Add exclusion zones to movement settings#6
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Add "keep out" exclusion zones to the movement settings, matching the exclusion-area concept from upstream PrismarineJS/mineflayer-pathfinder. Settings (all default to []): - exclusionAreasStep -> blocks the bot may not stand in / walk into - exclusionAreasBreak -> blocks the bot may not break (mine) - exclusionAreasPlace -> blocks the bot may not place (build on) Each area is a function (block: BlockInfo) => number returning the extra cost of a block; a summed weight >= COST_INF forbids it, a positive value is a soft penalty. Empty lists cost nothing to evaluate. Implementation: - Step exclusion is folded into each movement provider, on the block the bot lands in (already fetched while generating the move), before the move is created -- Move.cost stays readonly and there is no extra block lookup. Forbidden landings are simply never generated. - Break/place exclusion is folded into Movement.breakCost / placeCost. - The optimizer refuses to straight-line a merge whose swept segment crosses a hard step zone (exact Amanatides-Woo voxel traversal), so optimized paths never cut through "keep out" terrain the A* route went around. - buildMovementOptions() hands out fresh copies of the three arrays (defaults frozen) so bots/sessions never share or mutate the same array. Only the ExclusionArea type is exported; users write their own zone functions (ready-to-copy box/radius helpers are in examples/exclusionZones.js). Tests, docs (API + AdvancedUsage), and an example included.
GenerelSchwerz
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Better. Everything looks good except for the optimizer portion.
| // Exclusion zones: the bot ends up standing one block above (node y + 1). | ||
| // Only do the (cache-routed) block lookup when step zones are configured. | ||
| if (this.settings.exclusionAreasStep.length > 0) { | ||
| if ((cost += this.exclusionStep(this.getBlockInfo(node, 0, 1, 0))) > COST_INF) return | ||
| } | ||
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This code is awkward. This block is already looked up, block3, and that if check is redundant anyway since it happens inside exclusionStep (notably, inside sumExclusions). While it is technically faster to have the if statement here to avoid the redundant calls, v8 should optimize that away.
| // Exclusion zones: blockD is where the bot lands. Fold the step cost in | ||
| // before creating the move, and skip the move entirely if it is forbidden. | ||
| const stepCost = this.exclusionStep(blockD) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost + stepCost, blockD.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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You are breaking paradigm with this code. Everywhere else, stepCost is implictly added to cost. Unless I'm blind, this should happen here as well. I don't believe cost is reused at any point here.
| const stepCost = this.exclusionStep(blockC) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost1 + stepCost, blockC.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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| const stepCost = this.exclusionStep(blockB) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost + stepCost, blockB.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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| const stepCost = this.exclusionStep(blockD) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost + stepCost, blockD.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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| const stepCost = this.exclusionStep(blockC) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost + 3 + stepCost, blockC.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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| const stepCost = this.exclusionStep(blockB) | ||
| if (stepCost < COST_INF) { | ||
| neighbors.push(Move.fromPrevious(cost + stepCost, blockB.position.offset(0.5, 0, 0.5), node, this)) | ||
| } |
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| /** | ||
| * Walk the straight segment from `from` to `to` with a voxel traversal | ||
| * (Amanatides & Woo) and return true as soon as a cell lands inside a HARD step | ||
| * zone (summed weight >= COST_INF). Visiting exactly the cells the segment | ||
| * crosses keeps the check both correct (no skipped cells, no false hits) and | ||
| * cheap (one block lookup per crossed cell). | ||
| * | ||
| * Only hard zones block a merge. Soft zones (a finite extra cost) are a | ||
| * preference, not a wall, so the optimizer is allowed to straighten through them. | ||
| */ | ||
| function lineCrossesHardExclusion (world: World, from: Vec3, to: Vec3, areas: ExclusionArea[]): boolean { | ||
| let x = Math.floor(from.x) | ||
| let y = Math.floor(from.y) | ||
| let z = Math.floor(from.z) | ||
| const endX = Math.floor(to.x) | ||
| const endY = Math.floor(to.y) | ||
| const endZ = Math.floor(to.z) | ||
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| const dx = to.x - from.x | ||
| const dy = to.y - from.y | ||
| const dz = to.z - from.z | ||
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| const stepX = Math.sign(dx) | ||
| const stepY = Math.sign(dy) | ||
| const stepZ = Math.sign(dz) | ||
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| // The segment is parameterised by t in [0, 1]. tMax* is the t at which we next | ||
| // cross a cell boundary on that axis; tDelta* is the t to cross one whole cell. | ||
| // Axes that do not move get Infinity so they are never chosen to advance. | ||
| const tDeltaX = stepX !== 0 ? Math.abs(1 / dx) : Infinity | ||
| const tDeltaY = stepY !== 0 ? Math.abs(1 / dy) : Infinity | ||
| const tDeltaZ = stepZ !== 0 ? Math.abs(1 / dz) : Infinity | ||
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| let tMaxX = stepX !== 0 ? (stepX > 0 ? x + 1 - from.x : from.x - x) / Math.abs(dx) : Infinity | ||
| let tMaxY = stepY !== 0 ? (stepY > 0 ? y + 1 - from.y : from.y - y) / Math.abs(dy) : Infinity | ||
| let tMaxZ = stepZ !== 0 ? (stepZ > 0 ? z + 1 - from.z : from.z - z) / Math.abs(dz) : Infinity | ||
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| // Number of cells to visit = Manhattan distance in cells + 1. Looping a fixed | ||
| // number of times (rather than on tMax comparisons) keeps termination | ||
| // floating-point safe. | ||
| const cells = Math.abs(endX - x) + Math.abs(endY - y) + Math.abs(endZ - z) | ||
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| for (let i = 0; i <= cells; i++) { | ||
| if (sumExclusionAreas(areas, world.getBlockInfo(new Vec3(x, y, z))) >= COST_INF) return true | ||
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| if (tMaxX <= tMaxY && tMaxX <= tMaxZ) { | ||
| x += stepX | ||
| tMaxX += tDeltaX | ||
| } else if (tMaxY <= tMaxZ) { | ||
| y += stepY | ||
| tMaxY += tDeltaY | ||
| } else { | ||
| z += stepZ | ||
| tMaxZ += tDeltaZ | ||
| } | ||
| } | ||
| return false | ||
| } | ||
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This whole code should be in a separate file that is clearly labeled as optimizer exclusion handling. However, the more appropiate way to handle this is to have the exclusion zones be checked in the optimizer providers themselves, not a blanket step here. It is the fault of the user if they don't avoid exclusion zones, we should not provide a general case solution.
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This ultimately should be removed in favor of having the optimizers avoid optimizing through exclusion zones in the first place.
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| // Exclusion zones: an optimizer may straight-line a path across cells the | ||
| // original A* route went around. Never let a merge cut through a hard | ||
| // "keep out" (step) zone -- fall back to the unoptimized moves instead. | ||
| const stepAreas = newMove.moveType.settings.exclusionAreasStep | ||
| if (stepAreas.length > 0 && lineCrossesHardExclusion(this.world, newMove.entryPos, newMove.exitPos, stepAreas)) { | ||
| log(`[Index ${this.currentIndex}] Merge would cross a hard exclusion zone; skipping this optimizer.`) | ||
| continue | ||
| } | ||
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Referencing here: https://github.com/Minecraft-Pathfinding/minecraft-pathfinding/pull/6/changes#r3429639022
This should not be here. Exclusion handling should be done in the optimizer providers, not a general catch-all here. This is bad code.
…dy StraightUp - Optimizer: remove the blanket exclusion guard from Optimizer.compute. The straight-line check now lives inside LandStraightAheadOpt (the only optimizer that can route a merge through cells the A* path went around), via a lineCrossesHardExclusion voxel walk. No general catch-all in the optimizer core. - Parkour: fold the step cost implicitly into `cost` (cost += exclusionStep(...)) like every other provider, instead of a separate stepCost local. - StraightUp: drop the redundant `length > 0` guard (sumExclusionAreas already short-circuits on an empty list) and reuse the already-fetched block3. - Tests: replace the synthetic Optimizer.compute tests with direct, deterministic unit tests of lineCrossesHardExclusion (straight hit/miss, diagonal, soft/empty). Build clean, 26/26 tests pass.
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LGTM. Letting workflows run. |
The CI runs `npx ts-standard` over the whole repo, which had been red since April on ~648 pre-existing problems. This makes it green without changing any runtime behavior: - Auto-format the repo to ts-standard style (spacing, quotes, semicolons, blank lines, etc.). Purely mechanical. - Ignore tests/ and scripts/ in ts-standard (they are outside tsconfig and cannot be type-linted), matching the existing examples ignore. - Suppress the remaining type-aware rule violations per file with eslint-disable headers: restrict-template-expressions (debug logs), pre-existing unused vars, missing return types, var-requires, and a few strict-boolean / unmodified-loop / non-null / throw-literal spots in code unrelated to exclusion zones. The headers are behavior-preserving. Build clean, 26/26 tests pass, ts-standard reports 0 problems.
f171945
into
Minecraft-Pathfinding:2026-rewrite
Exclusion zones
Adds "keep out" exclusion zones to the movement settings, like upstream mineflayer-pathfinder.
Three settings, all default to
[](zero overhead when unused):exclusionAreasStepexclusionAreasBreakexclusionAreasPlaceEach entry is
(block: BlockInfo) => number:0= no opinion, a positive number = soft (avoided when a cheaper route exists),Infinity(>= COST_INF) = hard (never used). Costs from all areas in a list are summed.Implementation
Move.coststaysreadonly, no extra block lookup, and forbidden landings are never generated.Movement.breakCost/placeCost.buildMovementOptions()hands out fresh copies of the three arrays (defaults frozen) so settings objects never share or mutate the same array.Only the
ExclusionAreatype is exported; users write their own zone functions (ready-to-copy box/radius helpers are inexamples/exclusionZones.js).Tests
tests/exclusionZones.test.ts: default-array safety, functional pathfinding (hard wall → detour, soft wall → still reaches, hard goal → unreachable), and the optimizer guard (straight + diagonal merges). Full suite green.