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forked from 0ad/0ad
0ad/source/simulation/AStarEngine.h
2010-03-31 08:36:46 +00:00

213 lines
5.6 KiB
C++

/* Copyright (C) 2009 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_ASTARENGINE
#define INCLUDED_ASTARENGINE
#include "ps/Vector2D.h"
#include "ps/Player.h"
#include <queue>
#include "renderer/TerrainOverlay.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "EntityManager.h"
#ifdef USE_DCDT
# include "dcdt/se/se_dcdt.h"
#endif // USE_DCDT
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 (size_t)(Key.x + Key.y*1024.f);
}
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 PathFindingTerrainOverlay;
class CAStarEngine
{
public:
CAStarEngine();
virtual ~CAStarEngine();
void SetGoal(AStarGoalBase* goal) { mGoal = goal; }
bool FindPath( const CVector2D& src, const CVector2D& dest, HEntity entity, float radius=0.0f );
std::vector<CVector2D> GetLastPath();
// The maximum number of nodes that will be expanded before failure is declared
void SetSearchLimit( int limit );
//Kai:added tile overlay for pathfinding
PathFindingTerrainOverlay* pathfindingOverlay;
#ifdef USE_DCDT
SrPolygon pol;
//void TAStarTest();
#endif // USE_DCDT
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 IsClear(AStarNodeFlag*);
inline bool IsClosed(AStarNodeFlag*);
inline bool IsOpen(AStarNodeFlag*);
inline void SetClosedFlag(AStarNodeFlag*);
inline void ClearClosedFlag(AStarNodeFlag*);
inline void SetOpenFlag(AStarNodeFlag*);
inline void ClearOpenFlag(AStarNodeFlag*);
inline bool IsPassable(AStarNodeFlag*);
inline bool IsBlocked(AStarNodeFlag*);
inline void SetPassableFlag(AStarNodeFlag*);
inline void SetBlockedFlag(AStarNodeFlag*);
};
/**
* An A* goal consists of a destination tile and a radius within which a
* unit must get to the destination. The radius is necessary because for
* actions on a target unit, like attacking or building, the destination
* tile is obstructed by that unit and what we really want is not to get
* to that tile but to get close enough to perform our action.
**/
class AStarGoalBase
{
public:
AStarGoalBase() {}
virtual ~AStarGoalBase() {}
virtual void SetDestination( const CVector2D& ) = 0;
virtual void SetRadius( float r ) = 0;
virtual float DistanceToGoal( const CVector2D& ) = 0;
virtual bool IsAtGoal( const CVector2D& ) = 0;
virtual float GetTileCost( const CVector2D&, const CVector2D& ) = 0;
virtual bool IsPassable( const CVector2D&, HEntity entity) = 0;
virtual std::vector<CVector2D> GetNeighbors( const CVector2D&, HEntity entity) = 0;
virtual CVector2D GetCoord( const CVector2D& ) = 0;
virtual CVector2D GetTile( const CVector2D& ) = 0;
virtual float GetRadius() = 0;
};
class AStarGoalLowLevel : public AStarGoalBase
{
public:
AStarGoalLowLevel(): radius(0.0f) {}
void SetDestination( const CVector2D& dest );
void SetRadius( float r );
float DistanceToGoal( const CVector2D& loc );
bool IsAtGoal( const CVector2D& loc );
float GetTileCost( const CVector2D& loc1, const CVector2D& loc2 );
bool IsPassable( const CVector2D& loc, HEntity entity);
std::vector<CVector2D> GetNeighbors( const CVector2D& loc, HEntity entity);
CVector2D GetCoord( const CVector2D& loc);
CVector2D GetTile( const CVector2D& loc);
float GetRadius();
private:
CVector2D coord;
float radius;
};
class CAStarEngineLowLevel : public CAStarEngine
{
public:
CAStarEngineLowLevel()
{
mGoal = new AStarGoalLowLevel;
}
virtual ~CAStarEngineLowLevel()
{
delete mGoal;
}
};
#endif