MegaGlest/source/glest_game/ai/path_finder.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _GLEST_GAME_PATHFINDER_H_
#define _GLEST_GAME_PATHFINDER_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include "vec.h"
#include <vector>
#include <map>
#include "game_constants.h"
#include "skill_type.h"
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#include "map.h"
#include "unit.h"
#include "leak_dumper.h"
using std::vector;
using Shared::Graphics::Vec2i;
namespace Glest { namespace Game {
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//class Map;
//class Unit;
// The order of directions is:
// N, NE, E, SE, S, SW, W, NW
typedef unsigned char direction;
#define NO_DIRECTION 8
typedef unsigned char directionset;
// =====================================================
// class PathFinder
//
/// Finds paths for units using a modification of the A* algorithm
// =====================================================
class PathFinder {
public:
class BadUnitNodeList {
public:
BadUnitNodeList() {
unitSize = -1;
//teamIndex = -1;
field = fLand;
}
int unitSize;
//int teamIndex;
Field field;
std::map<Vec2i, std::map<Vec2i,bool> > badPosList;
inline bool isPosBad(const Vec2i &pos1,const Vec2i &pos2) {
bool result = false;
std::map<Vec2i, std::map<Vec2i,bool> >::iterator iterFind = badPosList.find(pos1);
if(iterFind != badPosList.end()) {
std::map<Vec2i,bool>::iterator iterFind2 = iterFind->second.find(pos2);
if(iterFind2 != iterFind->second.end()) {
result = true;
}
}
return result;
}
};
class Node {
public:
Node() {
clear();
}
void clear() {
pos.x = 0;
pos.y = 0;
next=NULL;
prev=NULL;
heuristic=0.0;
exploredCell=false;
}
Vec2i pos;
Node *next;
Node *prev;
float heuristic;
bool exploredCell;
};
typedef vector<Node*> Nodes;
class FactionState {
public:
FactionState() {
openPosList.clear();
openNodesList.clear();
closedNodesList.clear();
nodePool.clear();
nodePoolCount = 0;
useMaxNodeCount = 0;
precachedTravelState.clear();
precachedPath.clear();
//mapFromToNodeList.clear();
//lastFromToNodeListFrame = -100;
badCellList.clear();
}
std::map<Vec2i, bool> openPosList;
std::map<float, Nodes> openNodesList;
std::map<float, Nodes> closedNodesList;
std::vector<Node> nodePool;
int nodePoolCount;
RandomGen random;
int useMaxNodeCount;
std::map<int,TravelState> precachedTravelState;
std::map<int,std::vector<Vec2i> > precachedPath;
//int lastFromToNodeListFrame;
//std::map<int, std::map<Vec2i,std::map<Vec2i, bool> > > mapFromToNodeList;
std::map<int,std::map<Field,BadUnitNodeList> > badCellList;
};
typedef vector<FactionState> FactionStateList;
public:
static const int maxFreeSearchRadius;
static const int pathFindRefresh;
static const int pathFindBailoutRadius;
static const int pathFindExtendRefreshForNodeCount;
static const int pathFindExtendRefreshNodeCountMin;
static const int pathFindExtendRefreshNodeCountMax;
private:
static int pathFindNodesMax;
static int pathFindNodesAbsoluteMax;
FactionStateList factions;
const Map *map;
public:
PathFinder();
PathFinder(const Map *map);
~PathFinder();
void init(const Map *map);
TravelState findPath(Unit *unit, const Vec2i &finalPos, bool *wasStuck=NULL,int frameIndex=-1);
void clearUnitPrecache(Unit *unit);
void removeUnitPrecache(Unit *unit);
int findNodeIndex(Node *node, Nodes &nodeList);
int findNodeIndex(Node *node, std::vector<Node> &nodeList);
void saveGame(XmlNode *rootNode);
void loadGame(const XmlNode *rootNode);
private:
TravelState aStar(Unit *unit, const Vec2i &finalPos, bool inBailout, int frameIndex, int maxNodeCount=-1);
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//Node *newNode(FactionState &faction,int maxNodeCount);
inline static Node *newNode(FactionState &faction, int maxNodeCount) {
if( faction.nodePoolCount < faction.nodePool.size() &&
//faction.nodePoolCount < faction.useMaxNodeCount) {
faction.nodePoolCount < maxNodeCount) {
Node *node= &(faction.nodePool[faction.nodePoolCount]);
node->clear();
faction.nodePoolCount++;
return node;
}
return NULL;
}
Vec2i computeNearestFreePos(const Unit *unit, const Vec2i &targetPos);
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//float heuristic(const Vec2i &pos, const Vec2i &finalPos);
inline static float heuristic(const Vec2i &pos, const Vec2i &finalPos) {
return pos.dist(finalPos);
}
//bool openPos(const Vec2i &sucPos,FactionState &faction);
inline static bool openPos(const Vec2i &sucPos, FactionState &faction) {
if(faction.openPosList.find(sucPos) == faction.openPosList.end()) {
return false;
}
return true;
}
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//Node * minHeuristicFastLookup(FactionState &faction);
inline static Node * minHeuristicFastLookup(FactionState &faction) {
assert(faction.openNodesList.empty() == false);
if(faction.openNodesList.empty() == true) {
throw megaglest_runtime_error("openNodesList.empty() == true");
}
Node *result = faction.openNodesList.begin()->second[0];
faction.openNodesList.begin()->second.erase(faction.openNodesList.begin()->second.begin());
if(faction.openNodesList.begin()->second.size() == 0) {
faction.openNodesList.erase(faction.openNodesList.begin());
}
return result;
}
//bool processNode(Unit *unit, Node *node,const Vec2i finalPos, int i, int j, bool &nodeLimitReached, int maxNodeCount);
inline bool processNode(Unit *unit, Node *node,const Vec2i finalPos, int i, int j, bool &nodeLimitReached,int maxNodeCount) {
bool result = false;
Vec2i sucPos= node->pos + Vec2i(i, j);
// std::map<int, std::map<Vec2i,std::map<Vec2i, bool> > >::iterator iterFind1 = factions[unit->getFactionIndex()].mapFromToNodeList.find(unit->getType()->getId());
// if(iterFind1 != factions[unit->getFactionIndex()].mapFromToNodeList.end()) {
// std::map<Vec2i,std::map<Vec2i, bool> >::iterator iterFind2 = iterFind1->second.find(node->pos);
// if(iterFind2 != iterFind1->second.end()) {
// std::map<Vec2i, bool>::iterator iterFind3 = iterFind2->second.find(sucPos);
// if(iterFind3 != iterFind2->second.end()) {
// //printf("found duplicate check in processNode\n");
// return iterFind3->second;
// }
// }
// }
//bool canUnitMoveToCell = map->aproxCanMove(unit, node->pos, sucPos);
//bool canUnitMoveToCell = map->aproxCanMoveSoon(unit, node->pos, sucPos);
if(openPos(sucPos, factions[unit->getFactionIndex()]) == false &&
canUnitMoveSoon(unit, node->pos, sucPos) == true) {
//if node is not open and canMove then generate another node
Node *sucNode= newNode(factions[unit->getFactionIndex()],maxNodeCount);
if(sucNode != NULL) {
sucNode->pos= sucPos;
sucNode->heuristic= heuristic(sucNode->pos, finalPos);
sucNode->prev= node;
sucNode->next= NULL;
sucNode->exploredCell= map->getSurfaceCell(Map::toSurfCoords(sucPos))->isExplored(unit->getTeam());
if(factions[unit->getFactionIndex()].openNodesList.find(sucNode->heuristic) == factions[unit->getFactionIndex()].openNodesList.end()) {
factions[unit->getFactionIndex()].openNodesList[sucNode->heuristic].clear();
}
factions[unit->getFactionIndex()].openNodesList[sucNode->heuristic].push_back(sucNode);
factions[unit->getFactionIndex()].openPosList[sucNode->pos] = true;
result = true;
}
else {
nodeLimitReached= true;
}
}
// factions[unit->getFactionIndex()].mapFromToNodeList[unit->getType()->getId()][node->pos][sucPos] = result;
return result;
}
void processNearestFreePos(const Vec2i &finalPos, int i, int j, int size, Field field, int teamIndex,Vec2i unitPos, Vec2i &nearestPos, float &nearestDist);
int getPathFindExtendRefreshNodeCount(int factionIndex);
void astarJPS(std::map<Vec2i,Vec2i> cameFrom, Node *& node,
const Vec2i & finalPos, std::map<Vec2i,bool> closedNodes,
std::map<std::pair<Vec2i,Vec2i> ,bool> canAddNode, Unit *& unit,
bool & nodeLimitReached, int & maxNodeCount);
bool contained(Vec2i c);
direction directionOfMove(Vec2i to, Vec2i from) const;
direction directionWeCameFrom(Vec2i node, Vec2i nodeFrom) const;
bool isEnterable(Vec2i coord);
Vec2i adjustInDirection(Vec2i c, int dir);
bool directionIsDiagonal(direction dir) const;
directionset forcedNeighbours(Vec2i coord,direction dir);
bool implies(bool a, bool b) const;
directionset addDirectionToSet(directionset dirs, direction dir) const;
directionset naturalNeighbours(direction dir) const;
direction nextDirectionInSet(directionset *dirs) const;
Vec2i jump(Vec2i dest, direction dir, Vec2i start,std::vector<Vec2i> &path,int pathLength);
bool addToOpenSet(Unit *unit, Node *node,const Vec2i finalPos, Vec2i sucPos, bool &nodeLimitReached,int maxNodeCount,Node **newNodeAdded,bool bypassChecks);
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//bool canUnitMoveSoon(const Unit *unit, const Vec2i &pos1, const Vec2i &pos2);
inline bool canUnitMoveSoon(const Unit *unit, const Vec2i &pos1, const Vec2i &pos2) {
bool result = true;
// std::map<int,std::map<Field,BadUnitNodeList> > &badCellList = factions[unit->getFactionIndex()].badCellList;
// if(badCellList.find(unit->getType()->getSize()) != badCellList.end()) {
// std::map<Field,BadUnitNodeList> &badFieldList = badCellList[unit->getType()->getSize()];
// if(badFieldList.find(unit->getCurrField()) != badFieldList.end()) {
// BadUnitNodeList &badList = badFieldList[unit->getCurrField()];
// if(badList.isPosBad(pos1,pos2) == true) {
// result = false;
// }
// }
// }
// if(result == true) {
// //bool canUnitMoveToCell = map->canMove(unit, unitPos, pos);
// //bool canUnitMoveToCell = map->aproxCanMove(unit, unitPos, pos);
// result = map->aproxCanMoveSoon(unit, pos1, pos2);
// if(result == false) {
// badCellList[unit->getType()->getSize()][unit->getCurrField()].badPosList[pos1][pos2]=false;
// }
// }
result = map->aproxCanMoveSoon(unit, pos1, pos2);
return result;
}
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inline void doAStarPathSearch(bool & nodeLimitReached, int & whileLoopCount,
int & unitFactionIndex, bool & pathFound, Node *& node, const Vec2i & finalPos,
const bool tryJPSPathfinder, std::map<Vec2i,bool> closedNodes,
std::map<Vec2i,Vec2i> cameFrom, std::map<std::pair<Vec2i,Vec2i> ,
bool> canAddNode, Unit *& unit, int & maxNodeCount) {
while(nodeLimitReached == false) {
whileLoopCount++;
if(factions[unitFactionIndex].openNodesList.empty() == true) {
pathFound = false;
break;
}
node = minHeuristicFastLookup(factions[unitFactionIndex]);
if(node->pos == finalPos || node->exploredCell == false) {
pathFound = true;
break;
}
if(tryJPSPathfinder == true) {
closedNodes[node->pos] = true;
}
if(factions[unitFactionIndex].closedNodesList.find(node->heuristic) == factions[unitFactionIndex].closedNodesList.end()) {
factions[unitFactionIndex].closedNodesList[node->heuristic].clear();
}
factions[unitFactionIndex].closedNodesList[node->heuristic].push_back(node);
factions[unitFactionIndex].openPosList[node->pos] = true;
if(tryJPSPathfinder == true) {
astarJPS(cameFrom, node, finalPos, closedNodes, canAddNode, unit, nodeLimitReached, maxNodeCount);
}
else {
int failureCount = 0;
int cellCount = 0;
int tryDirection = factions[unitFactionIndex].random.randRange(0, 3);
if(tryDirection == 3){
for(int i = 1;i >= -1 && nodeLimitReached == false;--i){
for(int j = -1;j <= 1 && nodeLimitReached == false;++j){
if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false){
failureCount++;
}
cellCount++;
}
}
}
else if(tryDirection == 2) {
for(int i = -1;i <= 1 && nodeLimitReached == false;++i){
for(int j = 1;j >= -1 && nodeLimitReached == false;--j){
if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false){
failureCount++;
}
cellCount++;
}
}
}
else if(tryDirection == 1) {
for(int i = -1;i <= 1 && nodeLimitReached == false;++i){
for(int j = -1;j <= 1 && nodeLimitReached == false;++j){
if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false){
failureCount++;
}
cellCount++;
}
}
}
else{
for(int i = 1;i >= -1 && nodeLimitReached == false;--i){
for(int j = 1;j >= -1 && nodeLimitReached == false;--j){
if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false){
failureCount++;
}
cellCount++;
}
}
}
}
}
}
};
}}//end namespace
#endif