using System; using System.Collections.Generic; using System.Text; using OpenRa.FileFormats; using OpenRa.DataStructures; using System.Windows.Forms; namespace OpenRa.Game { class PathFinder { public static PathFinder Instance; bool[ , ] passable = new bool[ 128, 128 ]; Map map; static bool IsPassable(int terrainType) { switch (terrainType) { case 0: case 2: case 6: case 8: case 9: return true; default: return false; } } public PathFinder(Map map, TileSet tileSet) { this.map = map; //todo: speed hax for roads for (int x = 0; x < 128; x++) for (int y = 0; y < 128; y++) passable[x, y] = map.IsInMap(x, y) && IsPassable(tileSet.GetWalkability(map.MapTiles[x, y])); } public List FindUnitPath( World world, Unit unit, int2 destination ) { int2 offset = new int2( map.XOffset, map.YOffset ); destination += offset; int2 startLocation = unit.Location + offset; bool[ , ] seen = new bool[ 128, 128 ]; int2[ , ] path = new int2[ 128, 128 ]; double[ , ] minCost = new double[ 128, 128 ]; for( int x = 0 ; x < 128 ; x++ ) { for( int y = 0 ; y < 128 ; y++ ) { path[ x, y ] = new int2( x, y ); minCost[ x, y ] = double.PositiveInfinity; } } PriorityQueue queue = new PriorityQueue(); queue.Add( new PathDistance( Estimate( startLocation, destination ), startLocation ) ); minCost[ startLocation.X, startLocation.Y ] = Estimate( startLocation, destination ); int seenCount = 0; int impassableCount = 0; while( !queue.Empty ) { PathDistance p = queue.Pop(); int2 here = p.Location; seen[ here.X, here.Y ] = true; if( p.Location == destination ) { Log.Write( "{0}, {1}", seenCount, impassableCount ); return MakePath( path, destination, offset ); } foreach( int2 d in directions ) { int2 newHere = here + d; if( seen[ newHere.X, newHere.Y ] ) { ++seenCount; continue; } if( !passable[ newHere.X, newHere.Y ] ) { ++impassableCount; continue; } double newCost = minCost[ here.X, here.Y ] + ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ); if( newCost >= minCost[ newHere.X, newHere.Y ] ) continue; path[ newHere.X, newHere.Y ] = here; minCost[ newHere.X, newHere.Y ] = newCost; queue.Add( new PathDistance( newCost + Estimate( newHere, destination ), newHere ) ); } } // no path exists return new List(); } List MakePath( int2[ , ] path, int2 destination, int2 offset ) { List ret = new List(); int2 pathNode = destination; while( path[ pathNode.X, pathNode.Y ] != pathNode ) { ret.Add( pathNode - offset ); pathNode = path[ pathNode.X, pathNode.Y ]; } Log.Write( "Path Length: {0}", ret.Count ); return ret; } static readonly int2[] directions = new int2[] { new int2( -1, -1 ), new int2( -1, 0 ), new int2( -1, 1 ), new int2( 0, -1 ), new int2( 0, 1 ), new int2( 1, -1 ), new int2( 1, 0 ), new int2( 1, 1 ), }; double Estimate( int2 here, int2 destination ) { int2 d = ( here - destination ).Abs(); int diag = Math.Min( d.X, d.Y ); int straight = Math.Abs( d.X - d.Y ); return 1.5 * diag + straight; } } struct PathDistance : IComparable { public double EstTotal; public int2 Location; public PathDistance(double estTotal, int2 location) { EstTotal = estTotal; Location = location; } public int CompareTo(PathDistance other) { return Math.Sign(EstTotal - other.EstTotal); } } }