Split pathfinder into multiple files, to make it more manageable.

This was SVN commit r8055.
This commit is contained in:
Ykkrosh 2010-09-03 09:32:12 +00:00
parent f80ee08f5f
commit 188a3cab12
5 changed files with 1612 additions and 1472 deletions

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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_CCMPPATHFINDER_COMMON
#define INCLUDED_CCMPPATHFINDER_COMMON
/**
* @file
* Declares CCmpPathfinder, whose implementation is split into multiple source files,
* and provides common code needed for more than one of those files.
* CCmpPathfinder includes two pathfinding algorithms (one tile-based, one vertex-based)
* with some shared state and functionality, so the code is split into
* CCmpPathfinder_Vertex.cpp, CCmpPathfinder_Tile.cpp and CCmpPathfinder.cpp
*/
#include "simulation2/system/Component.h"
#include "ICmpPathfinder.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Grid.h"
class PathfinderOverlay;
class SceneCollector;
struct PathfindTile;
#ifdef NDEBUG
#define PATHFIND_DEBUG 0
#else
#define PATHFIND_DEBUG 1
#endif
/*
* For efficient pathfinding we want to try hard to minimise the per-tile search cost,
* so we precompute the tile passability flags and movement costs for the various different
* types of unit.
* We also want to minimise memory usage (there can easily be 100K tiles so we don't want
* to store many bytes for each).
*
* To handle passability efficiently, we have a small number of passability classes
* (e.g. "infantry", "ship"). Each unit belongs to a single passability class, and
* uses that for all its pathfinding.
* Passability is determined by water depth, terrain slope, forestness, buildingness.
* We need at least one bit per class per tile to represent passability.
*
* We use a separate bit to indicate building obstructions (instead of folding it into
* the class passabilities) so that it can be ignored when doing the accurate short paths.
*
* To handle movement costs, we have an arbitrary number of unit cost classes (e.g. "infantry", "camel"),
* and a small number of terrain cost classes (e.g. "grass", "steep grass", "road", "sand"),
* and a cost mapping table between the classes (e.g. camels are fast on sand).
* We need log2(|terrain cost classes|) bits per tile to represent costs.
*
* We could have one passability bitmap per class, and another array for cost classes,
* but instead (for no particular reason) we'll pack them all into a single u8 array.
* Space is a bit tight so maybe this should be changed to a u16 in the future.
*
* We handle dynamic updates currently by recomputing the entire array, which is stupid;
* it should only bother updating the region that has changed.
*/
class PathfinderPassability
{
public:
PathfinderPassability(u8 mask, const CParamNode& node) :
m_Mask(mask)
{
if (node.GetChild("MinWaterDepth").IsOk())
m_MinDepth = node.GetChild("MinWaterDepth").ToFixed();
else
m_MinDepth = std::numeric_limits<fixed>::min();
if (node.GetChild("MaxWaterDepth").IsOk())
m_MaxDepth = node.GetChild("MaxWaterDepth").ToFixed();
else
m_MaxDepth = std::numeric_limits<fixed>::max();
if (node.GetChild("MaxTerrainSlope").IsOk())
m_MaxSlope = node.GetChild("MaxTerrainSlope").ToFixed();
else
m_MaxSlope = std::numeric_limits<fixed>::max();
}
bool IsPassable(fixed waterdepth, fixed steepness)
{
return ((m_MinDepth <= waterdepth && waterdepth <= m_MaxDepth) && (steepness < m_MaxSlope));
}
u8 m_Mask;
private:
fixed m_MinDepth;
fixed m_MaxDepth;
fixed m_MaxSlope;
};
typedef u8 TerrainTile; // 1 bit for obstructions, PASS_CLASS_BITS for terrain passability, COST_CLASS_BITS for movement costs
const int PASS_CLASS_BITS = 4;
const int COST_CLASS_BITS = 8 - (PASS_CLASS_BITS + 1);
#define IS_TERRAIN_PASSABLE(item, classmask) (((item) & (classmask)) == 0)
#define IS_PASSABLE(item, classmask) (((item) & ((classmask) | 1)) == 0)
#define GET_COST_CLASS(item) ((item) >> (PASS_CLASS_BITS + 1))
#define COST_CLASS_TAG(id) ((id) << (PASS_CLASS_BITS + 1))
/**
* Implementation of ICmpPathfinder
*/
class CCmpPathfinder : public ICmpPathfinder
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
componentManager.SubscribeToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(Pathfinder)
std::map<std::string, u8> m_PassClassMasks;
std::vector<PathfinderPassability> m_PassClasses;
std::map<std::string, u8> m_TerrainCostClassTags;
std::map<std::string, u8> m_UnitCostClassTags;
std::vector<std::vector<u32> > m_MoveCosts; // costs[unitClass][terrainClass]
std::vector<std::vector<fixed> > m_MoveSpeeds; // speeds[unitClass][terrainClass]
u16 m_MapSize; // tiles per side
Grid<TerrainTile>* m_Grid; // terrain/passability information
Grid<u8>* m_ObstructionGrid; // cached obstruction information (TODO: we shouldn't bother storing this, it's redundant with LSBs of m_Grid)
bool m_TerrainDirty; // indicates if m_Grid has been updated since terrain changed
// Debugging - output from last pathfind operation:
Grid<PathfindTile>* m_DebugGrid;
u32 m_DebugSteps;
Path* m_DebugPath;
PathfinderOverlay* m_DebugOverlay;
u8 m_DebugPassClass;
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& paramNode);
virtual void Deinit(const CSimContext& UNUSED(context));
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// TODO: do something here
// (Do we need to serialise the pathfinder state, or is it fine to regenerate it from
// the original entities after deserialisation?)
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(context, paramNode);
// TODO
}
virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global));
virtual u8 GetPassabilityClass(const std::string& name);
virtual std::vector<std::string> GetPassabilityClasses();
virtual u8 GetCostClass(const std::string& name);
virtual void ComputePath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, u8 passClass, u8 costClass, Path& ret);
virtual void ComputeShortPath(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t r, entity_pos_t range, const Goal& goal, u8 passClass, Path& ret);
virtual void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, u8 passClass, u8 costClass);
virtual void ResetDebugPath();
virtual void SetDebugOverlay(bool enabled);
virtual fixed GetMovementSpeed(entity_pos_t x0, entity_pos_t z0, u8 costClass);
/**
* Returns the tile containing the given position
*/
void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j)
{
i = clamp((x / (int)CELL_SIZE).ToInt_RoundToZero(), 0, m_MapSize-1);
j = clamp((z / (int)CELL_SIZE).ToInt_RoundToZero(), 0, m_MapSize-1);
}
/**
* Returns the position of the center of the given tile
*/
static void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
x = entity_pos_t::FromInt(i*(int)CELL_SIZE + CELL_SIZE/2);
z = entity_pos_t::FromInt(j*(int)CELL_SIZE + CELL_SIZE/2);
}
/**
* Regenerates the grid based on the current obstruction list, if necessary
*/
void UpdateGrid();
void RenderSubmit(const CSimContext& context, SceneCollector& collector);
};
static fixed DistanceToGoal(CFixedVector2D pos, const CCmpPathfinder::Goal& goal)
{
switch (goal.type)
{
case CCmpPathfinder::Goal::POINT:
return (pos - CFixedVector2D(goal.x, goal.z)).Length();
case CCmpPathfinder::Goal::CIRCLE:
return ((pos - CFixedVector2D(goal.x, goal.z)).Length() - goal.hw).Absolute();
case CCmpPathfinder::Goal::SQUARE:
{
CFixedVector2D halfSize(goal.hw, goal.hh);
CFixedVector2D d(pos.X - goal.x, pos.Y - goal.z);
return Geometry::DistanceToSquare(d, goal.u, goal.v, halfSize);
}
default:
debug_warn(L"invalid type");
return fixed::Zero();
}
}
#endif // INCLUDED_CCMPPATHFINDER_COMMON

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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file
* Tile-based algorithm for CCmpPathfinder.
* This is a fairly naive algorithm and could probably be improved substantially
* (hopefully without needing to change the interface much).
*/
#include "precompiled.h"
#include "CCmpPathfinder_Common.h"
#include "ps/Profile.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/helpers/PriorityQueue.h"
typedef PriorityQueueList<std::pair<u16, u16>, u32> PriorityQueue;
#define PATHFIND_STATS 0
#define USE_DIAGONAL_MOVEMENT 1
// Heuristic cost to move between adjacent tiles.
// This should be similar to DEFAULT_MOVE_COST.
const u32 g_CostPerTile = 256;
/**
* Tile data for A* computation.
* (We store an array of one of these per terrain tile, so it ought to be optimised for size)
*/
struct PathfindTile
{
public:
enum {
STATUS_UNEXPLORED = 0,
STATUS_OPEN = 1,
STATUS_CLOSED = 2
};
bool IsUnexplored() { return status == STATUS_UNEXPLORED; }
bool IsOpen() { return status == STATUS_OPEN; }
bool IsClosed() { return status == STATUS_CLOSED; }
void SetStatusOpen() { status = STATUS_OPEN; }
void SetStatusClosed() { status = STATUS_CLOSED; }
// Get pi,pj coords of predecessor to this tile on best path, given i,j coords of this tile
u16 GetPredI(u16 i) { return i+dpi; }
u16 GetPredJ(u16 j) { return j+dpj; }
// Set the pi,pj coords of predecessor, given i,j coords of this tile
void SetPred(u16 pi_, u16 pj_, u16 i, u16 j)
{
dpi = pi_-i;
dpj = pj_-j;
#if PATHFIND_DEBUG
// predecessor must be adjacent
debug_assert(pi_-i == -1 || pi_-i == 0 || pi_-i == 1);
debug_assert(pj_-j == -1 || pj_-j == 0 || pj_-j == 1);
#endif
}
private:
u8 status; // this only needs 2 bits
i8 dpi, dpj; // these only really need 2 bits in total
public:
u32 cost; // g (cost to this tile)
u32 h; // h (heuristic cost to goal) (TODO: is it really better for performance to store this instead of recomputing?)
#if PATHFIND_DEBUG
u32 GetStep() { return step; }
void SetStep(u32 s) { step = s; }
private:
u32 step; // step at which this tile was last processed (for debug rendering)
#else
u32 GetStep() { return 0; }
void SetStep(u32) { }
#endif
};
/**
* Terrain overlay for pathfinder debugging.
* Renders a representation of the most recent pathfinding operation.
*/
class PathfinderOverlay : public TerrainOverlay
{
NONCOPYABLE(PathfinderOverlay);
public:
CCmpPathfinder& m_Pathfinder;
PathfinderOverlay(CCmpPathfinder& pathfinder) : m_Pathfinder(pathfinder)
{
}
virtual void ProcessTile(ssize_t i, ssize_t j)
{
if (m_Pathfinder.m_Grid && !IS_PASSABLE(m_Pathfinder.m_Grid->get(i, j), m_Pathfinder.m_DebugPassClass))
RenderTile(CColor(1, 0, 0, 0.6f), false);
if (m_Pathfinder.m_DebugGrid)
{
PathfindTile& n = m_Pathfinder.m_DebugGrid->get(i, j);
float c = clamp(n.GetStep() / (float)m_Pathfinder.m_DebugSteps, 0.f, 1.f);
if (n.IsOpen())
RenderTile(CColor(1, 1, c, 0.6f), false);
else if (n.IsClosed())
RenderTile(CColor(0, 1, c, 0.6f), false);
}
}
virtual void EndRender()
{
if (m_Pathfinder.m_DebugPath)
{
std::vector<ICmpPathfinder::Waypoint>& wp = m_Pathfinder.m_DebugPath->m_Waypoints;
for (size_t n = 0; n < wp.size(); ++n)
{
u16 i, j;
m_Pathfinder.NearestTile(wp[n].x, wp[n].z, i, j);
RenderTileOutline(CColor(1, 1, 1, 1), 2, false, i, j);
}
}
}
};
void CCmpPathfinder::SetDebugOverlay(bool enabled)
{
if (enabled && !m_DebugOverlay)
{
m_DebugOverlay = new PathfinderOverlay(*this);
}
else if (!enabled && m_DebugOverlay)
{
delete m_DebugOverlay;
m_DebugOverlay = NULL;
}
}
void CCmpPathfinder::SetDebugPath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, u8 passClass, u8 costClass)
{
if (!m_DebugOverlay)
return;
delete m_DebugGrid;
m_DebugGrid = NULL;
delete m_DebugPath;
m_DebugPath = new Path();
ComputePath(x0, z0, goal, passClass, costClass, *m_DebugPath);
m_DebugPassClass = passClass;
}
void CCmpPathfinder::ResetDebugPath()
{
delete m_DebugGrid;
m_DebugGrid = NULL;
delete m_DebugPath;
m_DebugPath = NULL;
}
//////////////////////////////////////////////////////////
struct PathfinderState
{
u32 steps; // number of algorithm iterations
u16 iGoal, jGoal; // goal tile
u16 rGoal; // radius of goal (around tile center)
u8 passClass;
std::vector<u32> moveCosts;
PriorityQueue open;
// (there's no explicit closed list; it's encoded in PathfindTile)
Grid<PathfindTile>* tiles;
Grid<TerrainTile>* terrain;
u32 hBest; // heuristic of closest discovered tile to goal
u16 iBest, jBest; // closest tile
#if PATHFIND_STATS
// Performance debug counters
size_t numProcessed;
size_t numImproveOpen;
size_t numImproveClosed;
size_t numAddToOpen;
size_t sumOpenSize;
#endif
};
static bool AtGoal(u16 i, u16 j, const ICmpPathfinder::Goal& goal)
{
// Allow tiles slightly more than sqrt(2) from the actual goal,
// i.e. adjacent diagonally to the target tile
fixed tolerance = entity_pos_t::FromInt(CELL_SIZE*3/2);
entity_pos_t x, z;
CCmpPathfinder::TileCenter(i, j, x, z);
fixed dist = DistanceToGoal(CFixedVector2D(x, z), goal);
return (dist < tolerance);
}
// Calculate heuristic cost from tile i,j to destination
// (This ought to be an underestimate for correctness)
static u32 CalculateHeuristic(u16 i, u16 j, u16 iGoal, u16 jGoal, u16 rGoal)
{
#if USE_DIAGONAL_MOVEMENT
CFixedVector2D pos (fixed::FromInt(i), fixed::FromInt(j));
CFixedVector2D goal (fixed::FromInt(iGoal), fixed::FromInt(jGoal));
fixed dist = (pos - goal).Length();
// TODO: the heuristic could match the costs better - it's not really Euclidean movement
fixed rdist = dist - fixed::FromInt(rGoal);
rdist = rdist.Absolute();
// To avoid overflows on large distances we have to convert to int before multiplying
// by the full tile cost, which means we lose some accuracy over short distances,
// so do a partial multiplication here.
// (This will overflow if sqrt(2)*tilesPerSide*premul >= 32768, so
// premul=32 means max tilesPerSide=724)
const int premul = 32;
cassert(g_CostPerTile % premul == 0);
return (rdist * premul).ToInt_RoundToZero() * (g_CostPerTile / premul);
#else
return (abs((int)i - (int)iGoal) + abs((int)j - (int)jGoal)) * g_CostPerTile;
#endif
}
// Calculate movement cost from predecessor tile pi,pj to tile i,j
static u32 CalculateCostDelta(u16 pi, u16 pj, u16 i, u16 j, Grid<PathfindTile>* tempGrid, u32 tileCost)
{
u32 dg = tileCost;
#if USE_DIAGONAL_MOVEMENT
// XXX: Probably a terrible hack:
// For simplicity, we only consider horizontally/vertically adjacent neighbours, but
// units can move along arbitrary lines. That results in ugly square paths, so we want
// to prefer diagonal paths.
// Instead of solving this nicely, I'll just special-case 45-degree and 30-degree lines
// by checking the three predecessor tiles (which'll be in the closed set and therefore
// likely to be reasonably stable) and reducing the cost, and use a Euclidean heuristic.
// At least this makes paths look a bit nicer for now...
PathfindTile& p = tempGrid->get(pi, pj);
u16 ppi = p.GetPredI(pi);
u16 ppj = p.GetPredJ(pj);
if (ppi != i && ppj != j)
dg = (dg << 16) / 92682; // dg*sqrt(2)/2
else
{
PathfindTile& pp = tempGrid->get(ppi, ppj);
int di = abs(i - pp.GetPredI(ppi));
int dj = abs(j - pp.GetPredJ(ppj));
if ((di == 1 && dj == 2) || (di == 2 && dj == 1))
dg = (dg << 16) / 79742; // dg*(sqrt(5)-sqrt(2))
}
#endif
return dg;
}
// Do the A* processing for a neighbour tile i,j.
static void ProcessNeighbour(u16 pi, u16 pj, u16 i, u16 j, u32 pg, PathfinderState& state)
{
#if PATHFIND_STATS
state.numProcessed++;
#endif
// Reject impassable tiles
TerrainTile tileTag = state.terrain->get(i, j);
if (!IS_PASSABLE(tileTag, state.passClass))
return;
u32 dg = CalculateCostDelta(pi, pj, i, j, state.tiles, state.moveCosts.at(GET_COST_CLASS(tileTag)));
u32 g = pg + dg; // cost to this tile = cost to predecessor + delta from predecessor
PathfindTile& n = state.tiles->get(i, j);
// If this is a new tile, compute the heuristic distance
if (n.IsUnexplored())
{
n.h = CalculateHeuristic(i, j, state.iGoal, state.jGoal, state.rGoal);
// Remember the best tile we've seen so far, in case we never actually reach the target
if (n.h < state.hBest)
{
state.hBest = n.h;
state.iBest = i;
state.jBest = j;
}
}
else
{
// If we've already seen this tile, and the new path to this tile does not have a
// better cost, then stop now
if (g >= n.cost)
return;
// Otherwise, we have a better path.
// If we've already added this tile to the open list:
if (n.IsOpen())
{
// This is a better path, so replace the old one with the new cost/parent
n.cost = g;
n.SetPred(pi, pj, i, j);
n.SetStep(state.steps);
state.open.promote(std::make_pair(i, j), g + n.h);
#if PATHFIND_STATS
state.numImproveOpen++;
#endif
return;
}
// If we've already found the 'best' path to this tile:
if (n.IsClosed())
{
// This is a better path (possible when we use inadmissible heuristics), so reopen it
#if PATHFIND_STATS
state.numImproveClosed++;
#endif
// (fall through)
}
}
// Add it to the open list:
n.SetStatusOpen();
n.cost = g;
n.SetPred(pi, pj, i, j);
n.SetStep(state.steps);
PriorityQueue::Item t = { std::make_pair(i, j), g + n.h };
state.open.push(t);
#if PATHFIND_STATS
state.numAddToOpen++;
#endif
}
void CCmpPathfinder::ComputePath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, u8 passClass, u8 costClass, Path& path)
{
UpdateGrid();
PROFILE("ComputePath");
PathfinderState state = { 0 };
// Convert the start/end coordinates to tile indexes
u16 i0, j0;
NearestTile(x0, z0, i0, j0);
NearestTile(goal.x, goal.z, state.iGoal, state.jGoal);
// If we're already at the goal tile, then move directly to the exact goal coordinates
if (AtGoal(i0, j0, goal))
{
Waypoint w = { goal.x, goal.z };
path.m_Waypoints.push_back(w);
return;
}
// If the target is a circle, we want to aim for the edge of it (so e.g. if we're inside
// a large circle then the heuristics will aim us directly outwards);
// otherwise just aim at the center point. (We'll never try moving outwards to a square shape.)
if (goal.type == Goal::CIRCLE)
state.rGoal = (goal.hw / (int)CELL_SIZE).ToInt_RoundToZero();
else
state.rGoal = 0;
state.passClass = passClass;
state.moveCosts = m_MoveCosts.at(costClass);
state.steps = 0;
state.tiles = new Grid<PathfindTile>(m_MapSize, m_MapSize);
state.terrain = m_Grid;
state.iBest = i0;
state.jBest = j0;
state.hBest = CalculateHeuristic(i0, j0, state.iGoal, state.jGoal, state.rGoal);
PriorityQueue::Item start = { std::make_pair(i0, j0), 0 };
state.open.push(start);
state.tiles->get(i0, j0).SetStatusOpen();
state.tiles->get(i0, j0).SetPred(i0, j0, i0, j0);
state.tiles->get(i0, j0).cost = 0;
while (1)
{
++state.steps;
// Hack to avoid spending ages computing giant paths, particularly when
// the destination is unreachable
if (state.steps > 10000)
break;
// If we ran out of tiles to examine, give up
if (state.open.empty())
break;
#if PATHFIND_STATS
state.sumOpenSize += state.open.size();
#endif
// Move best tile from open to closed
PriorityQueue::Item curr = state.open.pop();
u16 i = curr.id.first;
u16 j = curr.id.second;
state.tiles->get(i, j).SetStatusClosed();
// If we've reached the destination, stop
if (AtGoal(i, j, goal))
{
state.iBest = i;
state.jBest = j;
state.hBest = 0;
break;
}
u32 g = state.tiles->get(i, j).cost;
if (i > 0)
ProcessNeighbour(i, j, i-1, j, g, state);
if (i < m_MapSize-1)
ProcessNeighbour(i, j, i+1, j, g, state);
if (j > 0)
ProcessNeighbour(i, j, i, j-1, g, state);
if (j < m_MapSize-1)
ProcessNeighbour(i, j, i, j+1, g, state);
}
// Reconstruct the path (in reverse)
u16 ip = state.iBest, jp = state.jBest;
while (ip != i0 || jp != j0)
{
PathfindTile& n = state.tiles->get(ip, jp);
entity_pos_t x, z;
TileCenter(ip, jp, x, z);
Waypoint w = { x, z };
path.m_Waypoints.push_back(w);
// Follow the predecessor link
ip = n.GetPredI(ip);
jp = n.GetPredJ(jp);
}
// Save this grid for debug display
delete m_DebugGrid;
m_DebugGrid = state.tiles;
m_DebugSteps = state.steps;
#if PATHFIND_STATS
printf("PATHFINDER: steps=%d avgo=%d proc=%d impc=%d impo=%d addo=%d\n", state.steps, state.sumOpenSize/state.steps, state.numProcessed, state.numImproveClosed, state.numImproveOpen, state.numAddToOpen);
#endif
}

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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file
* Vertex-based algorithm for CCmpPathfinder.
*/
#include "precompiled.h"
#include "CCmpPathfinder_Common.h"
#include "ps/Profile.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/helpers/PriorityQueue.h"
#include "simulation2/helpers/Render.h"
struct Vertex
{
enum
{
UNEXPLORED,
OPEN,
CLOSED,
};
CFixedVector2D p;
fixed g, h;
u16 pred;
u8 status;
};
struct Edge
{
CFixedVector2D p0, p1;
};
// When computing vertexes to insert into the search graph,
// add a small delta so that the vertexes of an edge don't get interpreted
// as crossing the edge (given minor numerical inaccuracies)
static const entity_pos_t EDGE_EXPAND_DELTA = entity_pos_t::FromInt(1)/4;
/**
* Check whether a ray from 'a' to 'b' crosses any of the edges.
* (Edges are one-sided so it's only considered a cross if going from front to back.)
*/
static bool CheckVisibility(CFixedVector2D a, CFixedVector2D b, const std::vector<Edge>& edges)
{
CFixedVector2D abn = (b - a).Perpendicular();
for (size_t i = 0; i < edges.size(); ++i)
{
CFixedVector2D d = (edges[i].p1 - edges[i].p0).Perpendicular();
// If 'a' is behind the edge, we can't cross
fixed q = (a - edges[i].p0).Dot(d);
if (q < fixed::Zero())
continue;
// If 'b' is in front of the edge, we can't cross
fixed r = (b - edges[i].p0).Dot(d);
if (r > fixed::Zero())
continue;
// The ray is crossing the infinitely-extended edge from in front to behind.
// Check the finite edge is crossing the infinitely-extended ray too.
// (Given the previous tests, it can only be crossing in one direction.)
fixed s = (edges[i].p0 - a).Dot(abn);
fixed t = (edges[i].p1 - a).Dot(abn);
if (s <= fixed::Zero() && t >= fixed::Zero())
return false;
}
return true;
}
static CFixedVector2D NearestPointOnGoal(CFixedVector2D pos, const CCmpPathfinder::Goal& goal)
{
CFixedVector2D g(goal.x, goal.z);
switch (goal.type)
{
case CCmpPathfinder::Goal::POINT:
{
return g;
}
case CCmpPathfinder::Goal::CIRCLE:
{
CFixedVector2D d = pos - g;
if (d.IsZero())
d = CFixedVector2D(fixed::FromInt(1), fixed::Zero()); // some arbitrary direction
d.Normalize(goal.hw);
return g + d;
}
case CCmpPathfinder::Goal::SQUARE:
{
CFixedVector2D halfSize(goal.hw, goal.hh);
CFixedVector2D d = pos - g;
return g + Geometry::NearestPointOnSquare(d, goal.u, goal.v, halfSize);
}
default:
debug_warn(L"invalid type");
return CFixedVector2D();
}
}
typedef PriorityQueueList<u16, fixed> PriorityQueue;
struct TileEdge
{
u16 i, j;
enum { TOP, BOTTOM, LEFT, RIGHT } dir;
};
static void AddTerrainEdges(std::vector<Edge>& edges, std::vector<Vertex>& vertexes, u16 i0, u16 j0, u16 i1, u16 j1, fixed r, u8 passClass, const Grid<TerrainTile>& terrain)
{
PROFILE("AddTerrainEdges");
std::vector<TileEdge> tileEdges;
// Find all edges between tiles of differently passability statuses
for (u16 j = j0; j <= j1; ++j)
{
for (u16 i = i0; i <= i1; ++i)
{
if (!IS_TERRAIN_PASSABLE(terrain.get(i, j), passClass))
{
if (j > 0 && IS_TERRAIN_PASSABLE(terrain.get(i, j-1), passClass))
{
TileEdge e = { i, j, TileEdge::BOTTOM };
tileEdges.push_back(e);
}
if (j < terrain.m_H-1 && IS_TERRAIN_PASSABLE(terrain.get(i, j+1), passClass))
{
TileEdge e = { i, j, TileEdge::TOP };
tileEdges.push_back(e);
}
if (i > 0 && IS_TERRAIN_PASSABLE(terrain.get(i-1, j), passClass))
{
TileEdge e = { i, j, TileEdge::LEFT };
tileEdges.push_back(e);
}
if (i < terrain.m_W-1 && IS_TERRAIN_PASSABLE(terrain.get(i+1, j), passClass))
{
TileEdge e = { i, j, TileEdge::RIGHT };
tileEdges.push_back(e);
}
}
}
}
// TODO: maybe we should precompute these terrain edges since they'll rarely change?
// TODO: for efficiency (minimising the A* search space), we should coalesce adjoining edges
// Add all the tile edges to the search edge/vertex lists
for (size_t n = 0; n < tileEdges.size(); ++n)
{
u16 i = tileEdges[n].i;
u16 j = tileEdges[n].j;
CFixedVector2D v0, v1;
Vertex vert;
vert.status = Vertex::UNEXPLORED;
switch (tileEdges[n].dir)
{
case TileEdge::BOTTOM:
{
v0 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt(j * CELL_SIZE) - r);
v1 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt(j * CELL_SIZE) - r);
Edge e = { v0, v1 };
edges.push_back(e);
vert.p.X = v0.X - EDGE_EXPAND_DELTA; vert.p.Y = v0.Y - EDGE_EXPAND_DELTA; vertexes.push_back(vert);
vert.p.X = v1.X + EDGE_EXPAND_DELTA; vert.p.Y = v1.Y - EDGE_EXPAND_DELTA; vertexes.push_back(vert);
break;
}
case TileEdge::TOP:
{
v0 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt((j+1) * CELL_SIZE) + r);
v1 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt((j+1) * CELL_SIZE) + r);
Edge e = { v0, v1 };
edges.push_back(e);
vert.p.X = v0.X + EDGE_EXPAND_DELTA; vert.p.Y = v0.Y + EDGE_EXPAND_DELTA; vertexes.push_back(vert);
vert.p.X = v1.X - EDGE_EXPAND_DELTA; vert.p.Y = v1.Y + EDGE_EXPAND_DELTA; vertexes.push_back(vert);
break;
}
case TileEdge::LEFT:
{
v0 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt((j+1) * CELL_SIZE) + r);
v1 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt(j * CELL_SIZE) - r);
Edge e = { v0, v1 };
edges.push_back(e);
vert.p.X = v0.X - EDGE_EXPAND_DELTA; vert.p.Y = v0.Y + EDGE_EXPAND_DELTA; vertexes.push_back(vert);
vert.p.X = v1.X - EDGE_EXPAND_DELTA; vert.p.Y = v1.Y - EDGE_EXPAND_DELTA; vertexes.push_back(vert);
break;
}
case TileEdge::RIGHT:
{
v0 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt(j * CELL_SIZE) - r);
v1 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt((j+1) * CELL_SIZE) + r);
Edge e = { v0, v1 };
edges.push_back(e);
vert.p.X = v0.X + EDGE_EXPAND_DELTA; vert.p.Y = v0.Y - EDGE_EXPAND_DELTA; vertexes.push_back(vert);
vert.p.X = v1.X + EDGE_EXPAND_DELTA; vert.p.Y = v1.Y + EDGE_EXPAND_DELTA; vertexes.push_back(vert);
break;
}
}
}
}
void CCmpPathfinder::ComputeShortPath(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t r, entity_pos_t range, const Goal& goal, u8 passClass, Path& path)
{
UpdateGrid(); // TODO: only need to bother updating if the terrain changed
PROFILE("ComputeShortPath");
m_DebugOverlayShortPathLines.clear();
if (m_DebugOverlay)
{
// Render the goal shape
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
m_DebugOverlayShortPathLines.back().m_Color = CColor(1, 0, 0, 1);
switch (goal.type)
{
case CCmpPathfinder::Goal::POINT:
{
SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), 0.2f, m_DebugOverlayShortPathLines.back(), true);
break;
}
case CCmpPathfinder::Goal::CIRCLE:
{
SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), goal.hw.ToFloat(), m_DebugOverlayShortPathLines.back(), true);
break;
}
case CCmpPathfinder::Goal::SQUARE:
{
float a = atan2(goal.v.X.ToFloat(), goal.v.Y.ToFloat());
SimRender::ConstructSquareOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), goal.hw.ToFloat()*2, goal.hh.ToFloat()*2, a, m_DebugOverlayShortPathLines.back(), true);
break;
}
}
}
// List of collision edges - paths must never cross these.
// (Edges are one-sided so intersections are fine in one direction, but not the other direction.)
std::vector<Edge> edges;
// Create impassable edges at the max-range boundary, so we can't escape the region
// where we're meant to be searching
fixed rangeXMin = x0 - range;
fixed rangeXMax = x0 + range;
fixed rangeZMin = z0 - range;
fixed rangeZMax = z0 + range;
{
// (The edges are the opposite direction to usual, so it's an inside-out square)
Edge e0 = { CFixedVector2D(rangeXMin, rangeZMin), CFixedVector2D(rangeXMin, rangeZMax) };
Edge e1 = { CFixedVector2D(rangeXMin, rangeZMax), CFixedVector2D(rangeXMax, rangeZMax) };
Edge e2 = { CFixedVector2D(rangeXMax, rangeZMax), CFixedVector2D(rangeXMax, rangeZMin) };
Edge e3 = { CFixedVector2D(rangeXMax, rangeZMin), CFixedVector2D(rangeXMin, rangeZMin) };
edges.push_back(e0);
edges.push_back(e1);
edges.push_back(e2);
edges.push_back(e3);
}
CFixedVector2D goalVec(goal.x, goal.z);
// List of obstruction vertexes (plus start/end points); we'll try to find paths through
// the graph defined by these vertexes
std::vector<Vertex> vertexes;
// Add the start point to the graph
Vertex start = { CFixedVector2D(x0, z0), fixed::Zero(), (CFixedVector2D(x0, z0) - goalVec).Length(), 0, Vertex::OPEN };
vertexes.push_back(start);
const size_t START_VERTEX_ID = 0;
// Add the goal vertex to the graph.
// Since the goal isn't always a point, this a special magic virtual vertex which moves around - whenever
// we look at it from another vertex, it is moved to be the closest point on the goal shape to that vertex.
Vertex end = { CFixedVector2D(goal.x, goal.z), fixed::Zero(), fixed::Zero(), 0, Vertex::UNEXPLORED };
vertexes.push_back(end);
const size_t GOAL_VERTEX_ID = 1;
// Add terrain obstructions
{
u16 i0, j0, i1, j1;
NearestTile(rangeXMin, rangeZMin, i0, j0);
NearestTile(rangeXMax, rangeZMax, i1, j1);
AddTerrainEdges(edges, vertexes, i0, j0, i1, j1, r, passClass, *m_Grid);
}
// Find all the obstruction squares that might affect us
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
std::vector<ICmpObstructionManager::ObstructionSquare> squares;
cmpObstructionManager->GetObstructionsInRange(filter, rangeXMin - r, rangeZMin - r, rangeXMax + r, rangeZMax + r, squares);
// Resize arrays to reduce reallocations
vertexes.reserve(vertexes.size() + squares.size()*4);
edges.reserve(edges.size() + squares.size()*4);
// Convert each obstruction square into collision edges and search graph vertexes
for (size_t i = 0; i < squares.size(); ++i)
{
CFixedVector2D center(squares[i].x, squares[i].z);
CFixedVector2D u = squares[i].u;
CFixedVector2D v = squares[i].v;
// Expand the vertexes by the moving unit's collision radius, to find the
// closest we can get to it
CFixedVector2D hd0(squares[i].hw + r + EDGE_EXPAND_DELTA, squares[i].hh + r + EDGE_EXPAND_DELTA);
CFixedVector2D hd1(squares[i].hw + r + EDGE_EXPAND_DELTA, -(squares[i].hh + r + EDGE_EXPAND_DELTA));
Vertex vert;
vert.status = Vertex::UNEXPLORED;
vert.p.X = center.X - hd0.Dot(u); vert.p.Y = center.Y + hd0.Dot(v); vertexes.push_back(vert);
vert.p.X = center.X - hd1.Dot(u); vert.p.Y = center.Y + hd1.Dot(v); vertexes.push_back(vert);
vert.p.X = center.X + hd0.Dot(u); vert.p.Y = center.Y - hd0.Dot(v); vertexes.push_back(vert);
vert.p.X = center.X + hd1.Dot(u); vert.p.Y = center.Y - hd1.Dot(v); vertexes.push_back(vert);
// Add the four edges
CFixedVector2D h0(squares[i].hw + r, squares[i].hh + r);
CFixedVector2D h1(squares[i].hw + r, -(squares[i].hh + r));
CFixedVector2D ev0(center.X - h0.Dot(u), center.Y + h0.Dot(v));
CFixedVector2D ev1(center.X - h1.Dot(u), center.Y + h1.Dot(v));
CFixedVector2D ev2(center.X + h0.Dot(u), center.Y - h0.Dot(v));
CFixedVector2D ev3(center.X + h1.Dot(u), center.Y - h1.Dot(v));
Edge e0 = { ev0, ev1 };
Edge e1 = { ev1, ev2 };
Edge e2 = { ev2, ev3 };
Edge e3 = { ev3, ev0 };
edges.push_back(e0);
edges.push_back(e1);
edges.push_back(e2);
edges.push_back(e3);
// TODO: should clip out vertexes and edges that are outside the range,
// to reduce the search space
}
debug_assert(vertexes.size() < 65536); // we store array indexes as u16
if (m_DebugOverlay)
{
// Render the obstruction edges
for (size_t i = 0; i < edges.size(); ++i)
{
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
m_DebugOverlayShortPathLines.back().m_Color = CColor(0, 1, 1, 1);
std::vector<float> xz;
xz.push_back(edges[i].p0.X.ToFloat());
xz.push_back(edges[i].p0.Y.ToFloat());
xz.push_back(edges[i].p1.X.ToFloat());
xz.push_back(edges[i].p1.Y.ToFloat());
SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), true);
}
}
// Do an A* search over the vertex/visibility graph:
// Since we are just measuring Euclidean distance the heuristic is admissible,
// so we never have to re-examine a node once it's been moved to the closed set.
// To save time in common cases, we don't precompute a graph of valid edges between vertexes;
// we do it lazily instead. When the search algorithm reaches a vertex, we examine every other
// vertex and see if we can reach it without hitting any collision edges, and ignore the ones
// we can't reach. Since the algorithm can only reach a vertex once (and then it'll be marked
// as closed), we won't be doing any redundant visibility computations.
PROFILE_START("A*");
PriorityQueue open;
PriorityQueue::Item qiStart = { START_VERTEX_ID, start.h };
open.push(qiStart);
u16 idBest = START_VERTEX_ID;
fixed hBest = start.h;
while (!open.empty())
{
// Move best tile from open to closed
PriorityQueue::Item curr = open.pop();
vertexes[curr.id].status = Vertex::CLOSED;
// If we've reached the destination, stop
if (curr.id == GOAL_VERTEX_ID)
{
idBest = curr.id;
break;
}
// Check the lines to every other vertex
for (size_t n = 0; n < vertexes.size(); ++n)
{
if (vertexes[n].status == Vertex::CLOSED)
continue;
// If this is the magical goal vertex, move it to near the current vertex
CFixedVector2D npos;
if (n == GOAL_VERTEX_ID)
npos = NearestPointOnGoal(vertexes[curr.id].p, goal);
else
npos = vertexes[n].p;
bool visible = CheckVisibility(vertexes[curr.id].p, npos, edges);
/*
// Render the edges that we examine
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
m_DebugOverlayShortPathLines.back().m_Color = visible ? CColor(0, 1, 0, 0.5) : CColor(1, 0, 0, 0.5);
std::vector<float> xz;
xz.push_back(vertexes[curr.id].p.X.ToFloat());
xz.push_back(vertexes[curr.id].p.Y.ToFloat());
xz.push_back(npos.X.ToFloat());
xz.push_back(npos.Y.ToFloat());
SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), false);
//*/
if (visible)
{
fixed g = vertexes[curr.id].g + (vertexes[curr.id].p - npos).Length();
// If this is a new tile, compute the heuristic distance
if (vertexes[n].status == Vertex::UNEXPLORED)
{
// Add it to the open list:
vertexes[n].status = Vertex::OPEN;
vertexes[n].g = g;
vertexes[n].h = DistanceToGoal(npos, goal);
vertexes[n].pred = curr.id;
if (n == GOAL_VERTEX_ID)
vertexes[n].p = npos; // remember the new best goal position
PriorityQueue::Item t = { (u16)n, g + vertexes[n].h };
open.push(t);
// Remember the heuristically best vertex we've seen so far, in case we never actually reach the target
if (vertexes[n].h < hBest)
{
idBest = n;
hBest = vertexes[n].h;
}
}
else // must be OPEN
{
// If we've already seen this tile, and the new path to this tile does not have a
// better cost, then stop now
if (g >= vertexes[n].g)
continue;
// Otherwise, we have a better path, so replace the old one with the new cost/parent
vertexes[n].g = g;
vertexes[n].pred = curr.id;
if (n == GOAL_VERTEX_ID)
vertexes[n].p = npos; // remember the new best goal position
open.promote((u16)n, g + vertexes[n].h);
continue;
}
}
}
}
// Reconstruct the path (in reverse)
for (u16 id = idBest; id != START_VERTEX_ID; id = vertexes[id].pred)
{
Waypoint w = { vertexes[id].p.X, vertexes[id].p.Y };
path.m_Waypoints.push_back(w);
}
PROFILE_END("A*");
}

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@ -0,0 +1,199 @@
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_PRIORITYQUEUE
#define INCLUDED_PRIORITYQUEUE
/*
* Priority queues for pathfinder.
* (These probably aren't suitable for more general uses.)
*/
#ifdef NDEBUG
#define PRIORITYQUEUE_DEBUG 0
#else
#define PRIORITYQUEUE_DEBUG 1
#endif
template <typename Item>
struct QueueItemPriority
{
bool operator()(const Item& a, const Item& b)
{
if (a.rank > b.rank) // higher costs are lower priority
return true;
if (a.rank < b.rank)
return false;
// Need to tie-break to get a consistent ordering
// TODO: Should probably tie-break on g or h or something, but don't bother for now
if (a.id < b.id)
return true;
if (b.id < a.id)
return false;
#if PRIORITYQUEUE_DEBUG
debug_warn(L"duplicate tiles in queue");
#endif
return false;
}
};
/**
* Priority queue implemented as a binary heap.
* This is quite dreadfully slow in MSVC's debug STL implementation,
* so we shouldn't use it unless we reimplement the heap functions more efficiently.
*/
template <typename ID, typename R>
class PriorityQueueHeap
{
public:
struct Item
{
ID id;
R rank; // f = g+h (estimated total cost of path through here)
};
void push(const Item& item)
{
m_Heap.push_back(item);
push_heap(m_Heap.begin(), m_Heap.end(), QueueItemPriority<Item>());
}
Item* find(ID id)
{
for (size_t n = 0; n < m_Heap.size(); ++n)
{
if (m_Heap[n].id == id)
return &m_Heap[n];
}
return NULL;
}
void promote(ID id, u32 newrank)
{
for (size_t n = 0; n < m_Heap.size(); ++n)
{
if (m_Heap[n].id == id)
{
#if PRIORITYQUEUE_DEBUG
debug_assert(m_Heap[n].rank > newrank);
#endif
m_Heap[n].rank = newrank;
push_heap(m_Heap.begin(), m_Heap.begin()+n+1, QueueItemPriority<Item>());
return;
}
}
}
Item pop()
{
#if PRIORITYQUEUE_DEBUG
debug_assert(m_Heap.size());
#endif
Item r = m_Heap.front();
pop_heap(m_Heap.begin(), m_Heap.end(), QueueItemPriority<Item>());
m_Heap.pop_back();
return r;
}
bool empty()
{
return m_Heap.empty();
}
size_t size()
{
return m_Heap.size();
}
std::vector<Item> m_Heap;
};
/**
* Priority queue implemented as an unsorted array.
* This means pop() is O(n), but push and promote are O(1), and n is typically small
* (average around 50-100 in some rough tests).
* It seems fractionally slower than a binary heap in optimised builds, but is
* much simpler and less susceptible to MSVC's painfully slow debug STL.
*/
template <typename ID, typename R>
class PriorityQueueList
{
public:
struct Item
{
ID id;
R rank; // f = g+h (estimated total cost of path through here)
};
void push(const Item& item)
{
m_List.push_back(item);
}
Item* find(ID id)
{
for (size_t n = 0; n < m_List.size(); ++n)
{
if (m_List[n].id == id)
return &m_List[n];
}
return NULL;
}
void promote(ID id, R newrank)
{
find(id)->rank = newrank;
}
Item pop()
{
#if PRIORITYQUEUE_DEBUG
debug_assert(m_List.size());
#endif
// Loop backwards looking for the best (it's most likely to be one
// we've recently pushed, so going backwards saves a bit of copying)
Item best = m_List.back();
size_t bestidx = m_List.size()-1;
for (ssize_t i = (ssize_t)bestidx-1; i >= 0; --i)
{
if (QueueItemPriority<Item>()(best, m_List[i]))
{
bestidx = i;
best = m_List[i];
}
}
// Swap the matched element with the last in the list, then pop the new last
m_List[bestidx] = m_List[m_List.size()-1];
m_List.pop_back();
return best;
}
bool empty()
{
return m_List.empty();
}
size_t size()
{
return m_List.size();
}
std::vector<Item> m_List;
};
#endif // INCLUDED_PRIORITYQUEUE