Files
OpenRA/OpenRa.Game/PathFinder.cs

153 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using OpenRa.FileFormats;
using System.Windows.Forms;
namespace OpenRa.Game
{
class PathFinder
{
double[ , ] passableCost = new double[ 128, 128 ];
Map map;
public PathFinder(Map map, TileSet tileSet)
{
this.map = map;
for( int x = 0 ; x < 128 ; x++ )
for( int y = 0 ; y < 128 ; y++ )
passableCost[ x, y ] = ( map.IsInMap( x, y ) )
? TerrainCosts.Cost( UnitMovementType.Wheel, tileSet.GetWalkability( map.MapTiles[ x, y ] ) )
: double.PositiveInfinity;
}
// returns estimate to destination, 0.0 is cell is dest
public delegate double DistanceHeuristic( int2 cell );
public List<int2> FindUnitPath( int2 unitLocation, DistanceHeuristic estimator )
{
int2 startLocation = unitLocation + map.Offset;
CellInfo[ , ] 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 FindUnitPath( startLocation, estimator, map.Offset, cellInfo );
}
List<int2> FindUnitPath( int2 startLocation, DistanceHeuristic estimator, int2 offset, CellInfo[,] cellInfo )
{
PriorityQueue<PathDistance> queue = new PriorityQueue<PathDistance>();
queue.Add( new PathDistance( estimator( startLocation - offset ), startLocation ) );
cellInfo[ startLocation.X, startLocation.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 directions )
{
int2 newHere = here + d;
if( cellInfo[ newHere.X, newHere.Y ].Seen )
continue;
if( passableCost[ newHere.X, newHere.Y ] == double.PositiveInfinity )
continue;
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[ 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 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 ),
};
public static DistanceHeuristic DefaultEstimator( int2 destination )
{
return delegate( int2 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);
}
}
}