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A WIP PocketMine Pathfinder

VIRION IS CURRENTLY IN ALPHA PHASE!

TO-DO:

  • More default rules (Help is appreciated!)

Features:

  • Async Pathfinding
  • Sync Pathfinding
  • Path smoothing
  • Easy to use API

About asynchron pathfinding:

Async pathfinding is always the method I recommend due to it´s huge performance benefit. But you have to consider that pathfinding on another thread can lead to wrong paths due to block updates during pathfinding. Additionally, async pathfinding takes a bit longer then running the pathfinder on the main thread (Depends on the distance and chunks required to compute the path). But on the other hand the main thread doesn´t even recognize any path computation. You also consider adding a queue if many paths have to be calculated, otherwise stuff like chunk loading & packet compression will take longer.

Code examples:

Finding a path between two points:

// Set some settings
$settings = \matze\pathfinder\setting\Settings::get()
    ->setPathSmoothing(false)
    ->setMaxTravelDistanceDown(2)
    ->setMaxTravelDistanceUp(1);

// Initialize pathfinder
$pathfinder = new \matze\pathfinder\Pathfinder([
    // Rules will be executed from PRIORITY_HIGHEST to PRIORITY_LOWEST
    new \matze\pathfinder\rule\default\EntitySizeRule(new \pocketmine\entity\EntitySizeInfo(2, 1), \matze\pathfinder\rule\Rule::PRIORITY_NORMAL),//Define rules and set priorities
], $settings);

// Find path synchron
$result = $pathfinder->findPath($from, $to, $world, $timeout);
if($result === null) {
    //Path not found
} else {
    //Path found
}

// Find path asynchron
$pathfinder->findPathAsync($from, $to, $world, function(?\matze\pathfinder\result\PathResult $result): void {
    if($result === null) {
        //Path not found
    } else {
        //Path found
    }
}, $timeout);

You´re always welcome to contribute!

Contact me:

Discord: matze998

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