - position.z).abs();
157
158 let lateral_motion = x_axis as f64 * physics.velocity.z + z_axis as f64 * physics.velocity.x;
159 if lateral_motion.abs() > 0.1 {
160 return;
161 }
162
163 if flat_distance_to_next > 1.2 || side_distance > 0.2 {
164 return;
165 }
166
167 let block_below_target = ctx.get_block_state(target.down(1));
170 if let Some(stair_facing) = validate_stair_and_get_facing(block_below_target) {
171 let expected_stair_facing = match (x_axis, z_axis) {
172 (0, 1) => Some(properties::FacingCardinal::North),
173 (1, 0) => Some(properties::FacingCardinal::East),
174 (0, -1) => Some(properties::FacingCardinal::South),
175 (-1, 0) => Some(properties::FacingCardinal::West),
176 _ => None,
177 };
178 if let Some(expected_stair_facing) = expected_stair_facing
179 && stair_facing == expected_stair_facing
180 {
181 return;
182 }
183 }
184
185 if BlockPos::from(position) == start {
186 if target.y as f64 - position.y > 0.5 {
188 ctx.jump();
189 }
190 }
191}
192#[must_use]
193pub fn ascend_is_reached(
194 IsReachedCtx {
195 position, target, ..
196 }: IsReachedCtx,
197) -> bool {
198 BlockPos::from(position) == target || BlockPos::from(position) == target.down(1)
199}
200
201fn validate_stair_and_get_facing(block_state: BlockState) -> Option<properties::FacingCardinal> {
202 let top_bottom = block_state.property::<properties::TopBottom>();
203 if top_bottom != Some(properties::TopBottom::Bottom) {
204 return None;
205 }
206
207 block_state.property::<properties::FacingCardinal>()
208}
209fn cardinal_direction_to_facing_property(dir: CardinalDirection) -> properties::FacingCardinal {
210 match dir {
211 CardinalDirection::North => properties::FacingCardinal::North,
212 CardinalDirection::East => properties::FacingCardinal::East,
213 CardinalDirection::South => properties::FacingCardinal::South,
214 CardinalDirection::West => properties::FacingCardinal::West,
215 }
216}
217
218fn descend_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
219 for dir in CardinalDirection::iter() {
220 let dir_delta = RelBlockPos::new(dir.x(), 0, dir.z());
221 let new_horizontal_position = pos + dir_delta;
222
223 let break_cost_1 = ctx
224 .world
225 .cost_for_passing(new_horizontal_position, ctx.mining_cache);
226 if break_cost_1 == f32::INFINITY {
227 continue;
228 }
229
230 let mut fall_distance = ctx.world.fall_distance(new_horizontal_position);
231 if fall_distance > 3 {
232 continue;
233 }
234
235 if fall_distance == 0 {
236 fall_distance = 1
238 }
239
240 let new_position = new_horizontal_position.down(fall_distance as i32);
241
242 let break_cost_2;
244 if fall_distance == 1 {
245 break_cost_2 = ctx.world.cost_for_standing(new_position, ctx.mining_cache);
246 if break_cost_2 == f32::INFINITY {
247 continue;
248 }
249 } else {
250 if !ctx.world.is_standable(new_position) {
252 continue;
253 }
254 break_cost_2 = 0.;
255 }
256
257 let cost = WALK_OFF_BLOCK_COST
258 + f32::max(
259 FALL_N_BLOCKS_COST
260 .get(fall_distance as usize)
261 .copied()
262 .unwrap_or(f32::INFINITY),
265 CENTER_AFTER_FALL_COST,
266 )
267 + break_cost_1
268 + break_cost_2;
269
270 ctx.edges.push(Edge {
271 movement: astar::Movement {
272 target: new_position,
273 data: MoveData {
274 execute: &execute_descend_move,
275 is_reached: &descend_is_reached,
276 },
277 },
278 cost,
279 })
280 }
281}
282fn execute_descend_move(mut ctx: ExecuteCtx) {
283 let ExecuteCtx {
284 target,
285 start,
286 position,
287 ..
288 } = ctx;
289
290 for i in (0..=(start.y - target.y + 1)).rev() {
291 if ctx.mine_while_at_start(target.up(i)) {
292 return;
293 }
294 }
295
296 let start_center = start.center();
297 let center = target.center();
298
299 let horizontal_distance_from_target = (center - position).horizontal_distance_squared().sqrt();
300 let horizontal_distance_from_start = (start.center() - position)
301 .horizontal_distance_squared()
302 .sqrt();
303
304 let dest_ahead = Vec3::new(
305 start_center.x + (center.x - start_center.x) * 1.5,
306 center.y,
307 start_center.z + (center.z - start_center.z) * 1.5,
308 );
309
310 if BlockPos::from(position) != target || horizontal_distance_from_target > 0.25 {
311 if horizontal_distance_from_start < 1.25 {
312 ctx.look_at(dest_ahead);
314 ctx.walk(WalkDirection::Forward);
315 } else {
316 ctx.look_at(center);
317 ctx.walk(WalkDirection::Forward);
318 }
319 } else {
320 ctx.walk(WalkDirection::None);
321 }
322}
323#[must_use]
324pub fn descend_is_reached(
325 IsReachedCtx {
326 target,
327 start,
328 position,
329 physics,
330 ..
331 }: IsReachedCtx,
332) -> bool {
333 let dest_ahead = BlockPos::new(
334 start.x + (target.x - start.x) * 2,
335 target.y,
336 start.z + (target.z - start.z) * 2,
337 );
338
339 if BlockPos::from(position) == target || BlockPos::from(position) == dest_ahead {
340 if (position.y - target.y as f64) < 0.5 {
341 return true;
342 }
343 } else if BlockPos::from(position).up(1) == target && physics.on_ground() {
344 return true;
345 }
346 false
347}
348
349fn descend_forward_1_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
350 for dir in CardinalDirection::iter() {
351 let dir_delta = RelBlockPos::new(dir.x(), 0, dir.z());
352 let gap_horizontal_position = pos + dir_delta;
353 let new_horizontal_position = pos + dir_delta * 2;
354
355 let gap_fall_distance = ctx.world.fall_distance(gap_horizontal_position);
356 let fall_distance = ctx.world.fall_distance(new_horizontal_position);
357
358 if fall_distance == 0 || fall_distance > 3 || gap_fall_distance < fall_distance {
359 continue;
360 }
361
362 let new_position = new_horizontal_position.down(fall_distance as i32);
363
364 if !ctx.world.is_passable(new_horizontal_position) {
366 continue;
367 }
368 if !ctx.world.is_passable(gap_horizontal_position) {
369 continue;
370 }
371 if !ctx.world.is_standable(new_position) {
373 continue;
374 }
375
376 let cost = WALK_OFF_BLOCK_COST
377 + WALK_ONE_BLOCK_COST
378 + f32::max(
379 FALL_N_BLOCKS_COST
380 .get(fall_distance as usize)
381 .copied()
382 .unwrap_or(f32::INFINITY),
385 CENTER_AFTER_FALL_COST,
386 );
387
388 ctx.edges.push(Edge {
389 movement: astar::Movement {
390 target: new_position,
391 data: MoveData {
392 execute: &execute_descend_move,
393 is_reached: &descend_is_reached,
394 },
395 },
396 cost,
397 })
398 }
399}
400
401fn diagonal_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
402 for dir in CardinalDirection::iter() {
403 let right = dir.right();
404 let offset = RelBlockPos::new(dir.x() + right.x(), 0, dir.z() + right.z());
405 let left_pos = RelBlockPos::new(pos.x + dir.x(), pos.y, pos.z + dir.z());
406 let right_pos = RelBlockPos::new(pos.x + right.x(), pos.y, pos.z + right.z());
407
408 let mut cost = SPRINT_ONE_BLOCK_COST * SQRT_2 + 0.001;
410
411 let left_passable = ctx.world.is_passable(left_pos);
412 let right_passable = ctx.world.is_passable(right_pos);
413
414 if !left_passable && !right_passable {
415 continue;
416 }
417
418 if !left_passable || !right_passable {
419 cost += WALK_ONE_BLOCK_COST / 2.;
421 }
422
423 if !ctx.world.is_standable(pos + offset) {
424 continue;
425 }
426
427 ctx.edges.push(Edge {
428 movement: astar::Movement {
429 target: pos + offset,
430 data: MoveData {
431 execute: &execute_diagonal_move,
432 is_reached: &default_is_reached,
433 },
434 },
435 cost,
436 })
437 }
438}
439fn execute_diagonal_move(mut ctx: ExecuteCtx) {
440 let target_center = ctx.target.center();
441
442 ctx.look_at(target_center);
443 ctx.sprint(SprintDirection::Forward);
444 ctx.jump_if_in_water();
445}
446
447fn downward_move(ctx: &mut PathfinderCtx, pos: RelBlockPos) {
449 if !ctx.world.is_block_solid(pos.down(2)) {
451 return;
452 }
453
454 let break_cost = ctx
455 .world
456 .cost_for_breaking_block(pos.down(1), ctx.mining_cache);
457 if break_cost == f32::INFINITY {
458 return;
459 }
460
461 let cost = FALL_N_BLOCKS_COST[1] + break_cost;
462
463 ctx.edges.push(Edge {
464 movement: astar::Movement {
465 target: pos.down(1),
466 data: MoveData {
467 execute: &execute_downward_move,
468 is_reached: &default_is_reached,
469 },
470 },
471 cost,
472 })
473}
474fn execute_downward_move(mut ctx: ExecuteCtx) {
475 let ExecuteCtx {
476 target, position, ..
477 } = ctx;
478
479 let target_center = target.center();
480
481 let horizontal_distance_from_target = (target_center - position)
482 .horizontal_distance_squared()
483 .sqrt();
484
485 if horizontal_distance_from_target > 0.25 {
486 ctx.look_at(target_center);
487 ctx.walk(WalkDirection::Forward);
488 } else if ctx.mine_while_at_start(target) {
489 ctx.walk(WalkDirection::None);
490 } else if BlockPos::from(position) != target {
491 ctx.look_at(target_center);
492 ctx.walk(WalkDirection::Forward);
493 } else {
494 ctx.walk(WalkDirection::None);
495 }
496}