using System; using System.Collections.Generic; using IjwFramework.Collections; using System.Linq; using OpenRa.FileFormats; using OpenRa.Game.Graphics; namespace OpenRa.Game { class PathFinder { double[][,] passableCost = new double[4][,]; Map map; public PathFinder(Map map, TileSet tileSet) { this.map = map; for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++) passableCost[(int)umt] = new double[128, 128]; for( int x = 0 ; x < 128 ; x++ ) for( int y = 0 ; y < 128 ; y++ ) for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++ ) passableCost[(int)umt][ x, y ] = ( map.IsInMap( x, y ) ) ? TerrainCosts.Cost( umt, tileSet.GetWalkability( map.MapTiles[ x, y ] ) ) : double.PositiveInfinity; } public List FindUnitPath(int2 src, int2 dest, UnitMovementType umt) { return FindUnitPath(src, DefaultEstimator(dest), umt); } public List FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range) { var tilesInRange = Game.FindTilesInCircle(dest, range) .Where(t => Game.IsCellBuildable(t, umt)); var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt); path.Reverse(); return path; } public List FindPathToPath( int2 from, List path, UnitMovementType umt ) { var cellInfo = InitCellInfo(); var queue = new PriorityQueue(); var estimator = DefaultEstimator( from ); var cost = 0.0; var prev = path[ 0 ]; for( int i = 0 ; i < path.Count ; i++ ) { var sl = path[ i ]; if( i == 0 || (Game.BuildingInfluence.CanMoveHere(path[i]) && Game.UnitInfluence.GetUnitAt( path[ i ] ) == null) ) { queue.Add( new PathDistance( estimator( sl ), sl ) ); cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false ); } var d = sl - prev; cost += ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[ (int)umt ][ sl.X, sl.Y ]; prev = sl; } var ret = FindPath( cellInfo, queue, estimator, umt, true ); ret.Reverse(); return ret; } public List FindUnitPath( int2 unitLocation, Func estimator, UnitMovementType umt ) { return FindUnitPath( new[] { unitLocation }, estimator, umt ); } public List FindUnitPath( IEnumerable startLocations, Func estimator, UnitMovementType umt ) { var cellInfo = InitCellInfo(); var queue = new PriorityQueue(); foreach (var sl in startLocations) { queue.Add(new PathDistance(estimator(sl), sl)); cellInfo[sl.X, sl.Y].MinCost = 0; } return FindPath( cellInfo, queue, estimator, umt, false ); } List FindPath( CellInfo[ , ] cellInfo, PriorityQueue queue, Func estimator, UnitMovementType umt, bool checkForBlock ) { while( !queue.Empty ) { PathDistance p = queue.Pop(); int2 here = p.Location; cellInfo[ here.X, here.Y ].Seen = true; if( estimator( here ) == 0.0 ) return MakePath( cellInfo, here ); foreach( int2 d in Util.directions ) { int2 newHere = here + d; if( cellInfo[ newHere.X, newHere.Y ].Seen ) continue; if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity ) continue; if (!Game.BuildingInfluence.CanMoveHere(newHere)) continue; if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null ) continue; var est = estimator( newHere ); if( est == double.PositiveInfinity ) continue; double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ]; double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost; if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost ) continue; cellInfo[ newHere.X, newHere.Y ].Path = here; cellInfo[ newHere.X, newHere.Y ].MinCost = newCost; queue.Add( new PathDistance( newCost + est, newHere ) ); } } // no path exists return new List(); } static CellInfo[ , ] InitCellInfo() { var cellInfo = new CellInfo[ 128, 128 ]; for( int x = 0 ; x < 128 ; x++ ) for( int y = 0 ; y < 128 ; y++ ) cellInfo[ x, y ] = new CellInfo( double.PositiveInfinity, new int2( x, y ), false ); return cellInfo; } List MakePath( CellInfo[ , ] cellInfo, int2 destination ) { List ret = new List(); int2 pathNode = destination; while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode ) { ret.Add( pathNode ); pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path; } ret.Add(pathNode); return ret; } static Func DefaultEstimator(int2 destination) { return here => { 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 CellInfo { public double MinCost; public int2 Path; public bool Seen; public CellInfo( double minCost, int2 path, bool seen ) { MinCost = minCost; Path = path; Seen = seen; } } 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); } } }