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forked from 0ad/0ad
0ad/source/simulation/AStarEngine.cpp
Matei 455556783e # Fixed walking on a multistep path, which sometimes stopped after the first few steps.
The problem was incorrect logic in the start-next-segment-of-the-path
code that was added to allow multiple segments to be handled within the
same update. I'm not sure how this worked before but it seemed to give
continuous paths! Likely that's because the pathing for contact actions
is different.

Also added more sanity checks in Aura.cpp for deleted entities in the
m_Influenced queue. There was a crash caused by something here though
it's hard to reproduce.

This was SVN commit r5597.
2008-02-04 08:24:17 +00:00

571 lines
11 KiB
C++

#include "precompiled.h"
#include "AStarEngine.h"
/* For AStarGoalLowLevel IsPassable/cost */
#include "Collision.h"
#include "Entity.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "graphics/TextureEntry.h"
#include "graphics/TerrainProperties.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "ps/Profile.h"
#include "lib/res/graphics/ogl_tex.h"
#include "ps/GameSetup/Config.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);
}
}
/*
void CAStarEngine::TAStarTest()
{
//Kai: added for TA*
std::vector<CEntity*> results;
g_EntityManager.GetExtant(results);
for(int i =0 ; i < results.size(); i++)
{
CEntity* tempHandle = results[i];
debug_printf("Entity position: %f %f %f\n", tempHandle->m_position.X,tempHandle->m_position.Y,tempHandle->m_position.Z);
CBoundingObject* m_bounds = tempHandle->m_bounds;
switch( m_bounds->m_type )
{
case CBoundingObject::BOUND_CIRCLE:
{
break;
}
case CBoundingObject::BOUND_OABB:
{
glColor3f( 1, 1, 1 ); // Colour outline with player colour
glBegin(GL_LINES);
glVertex3f( 2, tempHandle->GetAnchorLevel( 2, 2 ) + 0.25f, 2 ); // lower left vertex
glVertex3f( 5, tempHandle->GetAnchorLevel( 5, 5 ) + 0.25f, 5 ); // upper vertex
glEnd();
break;
}
}
if(tempHandler->m_bound_type == CBoundingOjbect::BOUND_OABB)
{
debug_printf("Entity bound box: %f\n", tempHandler->m_bound_box.m_v);
}
}
}*/
bool CAStarEngine::FindPath(
const CVector2D &src, const CVector2D &dest, HEntity entity, 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->IsAtGoal(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, entity);
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);
}
//switch on/off grid path drawing by command line arg "-showOverlay"
//it's guarded here to stop setting the drawing path in pathfindingOverlay.
//(efficiency issue)
//the drawing is disable in the render() function in TerraiOverlay.cpp
if(g_ShowPathfindingOverlay)
{
pathfindingOverlay.setPath(mPath);
}
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 (!IsOpen(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 (!IsClosed(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::IsAtGoal( const CVector2D &loc )
{
float dx = coord.x - loc.x;
float dy = coord.y - loc.y;
return dx*dx + dy*dy <= radius*radius / (CELL_SIZE*CELL_SIZE); // Scale down radius to tilespace
}
float AStarGoalLowLevel::GetTileCost( const CVector2D& loc1, const CVector2D& loc2 )
{
return (loc2-loc1).Length() - radius;
}
bool AStarGoalLowLevel::IsPassable( const CVector2D &loc, HEntity entity )
{
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, entity) )
{
// 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, entity->GetPlayer()) == 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, HEntity entity)
{
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, entity) )
{
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::IsClear(AStarNodeFlag* flag)
{
return (*flag)==kClear;
}
inline bool CAStarEngine::IsClosed(AStarNodeFlag* flag)
{
return ((*flag) & kClosed) != kClear;
}
inline bool CAStarEngine::IsOpen(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::IsPassable(AStarNodeFlag* flag)
{
return ((*flag) & kPassable) != kClear;
}
inline bool CAStarEngine::IsBlocked(AStarNodeFlag* flag)
{
return ((*flag) & kBlocked) != kClear;
}
inline void CAStarEngine::SetPassableFlag(AStarNodeFlag* flag)
{
*flag |= kPassable;
}
inline void CAStarEngine::SetBlockedFlag(AStarNodeFlag* flag)
{
*flag |= kBlocked;
}