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| author | mat <git@matdoes.dev> | 2026-01-17 02:43:13 -0530 |
|---|---|---|
| committer | mat <git@matdoes.dev> | 2026-01-17 02:43:13 -0530 |
| commit | ddb21fdd4acf6e03fecef33b16f3acc25e4eaf30 (patch) | |
| tree | 9682ab52eac761f27c8f11a60eb99f63f1311e21 /azalea/src/pathfinder/astar | |
| parent | 02280dc6e2c559452f00eed9c5c23efa0d6cb5fe (diff) | |
| download | azalea-drasl-ddb21fdd4acf6e03fecef33b16f3acc25e4eaf30.tar.xz | |
move PathfinderHeap to a module
Diffstat (limited to 'azalea/src/pathfinder/astar')
| -rw-r--r-- | azalea/src/pathfinder/astar/heap.rs | 108 | ||||
| -rw-r--r-- | azalea/src/pathfinder/astar/mod.rs | 315 |
2 files changed, 423 insertions, 0 deletions
diff --git a/azalea/src/pathfinder/astar/heap.rs b/azalea/src/pathfinder/astar/heap.rs new file mode 100644 index 00000000..3b20c0d2 --- /dev/null +++ b/azalea/src/pathfinder/astar/heap.rs @@ -0,0 +1,108 @@ +use std::{ + cmp::{self, Reverse}, + collections::BinaryHeap, +}; + +use radix_heap::RadixHeapMap; + +#[derive(Default)] +pub struct PathfinderHeap { + /// Key is f_score.to_bits(), value is (g_score, index) + /// + /// As long as the f_score is positive, comparing it as bits is fine. Also, + /// it has to be `Reverse`d to make it a min-heap. + radix_heap: RadixHeapMap<Reverse<u32>, (f32, u32)>, + // fallback + binary_heap: BinaryHeap<WeightedNode>, +} +impl PathfinderHeap { + pub fn new() -> Self { + Self::default() + } + + pub fn push(&mut self, item: WeightedNode) { + if let Some(top) = self.radix_heap.top() { + // this can happen when the heuristic wasn't an underestimate, so just fall back + // to a binary heap in those cases + if item.f_score < f32::from_bits(top.0) { + self.binary_heap.push(item); + return; + } + } + self.radix_heap + .push(Reverse(item.f_score.to_bits()), (item.g_score, item.index)) + } + pub fn pop(&mut self) -> Option<WeightedNode> { + self.binary_heap.pop().or_else(|| { + self.radix_heap + .pop() + .map(|(f_score, (g_score, index))| WeightedNode { + f_score: f32::from_bits(f_score.0), + g_score, + index, + }) + }) + } +} + +#[derive(PartialEq, Debug)] +#[repr(C)] +pub struct WeightedNode { + /// Sum of the g_score and heuristic + pub f_score: f32, + /// The actual cost to get to this node + pub g_score: f32, + pub index: u32, +} + +impl Ord for WeightedNode { + #[inline] + fn cmp(&self, other: &Self) -> cmp::Ordering { + // intentionally inverted to make the BinaryHeap a min-heap + match other.f_score.total_cmp(&self.f_score) { + cmp::Ordering::Equal => self.g_score.total_cmp(&other.g_score), + s => s, + } + } +} +impl Eq for WeightedNode {} +impl PartialOrd for WeightedNode { + #[inline] + fn partial_cmp(&self, other: &Self) -> Option<cmp::Ordering> { + Some(self.cmp(other)) + } +} + +#[cfg(test)] +mod tests { + use super::*; + + fn weighted_node(f: f32, g: f32) -> WeightedNode { + WeightedNode { + f_score: f, + g_score: g, + index: 0, + } + } + + #[test] + fn test_weighted_node_eq() { + let a = weighted_node(0., 0.); + let b = weighted_node(0., 0.); + assert!(a == b); + } + #[test] + fn test_weighted_node_le() { + let a = weighted_node(1., 0.); + let b = weighted_node(0., 0.); + assert_eq!(a.cmp(&b), cmp::Ordering::Less); + assert!(a.le(&b)); + } + #[test] + fn test_weighted_node_le_g() { + let a = weighted_node(0., 1.); + let b = weighted_node(0., 0.); + assert_eq!(a.cmp(&b), cmp::Ordering::Greater); + assert!(!a.le(&b)); + } +} diff --git a/azalea/src/pathfinder/astar/mod.rs b/azalea/src/pathfinder/astar/mod.rs new file mode 100644 index 00000000..484ab572 --- /dev/null +++ b/azalea/src/pathfinder/astar/mod.rs @@ -0,0 +1,315 @@ +pub mod heap; + +use std::{ + fmt::{self, Debug}, + hash::{BuildHasherDefault, Hash}, + time::{Duration, Instant}, +}; + +use indexmap::IndexMap; +use num_format::ToFormattedString; +use rustc_hash::FxHasher; +use tracing::{debug, trace, warn}; + +use crate::pathfinder::astar::heap::{PathfinderHeap, WeightedNode}; + +pub struct Path<P, M> +where + P: Eq + Hash + Copy + Debug, +{ + pub movements: Vec<Movement<P, M>>, + pub is_partial: bool, + /// The A* cost for executing the path. + /// + /// For Azalea's pathfinder, this is generally the estimated amount of time + /// that it takes to complete the path, in ticks. + pub cost: f32, +} + +// used for better results when timing out +// see https://github.com/cabaletta/baritone/blob/1.19.4/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java#L68 +const COEFFICIENTS: [f32; 7] = [1.5, 2., 2.5, 3., 4., 5., 10.]; + +const MIN_IMPROVEMENT: f32 = 0.01; + +type FxIndexMap<K, V> = IndexMap<K, V, BuildHasherDefault<FxHasher>>; + +// Sources: +// - https://en.wikipedia.org/wiki/A*_search_algorithm +// - https://github.com/evenfurther/pathfinding/blob/main/src/directed/astar.rs +// - https://github.com/cabaletta/baritone/blob/1.19.4/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java +pub fn a_star<P, M, HeuristicFn, SuccessorsFn, SuccessFn>( + start: P, + heuristic: HeuristicFn, + mut successors: SuccessorsFn, + success: SuccessFn, + min_timeout: PathfinderTimeout, + max_timeout: PathfinderTimeout, +) -> Path<P, M> +where + P: Eq + Hash + Copy + Debug, + HeuristicFn: Fn(P) -> f32, + SuccessorsFn: FnMut(P) -> Vec<Edge<P, M>>, + SuccessFn: Fn(P) -> bool, +{ + let start_time = Instant::now(); + + let mut open_set = PathfinderHeap::new(); + open_set.push(WeightedNode { + g_score: 0., + f_score: 0., + index: 0, + }); + let mut nodes: FxIndexMap<P, Node> = IndexMap::default(); + nodes.insert( + start, + Node { + came_from: u32::MAX, + g_score: 0., + }, + ); + + let mut best_paths: [u32; 7] = [0; 7]; + let mut best_path_scores: [f32; 7] = [heuristic(start); 7]; + + let mut num_nodes = 0_usize; + let mut num_movements = 0; + + while let Some(WeightedNode { index, g_score, .. }) = open_set.pop() { + let (&node, node_data) = nodes.get_index(index as usize).unwrap(); + if g_score > node_data.g_score { + continue; + } + + num_nodes += 1; + + if success(node) { + let best_path = index; + log_perf_info(start_time, num_nodes, num_movements); + + return Path { + movements: reconstruct_path(nodes, best_path, successors), + is_partial: false, + cost: g_score, + }; + } + + for neighbor in successors(node) { + let tentative_g_score = g_score + neighbor.cost; + // let neighbor_heuristic = heuristic(neighbor.movement.target); + let neighbor_heuristic; + let neighbor_index; + + num_movements += 1; + + match nodes.entry(neighbor.movement.target) { + indexmap::map::Entry::Occupied(mut e) => { + if e.get().g_score > tentative_g_score { + neighbor_heuristic = heuristic(*e.key()); + neighbor_index = e.index() as u32; + e.insert(Node { + came_from: index, + g_score: tentative_g_score, + }); + } else { + continue; + } + } + indexmap::map::Entry::Vacant(e) => { + neighbor_heuristic = heuristic(*e.key()); + neighbor_index = e.index() as u32; + e.insert(Node { + came_from: index, + g_score: tentative_g_score, + }); + } + } + + // we don't update the existing node, which means that the same node might be + // present in the open_set multiple times. this is fine because at the start of + // the loop we check `g_score > node_data.g_score`. + open_set.push(WeightedNode { + index: neighbor_index, + g_score: tentative_g_score, + f_score: tentative_g_score + neighbor_heuristic, + }); + + for (coefficient_i, &coefficient) in COEFFICIENTS.iter().enumerate() { + let node_score = neighbor_heuristic + tentative_g_score / coefficient; + if best_path_scores[coefficient_i] - node_score > MIN_IMPROVEMENT { + best_paths[coefficient_i] = neighbor_index; + best_path_scores[coefficient_i] = node_score; + } + } + } + + // check for timeout every ~10ms + if num_nodes.is_multiple_of(10_000) { + let min_timeout_reached = match min_timeout { + PathfinderTimeout::Time(max_duration) => start_time.elapsed() >= max_duration, + PathfinderTimeout::Nodes(max_nodes) => num_nodes >= max_nodes, + }; + + if min_timeout_reached { + // means we have a non-empty path + if best_paths[6] != 0 { + break; + } + + if min_timeout_reached { + let max_timeout_reached = match max_timeout { + PathfinderTimeout::Time(max_duration) => { + start_time.elapsed() >= max_duration + } + PathfinderTimeout::Nodes(max_nodes) => num_nodes >= max_nodes, + }; + + if max_timeout_reached { + // timeout, we're gonna be returning an empty path :( + trace!("A* couldn't find a path in time, returning best path"); + break; + } + } + } + } + } + + let best_path_idx = determine_best_path_idx(best_paths, 0); + log_perf_info(start_time, num_nodes, num_movements); + Path { + movements: reconstruct_path(nodes, best_paths[best_path_idx], successors), + is_partial: true, + cost: best_path_scores[best_path_idx], + } +} + +fn log_perf_info(start_time: Instant, num_nodes: usize, num_movements: usize) { + let elapsed = start_time.elapsed(); + let elapsed_seconds = elapsed.as_secs_f64(); + let nodes_per_second = (num_nodes as f64 / elapsed_seconds) as u64; + let num_movements_per_second = (num_movements as f64 / elapsed_seconds) as u64; + debug!( + "Considered {} nodes in {elapsed:?}", + num_nodes.to_formatted_string(&num_format::Locale::en) + ); + debug!( + "A* ran at {} nodes per second and {} movements per second", + nodes_per_second.to_formatted_string(&num_format::Locale::en), + num_movements_per_second.to_formatted_string(&num_format::Locale::en), + ); +} + +fn determine_best_path_idx(best_paths: [u32; 7], start: u32) -> usize { + // this basically makes sure we don't create a path that's really short + + for (i, &node) in best_paths.iter().enumerate() { + if node != start { + return i; + } + } + warn!("No best node found, returning first node"); + 0 +} + +fn reconstruct_path<P, M, SuccessorsFn>( + nodes: FxIndexMap<P, Node>, + mut current_index: u32, + mut successors: SuccessorsFn, +) -> Vec<Movement<P, M>> +where + P: Eq + Hash + Copy + Debug, + SuccessorsFn: FnMut(P) -> Vec<Edge<P, M>>, +{ + let mut path = Vec::new(); + while let Some((&node_position, node)) = nodes.get_index(current_index as usize) { + if node.came_from == u32::MAX { + break; + } + let came_from_position = *nodes.get_index(node.came_from as usize).unwrap().0; + + // find the movement data for this successor, we have to do this again because + // we don't include the movement data in the Node (as an optimization) + let mut best_successor = None; + let mut best_successor_cost = f32::INFINITY; + for successor in successors(came_from_position) { + if successor.movement.target == node_position && successor.cost < best_successor_cost { + best_successor_cost = successor.cost; + best_successor = Some(successor); + } + } + let Some(found_successor) = best_successor else { + warn!( + "a successor stopped being possible while reconstructing the path, returning empty path" + ); + return vec![]; + }; + + path.push(Movement { + target: node_position, + data: found_successor.movement.data, + }); + + current_index = node.came_from; + } + path.reverse(); + path +} + +pub struct Node { + pub came_from: u32, + pub g_score: f32, +} + +#[derive(Clone, Debug)] +pub struct Edge<P: Hash + Copy, M> { + pub movement: Movement<P, M>, + pub cost: f32, +} + +pub struct Movement<P: Hash + Copy, M> { + pub target: P, + pub data: M, +} + +impl<P: Hash + Copy + Debug, M: Debug> Debug for Movement<P, M> { + fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { + f.debug_struct("Movement") + .field("target", &self.target) + .field("data", &self.data) + .finish() + } +} +impl<P: Hash + Copy + Clone, M: Clone> Clone for Movement<P, M> { + fn clone(&self) -> Self { + Self { + target: self.target, + data: self.data.clone(), + } + } +} + +/// A timeout that the pathfinder will consider when calculating a path. +/// +/// See [`PathfinderOpts::min_timeout`] and [`PathfinderOpts::max_timeout`] if +/// you want to modify this. +/// +/// [`PathfinderOpts::min_timeout`]: super::goto_event::PathfinderOpts::min_timeout +/// [`PathfinderOpts::max_timeout`]: super::goto_event::PathfinderOpts::max_timeout +#[derive(Clone, Copy, Debug, PartialEq)] +pub enum PathfinderTimeout { + /// Time out after a certain duration has passed. + /// + /// This is a good default so you don't waste too much time calculating a + /// path if you're on a slow computer. + Time(Duration), + /// Time out after this many nodes have been considered. + /// + /// This is useful as an alternative to a time limit if you're doing + /// something like running tests where you want consistent results. + Nodes(usize), +} +impl Default for PathfinderTimeout { + fn default() -> Self { + Self::Time(Duration::from_secs(1)) + } +} |
