Files
OpenRA/OpenRa.Game/PathFinder.cs

168 lines
3.8 KiB
C#

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<int2> 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<PathDistance> queue = new PriorityQueue<PathDistance>();
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<int2>();
}
List<int2> MakePath( int2[ , ] path, int2 destination, int2 offset )
{
List<int2> ret = new List<int2>();
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<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);
}
}
}