0ad/source/simulation/AStarEngine.cpp
Matei fa229121ec Bug fixes and more game setup options.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.

This was SVN commit r4527.
2006-10-08 17:39:46 +00:00

488 lines
9.1 KiB
C++

#include "precompiled.h"
#include "AStarEngine.h"
/* For AStarGoalLowLevel isPassable/cost */
#include "Collision.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "ps/Profile.h"
#define DEFAULT_SEARCH_LIMIT 1000
#define DEFAULT_INIT_NODES 1000
// TODO: do this for real
#define MAXSLOPE 3500
// Node status flags
enum
{
kClear = 0x00, // empty, unexamined
kPassable = 0x01, // examined, not blocked
kBlocked = 0x02, // examined, blocked
kOpen = 0x04, // on the open list
kClosed = 0x08 // on the closed list
};
CAStarEngine::CAStarEngine()
{
mSearchLimit = DEFAULT_SEARCH_LIMIT;
for(int i=0; i<DEFAULT_INIT_NODES; i++)
{
freeNodes.push_back(new AStarNode);
}
mFlagArraySize = 300;
mFlags = new AStarNodeFlag[mFlagArraySize*mFlagArraySize];
memset(mFlags, 0, mFlagArraySize*mFlagArraySize*sizeof(AStarNodeFlag));
}
CAStarEngine::CAStarEngine(AStarGoalBase *goal)
{
CAStarEngine();
mGoal = goal;
}
CAStarEngine::~CAStarEngine()
{
delete[] mFlags;
std::vector<AStarNode*>::iterator it;
for( it = usedNodes.begin(); it != usedNodes.end(); it++)
{
delete (*it);
}
for( it = freeNodes.begin(); it != freeNodes.end(); it++)
{
delete (*it);
}
}
bool CAStarEngine::findPath(
const CVector2D &src, const CVector2D &dest, CPlayer* player, float radius )
{
mSolved = false;
int iterations = 0;
mGoal->setDestination(dest);
mGoal->setRadius(radius);
AStarNode *start = getFreeASNode();
start->coord = mGoal->getTile(src);
start->parent = NULL;
start->g = 0;
start->f = start->h = mGoal->distanceToGoal(start->coord);
clearOpen();
clearClosed();
PROFILE_START("memset cache");
memset(mFlags, 0, mFlagArraySize*mFlagArraySize*sizeof(AStarNodeFlag));
PROFILE_END("memset cache");
addToOpen(start);
AStarNode *best = NULL;
while( iterations<mSearchLimit && (best = removeBestOpenNode()) != NULL )
{
iterations++;
PROFILE_START("addToClosed");
addToClosed(best);
PROFILE_END("addToClosed");
if ( mGoal->atGoal(best->coord) )
{
/* Path solved */
mSolved = true;
break;
}
/* Get neighbors of the best node */
std::vector<CVector2D> neighbors;
PROFILE_START("get neighbors");
neighbors = mGoal->getNeighbors(best->coord, player);
PROFILE_END("get neighbors");
/* Update the neighbors of the best node */
std::vector<CVector2D>::iterator it;
for( it = neighbors.begin(); it != neighbors.end(); it++ )
{
AStarNode* N = getFreeASNode();
PROFILE_START("initialize neighbor");
N->coord = *it;
// Assign f,g,h to neighbor
N->g = best->g + mGoal->getTileCost(best->coord, N->coord);
N->h = mGoal->distanceToGoal(*it);
N->f = N->g + N->h;
N->parent = best;
PROFILE_END("initialize neighbor");
AStarNode* C;
PROFILE_START("search closed");
C = getFromClosed(N->coord);
PROFILE_END("search closed");
bool update = false;
if( C!=NULL && (N->f < C->f) )
{
PROFILE_START("remove from closed");
/* N is on Closed and N->f is better */
removeFromClosed(C);
update = true;
PROFILE_END("remove from closed");
}
if (C==NULL || update)
{
PROFILE_START("add to open");
/* N is not on Closed */
addToOpen(N);
PROFILE_END("add to open");
}
}
}
if (mSolved && best!=NULL)
{
//debug_printf("Number of nodes searched: %d\n", iterations);
constructPath(best);
}
cleanup();
return mSolved;
}
void CAStarEngine::constructPath( AStarNode* end )
{
std::deque<CVector2D> path;
mPath.clear();
while( end!=NULL && (end->parent)!=NULL )
{
path.push_front(mGoal->getCoord(end->coord));
end = end->parent;
}
mPath.insert(mPath.begin(), path.begin(), path.end());
}
std::vector<CVector2D> CAStarEngine::getLastPath()
{
return mPath;
}
void CAStarEngine::setSearchLimit( int limit )
{
mSearchLimit = limit;
}
void CAStarEngine::addToOpen( AStarNode* node )
{
/* If not in open, should add, otherwise should promote */
AStarNodeFlag *flag = GetFlag(node->coord);
if (!GetIsOpen(flag))
{
mOpen.push(node);
}
else
{
mOpen.promote(node);
}
SetOpenFlag(flag);
}
AStarNode* CAStarEngine::removeBestOpenNode()
{
if (mOpen.empty())
return NULL;
AStarNode* top;
PROFILE_START("remove from open");
top = mOpen.top();
mOpen.pop();
ClearOpenFlag(GetFlag(top->coord));
PROFILE_END("remove from open");
return top;
}
void CAStarEngine::addToClosed( AStarNode* node )
{
mClosed[node->coord] = node;
SetClosedFlag(GetFlag(node->coord));
}
void CAStarEngine::removeFromClosed( AStarNode* node )
{
mClosed.erase(node->coord);
ClearClosedFlag(GetFlag(node->coord));
}
AStarNode* CAStarEngine::getFromClosed( const CVector2D& loc )
{
if (!GetIsClosed(GetFlag(loc)))
{
return NULL;
}
ASNodeHashMap::iterator it = mClosed.find(loc);
return ( it != mClosed.end() ) ? (it->second) : (NULL);
}
void CAStarEngine::clearOpen()
{
mOpen.clear();
}
void CAStarEngine::clearClosed()
{
mClosed.clear();
}
AStarNode* CAStarEngine::getFreeASNode()
{
AStarNode* ret;
PROFILE_START("allocator");
if (!freeNodes.empty())
{
ret = freeNodes.back();
freeNodes.pop_back();
}
else
{
ret = new AStarNode;
}
usedNodes.push_back(ret);
PROFILE_END("allocator");
return ret;
}
void CAStarEngine::cleanup()
{
std::vector<AStarNode*>::iterator it;
for( it = usedNodes.begin(); it != usedNodes.end(); it++)
{
freeNodes.push_back(*it);
}
usedNodes.clear();
}
void PriQueue::promote( AStarNode *node )
{
if (node == NULL)
{
return;
}
std::vector<AStarNode*>::iterator ind, first;
for( ind = c.begin(); ind!=c.end() && !((*ind)->equals(*node)); ind++ );
if (ind == c.end())
{
push(node);
return;
}
if( (*ind)->f <= node->f ) return;
first = c.begin();
int index = ind-first;
int parent = (index - 1)/2;
while ( index>0 && (*(first+parent))->f > node->f )
{
*(first+index) = *(first+parent);
index = parent;
parent = (parent - 1)/2;
}
*(first+index) = node;
}
void PriQueue::clear()
{
c.clear();
}
CVector2D TilespaceToWorldspace( const CVector2D &ts )
{
return CVector2D(ts.x*CELL_SIZE+CELL_SIZE/2, ts.y*CELL_SIZE+CELL_SIZE/2);
}
CVector2D WorldspaceToTilespace( const CVector2D &ws )
{
return CVector2D(floor(ws.x/CELL_SIZE), floor(ws.y/CELL_SIZE));
}
void AStarGoalLowLevel::setDestination( const CVector2D &dest )
{
coord = WorldspaceToTilespace(dest);
}
void AStarGoalLowLevel::setRadius( float r )
{
radius = r;
}
float AStarGoalLowLevel::getRadius()
{
return radius;
}
float AStarGoalLowLevel::distanceToGoal( const CVector2D &loc )
{
return ((coord-loc).length());
}
bool AStarGoalLowLevel::atGoal( const CVector2D &loc )
{
float dx = coord.x - loc.x;
float dy = coord.y - loc.y;
return dx*dx + dy*dy <= radius*radius;
}
float AStarGoalLowLevel::getTileCost( const CVector2D& loc1, const CVector2D& loc2 )
{
return (loc2-loc1).length() - radius;
}
bool AStarGoalLowLevel::isPassable( const CVector2D &loc, CPlayer* player )
{
CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();
int size = pTerrain->GetTilesPerSide();
if( loc.x<0 || loc.y<0 || loc.x>=size || loc.y>=size )
{
return false;
}
if ( pTerrain->isPassable(loc) )
{
// If no entity blocking, return true
CVector2D wloc = TilespaceToWorldspace(loc);
CBoundingBox bounds(wloc.x, wloc.y, 0, CELL_SIZE, CELL_SIZE, 3);
if ( getCollisionObject(&bounds, player) == NULL )
{
return true;
}
}
return false;
}
CVector2D AStarGoalLowLevel::getCoord( const CVector2D &loc )
{
return TilespaceToWorldspace(loc);
}
CVector2D AStarGoalLowLevel::getTile( const CVector2D &loc )
{
return WorldspaceToTilespace(loc);
}
std::vector<CVector2D> AStarGoalLowLevel::getNeighbors( const CVector2D &loc, CPlayer* player )
{
std::vector<CVector2D> vec;
for( int xdiff = -1; xdiff <= 1; xdiff++ )
{
for( int ydiff = -1; ydiff <= 1; ydiff++ )
{
if ( xdiff!=0 || ydiff!=0 )
{
CVector2D c = loc;
c.x += xdiff; c.y += ydiff;
if ( isPassable(c, player) )
{
vec.push_back(c);
}
}
}
}
return vec;
}
inline AStarNodeFlag* CAStarEngine::GetFlag(const CVector2D &loc)
{
debug_assert(loc.x>=0 && loc.y>=0 && loc.x<mFlagArraySize && loc.y<mFlagArraySize);
return mFlags + (mFlagArraySize * (long)loc.x + (long)loc.y);
}
inline bool CAStarEngine::GetIsClear(AStarNodeFlag* flag)
{
return (*flag)==kClear;
}
inline bool CAStarEngine::GetIsClosed(AStarNodeFlag* flag)
{
return ((*flag) & kClosed) != kClear;
}
inline bool CAStarEngine::GetIsOpen(AStarNodeFlag* flag)
{
return ((*flag) & kOpen) != kClear;
}
inline void CAStarEngine::SetClosedFlag(AStarNodeFlag* flag)
{
*flag |= kClosed;
}
inline void CAStarEngine::SetOpenFlag(AStarNodeFlag* flag)
{
*flag |= kOpen;
}
inline void CAStarEngine::ClearClosedFlag(AStarNodeFlag* flag)
{
*flag &= -kClosed;
}
inline void CAStarEngine::ClearOpenFlag(AStarNodeFlag* flag)
{
*flag &= -kOpen;
}
inline bool CAStarEngine::GetIsPassable(AStarNodeFlag* flag)
{
return ((*flag) & kPassable) != kClear;
}
inline bool CAStarEngine::GetIsBlocked(AStarNodeFlag* flag)
{
return ((*flag) & kBlocked) != kClear;
}
inline void CAStarEngine::SetPassableFlag(AStarNodeFlag* flag)
{
*flag |= kPassable;
}
inline void CAStarEngine::SetBlockedFlag(AStarNodeFlag* flag)
{
*flag |= kBlocked;
}