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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 9 Sep 2018 12:39:06 -0400
Subject: [PATCH] Mob Pathfinding API

Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity

This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.

You can use EntityPathfindEvent to cancel new pathfinds from overriding your current.

diff --git a/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java b/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java
new file mode 100644
index 0000000000000000000000000000000000000000..5f6d6e222f9f1ac1648a11b6d4a240371c4f07e9
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/entity/Pathfinder.java
@@ -0,0 +1,221 @@
+package com.destroystokyo.paper.entity;
+
+import java.util.List;
+import org.bukkit.Location;
+import org.bukkit.entity.LivingEntity;
+import org.bukkit.entity.Mob;
+import org.jspecify.annotations.NullMarked;
+import org.jspecify.annotations.Nullable;
+
+/**
+ * Handles pathfinding operations for an Entity
+ */
+@NullMarked
+public interface Pathfinder {
+
+    /**
+     * @return The entity that is controlled by this pathfinder
+     */
+    Mob getEntity();
+
+    /**
+     * Instructs the Entity to stop trying to navigate to its current desired location
+     */
+    void stopPathfinding();
+
+    /**
+     * If the entity is currently trying to navigate to a destination, this will return true
+     *
+     * @return true if the entity is navigating to a destination
+     */
+    boolean hasPath();
+
+    /**
+     * @return The location the entity is trying to navigate to, or null if there is no destination
+     */
+    @Nullable PathResult getCurrentPath();
+
+    /**
+     * Calculates a destination for the Entity to navigate to, but does not set it
+     * as the current target. Useful for calculating what would happen before setting it.
+     *
+     * @param loc Location to navigate to
+     * @return The closest Location the Entity can get to for this navigation, or null if no path could be calculated
+     */
+    @Nullable PathResult findPath(Location loc);
+
+    /**
+     * Calculates a destination for the Entity to navigate to to reach the target entity,
+     * but does not set it as the current target.
+     * Useful for calculating what would happen before setting it.
+     * <p>
+     * The behavior of this PathResult is subject to the games pathfinding rules, and may
+     * result in the pathfinding automatically updating to follow the target Entity.
+     * <p>
+     * However, this behavior is not guaranteed, and is subject to the games behavior.
+     *
+     * @param target the Entity to navigate to
+     * @return The closest Location the Entity can get to for this navigation, or null if no path could be calculated
+     */
+    @Nullable PathResult findPath(LivingEntity target);
+
+    /**
+     * Calculates a destination for the Entity to navigate to, and sets it with default speed
+     * as the current target.
+     *
+     * @param loc Location to navigate to
+     * @return If the pathfinding was successfully started
+     */
+    default boolean moveTo(Location loc) {
+        return this.moveTo(loc, 1);
+    }
+
+    /**
+     * Calculates a destination for the Entity to navigate to, with desired speed
+     * as the current target.
+     *
+     * @param loc   Location to navigate to
+     * @param speed Speed multiplier to navigate at, where 1 is 'normal'
+     * @return If the pathfinding was successfully started
+     */
+    default boolean moveTo(Location loc, double speed) {
+        PathResult path = this.findPath(loc);
+        return path != null && this.moveTo(path, speed);
+    }
+
+    /**
+     * Calculates a destination for the Entity to navigate to to reach the target entity,
+     * and sets it with default speed.
+     * <p>
+     * The behavior of this PathResult is subject to the games pathfinding rules, and may
+     * result in the pathfinding automatically updating to follow the target Entity.
+     * <p>
+     * However, this behavior is not guaranteed, and is subject to the games behavior.
+     *
+     * @param target the Entity to navigate to
+     * @return If the pathfinding was successfully started
+     */
+    default boolean moveTo(LivingEntity target) {
+        return this.moveTo(target, 1);
+    }
+
+    /**
+     * Calculates a destination for the Entity to navigate to to reach the target entity,
+     * and sets it with specified speed.
+     * <p>
+     * The behavior of this PathResult is subject to the games pathfinding rules, and may
+     * result in the pathfinding automatically updating to follow the target Entity.
+     * <p>
+     * However, this behavior is not guaranteed, and is subject to the games behavior.
+     *
+     * @param target the Entity to navigate to
+     * @param speed  Speed multiplier to navigate at, where 1 is 'normal'
+     * @return If the pathfinding was successfully started
+     */
+    default boolean moveTo(LivingEntity target, double speed) {
+        PathResult path = this.findPath(target);
+        return path != null && this.moveTo(path, speed);
+    }
+
+    /**
+     * Takes the result of a previous pathfinding calculation and sets it
+     * as the active pathfinding with default speed.
+     *
+     * @param path The Path to start following
+     * @return If the pathfinding was successfully started
+     */
+    default boolean moveTo(PathResult path) {
+        return this.moveTo(path, 1);
+    }
+
+    /**
+     * Takes the result of a previous pathfinding calculation and sets it
+     * as the active pathfinding,
+     *
+     * @param path  The Path to start following
+     * @param speed Speed multiplier to navigate at, where 1 is 'normal'
+     * @return If the pathfinding was successfully started
+     */
+    boolean moveTo(PathResult path, double speed);
+
+    /**
+     * Checks if this pathfinder allows passing through closed doors.
+     *
+     * @return if this pathfinder allows passing through closed doors
+     */
+    boolean canOpenDoors();
+
+    /**
+     * Allows this pathfinder to pass through closed doors, or not
+     *
+     * @param canOpenDoors if the mob can pass through closed doors, or not
+     */
+    void setCanOpenDoors(boolean canOpenDoors);
+
+    /**
+     * Checks if this pathfinder allows passing through open doors.
+     *
+     * @return if this pathfinder allows passing through open doors
+     */
+    boolean canPassDoors();
+
+    /**
+     * Allows this pathfinder to pass through open doors, or not
+     *
+     * @param canPassDoors if the mob can pass through open doors, or not
+     */
+    void setCanPassDoors(boolean canPassDoors);
+
+    /**
+     * Checks if this pathfinder assumes that the mob can float
+     *
+     * @return if this pathfinder assumes that the mob can float
+     */
+    boolean canFloat();
+
+    /**
+     * Makes this pathfinder assume that the mob can float, or not
+     *
+     * @param canFloat if the mob can float, or not
+     */
+    void setCanFloat(boolean canFloat);
+
+    /**
+     * Represents the result of a pathfinding calculation
+     */
+    interface PathResult {
+
+        /**
+         * All currently calculated points to follow along the path to reach the destination location
+         * <p>
+         * Will return points the entity has already moved past, see {@link #getNextPointIndex()}
+         *
+         * @return List of points
+         */
+        List<Location> getPoints();
+
+        /**
+         * @return Returns the index of the current point along the points returned in {@link #getPoints()} the entity
+         * is trying to reach. This value will be higher than the maximum index of {@link #getPoints()} if this path finding is done.
+         */
+        int getNextPointIndex();
+
+        /**
+         * @return The next location in the path points the entity is trying to reach, or null if there is no next point
+         */
+        @Nullable Location getNextPoint();
+
+        /**
+         * @return The closest point the path can get to the target location
+         */
+        @Nullable Location getFinalPoint();
+
+        /**
+         * Checks whether the final point can be reached
+         *
+         * @return whether the final point can be reached
+         * @see #getFinalPoint()
+         */
+        boolean canReachFinalPoint();
+    }
+}
diff --git a/src/main/java/org/bukkit/entity/Mob.java b/src/main/java/org/bukkit/entity/Mob.java
index ad5dbf310fe7b34c997bb339f09697222f862005..63a14bec00d0b23431d1d002139f48a7d0bc2a88 100644
--- a/src/main/java/org/bukkit/entity/Mob.java
+++ b/src/main/java/org/bukkit/entity/Mob.java
@@ -2,6 +2,7 @@ package org.bukkit.entity;
 
 import org.bukkit.Sound;
 import org.bukkit.loot.Lootable;
+import org.jetbrains.annotations.NotNull;
 import org.jetbrains.annotations.Nullable;
 
 /**
@@ -12,6 +13,13 @@ public interface Mob extends LivingEntity, Lootable {
     // Paper start
     @Override
     org.bukkit.inventory.@org.jetbrains.annotations.NotNull EntityEquipment getEquipment();
+
+    /**
+     * Enables access to control the pathing of an Entity
+     * @return Pathfinding Manager for this entity
+     */
+    @NotNull
+    com.destroystokyo.paper.entity.Pathfinder getPathfinder();
     // Paper end
     /**
      * Instructs this Mob to set the specified LivingEntity as its target.