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0ad/source/simulation/AStarEngine.h

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#ifndef __ASTAR_ENGINE_H__
#define __ASTAR_ENGINE_H__
#include "ps/Vector2D.h"
#include "ps/Player.h"
#include "lib/types.h"
#include <queue>
class AStarNode
{
public:
float f, g, h;
AStarNode* parent;
CVector2D coord;
bool operator <(const AStarNode& rhs) const { return f<rhs.f; }
bool equals(const AStarNode& rhs) const
{
return ( coord.x==rhs.coord.x ) && ( coord.y==rhs.coord.y );
}
};
class AStarGoalBase;
class AStarGoalLowLevel;
struct AStarNodeComp
{
bool operator()(const AStarNode* n1, const AStarNode* n2) const
{
return (*n2) < (*n1);
}
};
class CVector2D_hash_compare
{
public:
static const size_t bucket_size = 4;
static const size_t min_buckets = 16;
size_t operator() (const CVector2D& Key) const
{
return Key.x + Key.y*1024;
}
bool operator() (const CVector2D& _Key1, const CVector2D& _Key2) const
{
return (_Key1.x < _Key2.x) || (_Key1.x==_Key2.x && _Key1.y < _Key2.y);
}
};
typedef STL_HASH_MAP<CVector2D, AStarNode*, CVector2D_hash_compare> ASNodeHashMap;
class PriQueue
: public std::priority_queue<AStarNode*, std::vector<AStarNode*>, AStarNodeComp>
{
public:
// Promote a node in the PQ, or if it doesn't exist, add it
void promote(AStarNode* node);
void clear();
};
typedef unsigned char AStarNodeFlag;
class CAStarEngine
{
public:
CAStarEngine();
CAStarEngine(AStarGoalBase* goal);
virtual ~CAStarEngine();
void setGoal(AStarGoalBase* goal) { mGoal = goal; }
bool findPath( const CVector2D& src, const CVector2D& dest, CPlayer* player=0 );
std::vector<CVector2D> getLastPath();
// The maximum number of nodes that will be expanded before failure is declared
void setSearchLimit( int limit );
protected:
AStarGoalBase* mGoal;
private:
int mSearchLimit;
bool mSolved;
std::vector<CVector2D> mPath;
AStarNodeFlag *mFlags;
long mFlagArraySize;
ASNodeHashMap mClosed;
PriQueue mOpen;
std::vector<AStarNode*> freeNodes;
std::vector<AStarNode*> usedNodes;
// addToOpen will promote if the node already is in Open
void addToOpen( AStarNode* );
AStarNode* removeBestOpenNode();
void addToClosed( AStarNode* );
void removeFromClosed( AStarNode* );
AStarNode* getFromClosed( const CVector2D& );
void clearOpen();
void clearClosed();
void constructPath( AStarNode* );
AStarNode* getFreeASNode();
void cleanup();
inline AStarNodeFlag* GetFlag(const CVector2D&);
inline bool GetIsClear(AStarNodeFlag*);
inline bool GetIsClosed(AStarNodeFlag*);
inline bool GetIsOpen(AStarNodeFlag*);
inline void SetClosedFlag(AStarNodeFlag*);
inline void ClearClosedFlag(AStarNodeFlag*);
inline void SetOpenFlag(AStarNodeFlag*);
inline void ClearOpenFlag(AStarNodeFlag*);
inline bool GetIsPassable(AStarNodeFlag*);
inline bool GetIsBlocked(AStarNodeFlag*);
inline void SetPassableFlag(AStarNodeFlag*);
inline void SetBlockedFlag(AStarNodeFlag*);
};
class AStarGoalBase
{
public:
AStarGoalBase() {}
virtual void setDestination( const CVector2D& ) = 0;
virtual float distanceToGoal( const CVector2D& ) = 0;
virtual bool atGoal( const CVector2D& ) = 0;
virtual float getTileCost( const CVector2D&, const CVector2D& ) = 0;
virtual bool isPassable( const CVector2D&, CPlayer* player=0 ) = 0;
virtual std::vector<CVector2D> getNeighbors( const CVector2D&, CPlayer* player=0 ) = 0;
virtual CVector2D getCoord( const CVector2D& ) = 0;
virtual CVector2D getTile( const CVector2D& ) = 0;
};
class AStarGoalLowLevel : public AStarGoalBase
{
public:
AStarGoalLowLevel() {}
void setDestination( const CVector2D& dest );
float distanceToGoal( const CVector2D& loc );
bool atGoal( const CVector2D& loc );
float getTileCost( const CVector2D& loc1, const CVector2D& loc2 );
bool isPassable( const CVector2D& loc, CPlayer* player=0 );
std::vector<CVector2D> getNeighbors( const CVector2D& loc, CPlayer* player=0 );
CVector2D getCoord( const CVector2D& loc);
CVector2D getTile( const CVector2D& loc);
private:
CVector2D coord;
};
class CAStarEngineLowLevel : public CAStarEngine
{
public:
CAStarEngineLowLevel()
{
mGoal = new AStarGoalLowLevel;
}
virtual ~CAStarEngineLowLevel()
{
delete mGoal;
}
};
#endif