162 lines
4.3 KiB
C#
162 lines
4.3 KiB
C#
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<int2> FindUnitPath(int2 src, int2 dest, UnitMovementType umt)
|
|
{
|
|
return FindUnitPath(src, DefaultEstimator(dest), umt);
|
|
}
|
|
|
|
public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
|
|
{
|
|
var tilesInRange = Game.FindTilesInCircle(dest, range)
|
|
.Where(t => Game.IsCellBuildable(t, umt))
|
|
.Select(t => t + map.Offset);
|
|
|
|
var path = FindUnitPath(tilesInRange, DefaultEstimator(dest), umt);
|
|
path.Reverse();
|
|
return path;
|
|
}
|
|
|
|
List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
|
|
{
|
|
var startLocation = unitLocation + map.Offset;
|
|
return FindUnitPath( new[] {startLocation}, estimator, umt );
|
|
}
|
|
|
|
List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
|
|
{
|
|
var cellInfo = new CellInfo[128, 128];
|
|
var offset = map.Offset;
|
|
|
|
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);
|
|
|
|
var queue = new PriorityQueue<PathDistance>();
|
|
|
|
foreach (var sl in startLocations)
|
|
{
|
|
queue.Add(new PathDistance(estimator(sl - offset), sl));
|
|
cellInfo[sl.X, sl.Y].MinCost = 0;
|
|
}
|
|
|
|
while( !queue.Empty )
|
|
{
|
|
PathDistance p = queue.Pop();
|
|
int2 here = p.Location;
|
|
cellInfo[ here.X, here.Y ].Seen = true;
|
|
|
|
if( estimator( here - offset ) == 0.0 )
|
|
return MakePath( cellInfo, here, offset );
|
|
|
|
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.GetBuildingAt(newHere - offset) != null)
|
|
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 + estimator( newHere - offset ), newHere ) );
|
|
}
|
|
}
|
|
|
|
// no path exists
|
|
return new List<int2>();
|
|
}
|
|
|
|
List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination, int2 offset )
|
|
{
|
|
List<int2> ret = new List<int2>();
|
|
int2 pathNode = destination;
|
|
|
|
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
|
|
{
|
|
ret.Add( pathNode - offset );
|
|
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static Func<int2, double> 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<PathDistance>
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|