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authormat <git@matdoes.dev>2026-01-17 21:47:02 -0330
committermat <git@matdoes.dev>2026-01-17 21:47:02 -0330
commit56bf94ac9ec5614ddc4ab5168a8c3fb5036242a5 (patch)
treeb6ec74c4d947fe66028e6f8a9639a4f906cf25f4 /azalea/src/pathfinder/execute/mod.rs
parentd990945918d78730faae847b5d21dcf641775da3 (diff)
downloadazalea-drasl-56bf94ac9ec5614ddc4ab5168a8c3fb5036242a5.tar.xz
split pathfinder execution code into its own module
Diffstat (limited to 'azalea/src/pathfinder/execute/mod.rs')
-rw-r--r--azalea/src/pathfinder/execute/mod.rs382
1 files changed, 382 insertions, 0 deletions
diff --git a/azalea/src/pathfinder/execute/mod.rs b/azalea/src/pathfinder/execute/mod.rs
new file mode 100644
index 00000000..a94bc994
--- /dev/null
+++ b/azalea/src/pathfinder/execute/mod.rs
@@ -0,0 +1,382 @@
+pub mod patching;
+
+use std::{cmp, time::Duration};
+
+use azalea_block::{BlockState, BlockTrait};
+use azalea_client::{
+ StartSprintEvent, StartWalkEvent,
+ local_player::WorldHolder,
+ mining::{Mining, StartMiningBlockEvent},
+};
+use azalea_entity::{Physics, Position, inventory::Inventory};
+use azalea_physics::get_block_pos_below_that_affects_movement;
+use azalea_world::{WorldName, Worlds};
+use bevy_ecs::prelude::*;
+use tracing::{debug, info, trace, warn};
+
+use crate::{
+ WalkDirection,
+ bot::{JumpEvent, LookAtEvent},
+ ecs::{
+ entity::Entity,
+ query::Without,
+ system::{Commands, Query, Res},
+ },
+ pathfinder::{
+ ExecutingPath, GotoEvent, Pathfinder,
+ astar::PathfinderTimeout,
+ custom_state::CustomPathfinderState,
+ moves::{ExecuteCtx, IsReachedCtx},
+ player_pos_to_block_pos,
+ },
+};
+
+#[allow(clippy::type_complexity)]
+pub fn tick_execute_path(
+ mut commands: Commands,
+ mut query: Query<(
+ Entity,
+ &mut ExecutingPath,
+ &Position,
+ &Physics,
+ Option<&Mining>,
+ &WorldHolder,
+ &Inventory,
+ )>,
+ mut look_at_events: MessageWriter<LookAtEvent>,
+ mut sprint_events: MessageWriter<StartSprintEvent>,
+ mut walk_events: MessageWriter<StartWalkEvent>,
+ mut jump_events: MessageWriter<JumpEvent>,
+ mut start_mining_events: MessageWriter<StartMiningBlockEvent>,
+) {
+ for (
+ entity,
+ mut executing_path,
+ position,
+ physics,
+ mining,
+ world_holder,
+ inventory_component,
+ ) in &mut query
+ {
+ executing_path.ticks_since_last_node_reached += 1;
+
+ if let Some(edge) = executing_path.path.front() {
+ let ctx = ExecuteCtx {
+ entity,
+ target: edge.movement.target,
+ position: **position,
+ start: executing_path.last_reached_node,
+ physics,
+ is_currently_mining: mining.is_some(),
+ world: world_holder.shared.clone(),
+ menu: inventory_component.inventory_menu.clone(),
+
+ commands: &mut commands,
+ look_at_events: &mut look_at_events,
+ sprint_events: &mut sprint_events,
+ walk_events: &mut walk_events,
+ jump_events: &mut jump_events,
+ start_mining_events: &mut start_mining_events,
+ };
+ trace!(
+ "executing move, position: {}, last_reached_node: {}",
+ **position, executing_path.last_reached_node
+ );
+ (edge.movement.data.execute)(ctx);
+ }
+ }
+}
+
+pub fn check_node_reached(
+ mut query: Query<(
+ Entity,
+ &mut Pathfinder,
+ &mut ExecutingPath,
+ &Position,
+ &Physics,
+ &WorldName,
+ )>,
+ mut walk_events: MessageWriter<StartWalkEvent>,
+ mut commands: Commands,
+ worlds: Res<Worlds>,
+) {
+ for (entity, mut pathfinder, mut executing_path, position, physics, world_name) in &mut query {
+ let Some(world) = worlds.get(world_name) else {
+ warn!("entity is pathfinding but not in a valid world");
+ continue;
+ };
+
+ 'skip: loop {
+ // we check if the goal was reached *before* actually executing the movement so
+ // we don't unnecessarily execute a movement when it wasn't necessary
+
+ // see if we already reached any future nodes and can skip ahead
+ for (i, edge) in executing_path
+ .path
+ .clone()
+ .into_iter()
+ .enumerate()
+ .take(20)
+ .rev()
+ {
+ let movement = edge.movement;
+ let is_reached_ctx = IsReachedCtx {
+ target: movement.target,
+ start: executing_path.last_reached_node,
+ position: **position,
+ physics,
+ };
+ let extra_check = if i == executing_path.path.len() - 1 {
+ // be extra strict about the velocity and centering if we're on the last node so
+ // we don't fall off
+
+ let x_difference_from_center = position.x - (movement.target.x as f64 + 0.5);
+ let z_difference_from_center = position.z - (movement.target.z as f64 + 0.5);
+
+ let block_pos_below = get_block_pos_below_that_affects_movement(*position);
+
+ let block_state_below = {
+ let world = world.read();
+ world
+ .chunks
+ .get_block_state(block_pos_below)
+ .unwrap_or(BlockState::AIR)
+ };
+ let block_below: Box<dyn BlockTrait> = block_state_below.into();
+ // friction for normal blocks is 0.6, for ice it's 0.98
+ let block_friction = block_below.behavior().friction as f64;
+
+ // if the block has the default friction, this will multiply by 1
+ // for blocks like ice, it'll multiply by a higher number
+ let scaled_velocity = physics.velocity * (0.4 / (1. - block_friction));
+
+ let x_predicted_offset = (x_difference_from_center + scaled_velocity.x).abs();
+ let z_predicted_offset = (z_difference_from_center + scaled_velocity.z).abs();
+
+ // this is to make sure we don't fall off immediately after finishing the path
+ physics.on_ground()
+ && player_pos_to_block_pos(**position) == movement.target
+ // adding the delta like this isn't a perfect solution but it helps to make
+ // sure we don't keep going if our delta is high
+ && x_predicted_offset < 0.2
+ && z_predicted_offset < 0.2
+ } else {
+ true
+ };
+
+ if (movement.data.is_reached)(is_reached_ctx) && extra_check {
+ executing_path.path = executing_path.path.split_off(i + 1);
+ executing_path.last_reached_node = movement.target;
+ executing_path.ticks_since_last_node_reached = 0;
+ trace!("reached node {}", movement.target);
+
+ if let Some(new_path) = executing_path.queued_path.take() {
+ debug!(
+ "swapped path to {:?}",
+ new_path.iter().take(10).collect::<Vec<_>>()
+ );
+ executing_path.path = new_path;
+
+ if executing_path.path.is_empty() {
+ info!("the path we just swapped to was empty, so reached end of path");
+ walk_events.write(StartWalkEvent {
+ entity,
+ direction: WalkDirection::None,
+ });
+ commands.entity(entity).remove::<ExecutingPath>();
+ break;
+ }
+
+ // run the function again since we just swapped
+ continue 'skip;
+ }
+
+ if executing_path.path.is_empty() {
+ debug!("pathfinder path is now empty");
+ walk_events.write(StartWalkEvent {
+ entity,
+ direction: WalkDirection::None,
+ });
+ commands.entity(entity).remove::<ExecutingPath>();
+ if let Some(goal) = pathfinder.goal.clone()
+ && goal.success(movement.target)
+ {
+ info!("goal was reached!");
+ pathfinder.goal = None;
+ pathfinder.opts = None;
+ }
+ }
+
+ break;
+ }
+ }
+ break;
+ }
+ }
+}
+
+#[allow(clippy::type_complexity)]
+pub fn timeout_movement(
+ mut query: Query<(
+ Entity,
+ &mut Pathfinder,
+ &mut ExecutingPath,
+ &Position,
+ Option<&Mining>,
+ &WorldName,
+ &Inventory,
+ Option<&CustomPathfinderState>,
+ )>,
+ worlds: Res<Worlds>,
+) {
+ for (
+ entity,
+ mut pathfinder,
+ mut executing_path,
+ position,
+ mining,
+ world_name,
+ inventory,
+ custom_state,
+ ) in &mut query
+ {
+ // don't timeout if we're mining
+ if let Some(mining) = mining {
+ // also make sure we're close enough to the block that's being mined
+ if mining.pos.distance_squared_to(position.into()) < 6_i32.pow(2) {
+ // also reset the ticks_since_last_node_reached so we don't timeout after we
+ // finish mining
+ executing_path.ticks_since_last_node_reached = 0;
+ continue;
+ }
+ }
+
+ if executing_path.ticks_since_last_node_reached > (2 * 20)
+ && !pathfinder.is_calculating
+ && !executing_path.path.is_empty()
+ {
+ warn!("pathfinder timeout, trying to patch path");
+ executing_path.queued_path = None;
+ let cur_pos = player_pos_to_block_pos(**position);
+ executing_path.last_reached_node = cur_pos;
+
+ let world_lock = worlds
+ .get(world_name)
+ .expect("Entity tried to pathfind but the entity isn't in a valid world");
+ let Some(opts) = pathfinder.opts.clone() else {
+ warn!(
+ "pathfinder was going to patch path because of timeout, but pathfinder.opts was None"
+ );
+ return;
+ };
+
+ let custom_state = custom_state.cloned().unwrap_or_default();
+
+ // try to fix the path without recalculating everything.
+ // (though, it'll still get fully recalculated by `recalculate_near_end_of_path`
+ // if the new path is too short)
+ patching::patch_path(
+ 0..=cmp::min(20, executing_path.path.len() - 1),
+ &mut executing_path,
+ &mut pathfinder,
+ inventory,
+ entity,
+ world_lock,
+ custom_state,
+ opts,
+ );
+ // reset last_node_reached_at so we don't immediately try to patch again
+ executing_path.ticks_since_last_node_reached = 0
+ }
+ }
+}
+
+pub fn recalculate_near_end_of_path(
+ mut query: Query<(Entity, &mut Pathfinder, &mut ExecutingPath)>,
+ mut walk_events: MessageWriter<StartWalkEvent>,
+ mut goto_events: MessageWriter<GotoEvent>,
+ mut commands: Commands,
+) {
+ for (entity, mut pathfinder, mut executing_path) in &mut query {
+ let Some(mut opts) = pathfinder.opts.clone() else {
+ continue;
+ };
+
+ // start recalculating if the path ends soon
+ if (executing_path.path.len() == 50 || executing_path.path.len() < 5)
+ && !pathfinder.is_calculating
+ && executing_path.is_path_partial
+ {
+ match pathfinder.goal.as_ref().cloned() {
+ Some(goal) => {
+ debug!("Recalculating path because it's empty or ends soon");
+ debug!(
+ "recalculate_near_end_of_path executing_path.is_path_partial: {}",
+ executing_path.is_path_partial
+ );
+
+ opts.min_timeout = if executing_path.path.len() == 50 {
+ // we have quite some time until the node is reached, soooo we might as
+ // well burn some cpu cycles to get a good path
+ PathfinderTimeout::Time(Duration::from_secs(5))
+ } else {
+ PathfinderTimeout::Time(Duration::from_secs(1))
+ };
+
+ goto_events.write(GotoEvent { entity, goal, opts });
+ pathfinder.is_calculating = true;
+
+ if executing_path.path.is_empty() {
+ if let Some(new_path) = executing_path.queued_path.take() {
+ executing_path.path = new_path;
+ if executing_path.path.is_empty() {
+ info!(
+ "the path we just swapped to was empty, so reached end of path"
+ );
+ walk_events.write(StartWalkEvent {
+ entity,
+ direction: WalkDirection::None,
+ });
+ commands.entity(entity).remove::<ExecutingPath>();
+ break;
+ }
+ } else {
+ walk_events.write(StartWalkEvent {
+ entity,
+ direction: WalkDirection::None,
+ });
+ commands.entity(entity).remove::<ExecutingPath>();
+ }
+ }
+ }
+ _ => {
+ if executing_path.path.is_empty() {
+ // idk when this can happen but stop moving just in case
+ walk_events.write(StartWalkEvent {
+ entity,
+ direction: WalkDirection::None,
+ });
+ }
+ }
+ }
+ }
+ }
+}
+
+pub fn recalculate_if_has_goal_but_no_path(
+ mut query: Query<(Entity, &mut Pathfinder), Without<ExecutingPath>>,
+ mut goto_events: MessageWriter<GotoEvent>,
+) {
+ for (entity, mut pathfinder) in &mut query {
+ if pathfinder.goal.is_some()
+ && !pathfinder.is_calculating
+ && let Some(goal) = pathfinder.goal.as_ref().cloned()
+ && let Some(opts) = pathfinder.opts.clone()
+ {
+ debug!("Recalculating path because it has a goal but no ExecutingPath");
+ goto_events.write(GotoEvent { entity, goal, opts });
+ pathfinder.is_calculating = true;
+ }
+ }
+}