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194 lines
4.5 KiB
C++
194 lines
4.5 KiB
C++
/*
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* RmgPath.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "RmgPath.h"
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#include <boost/heap/priority_queue.hpp> //A*
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using namespace rmg;
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const std::function<float(const int3 &, const int3 &)> Path::DEFAULT_MOVEMENT_FUNCTION =
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[](const int3 & src, const int3 & dst)
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{
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return 1.f;
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};
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//A* priority queue
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typedef std::pair<int3, float> TDistance;
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struct NodeComparer
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{
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bool operator()(const TDistance & lhs, const TDistance & rhs) const
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{
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return (rhs.second < lhs.second);
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}
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};
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boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPriorityQueue()
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{
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return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
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}
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Path::Path(const Area & area): dArea(&area)
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{
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}
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Path::Path(const Area & area, const int3 & src): dArea(&area)
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{
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dPath.add(src);
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}
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Path::Path(const Path & path): dArea(path.dArea), dPath(path.dPath)
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{
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}
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Path & Path::operator= (const Path & path)
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{
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//do not modify area
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dPath = path.dPath;
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return *this;
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}
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bool Path::valid() const
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{
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return !dPath.empty();
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}
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Path Path::invalid()
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{
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return Path({});
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}
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Path Path::search(const Tileset & dst, bool straight, std::function<float(const int3 &, const int3 &)> moveCostFunction) const
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{
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//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
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if(!dArea)
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return Path::invalid();
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auto resultArea = *dArea + dst;
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Path result(resultArea);
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if(dst.empty())
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return result;
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int3 src = rmg::Area(dst).nearest(dPath);
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result.connect(src);
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Tileset closed; // The set of nodes already evaluated.
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auto open = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
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std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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distances[src] = 0;
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open.push(std::make_pair(src, 0.f));
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// Cost from start along best known path.
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while(!open.empty())
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{
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auto node = open.top();
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open.pop();
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int3 currentNode = node.first;
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closed.insert(currentNode);
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if(dPath.contains(currentNode)) //we reached connection, stop
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{
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// Trace the path using the saved parent information and return path
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int3 backTracking = currentNode;
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while (cameFrom[backTracking].valid())
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{
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result.dPath.add(backTracking);
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backTracking = cameFrom[backTracking];
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}
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return result;
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}
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else
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{
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auto computeTileScore = [&open, &closed, &cameFrom, ¤tNode, &distances, &moveCostFunction, &result](const int3& pos) -> void
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{
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if(closed.count(pos))
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return;
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if(!result.dArea->contains(pos))
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return;
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float movementCost = moveCostFunction(currentNode, pos) + currentNode.dist2d(pos);
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float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
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int bestDistanceSoFar = std::numeric_limits<int>::max();
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auto it = distances.find(pos);
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if(it != distances.end())
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bestDistanceSoFar = static_cast<int>(it->second);
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if(distance < bestDistanceSoFar)
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{
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cameFrom[pos] = currentNode;
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open.push(std::make_pair(pos, distance));
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distances[pos] = distance;
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}
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};
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auto dirs = int3::getDirs();
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std::vector<int3> neighbors(dirs.begin(), dirs.end());
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if(straight)
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neighbors.assign(rmg::dirs4.begin(), rmg::dirs4.end());
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for(auto & i : neighbors)
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{
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computeTileScore(currentNode + i);
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}
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}
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}
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result.dPath.clear();
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return result;
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}
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Path Path::search(const int3 & dst, bool straight, std::function<float(const int3 &, const int3 &)> moveCostFunction) const
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{
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return search(Tileset{dst}, straight, moveCostFunction);
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}
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Path Path::search(const Area & dst, bool straight, std::function<float(const int3 &, const int3 &)> moveCostFunction) const
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{
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return search(dst.getTiles(), straight, moveCostFunction);
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}
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Path Path::search(const Path & dst, bool straight, std::function<float(const int3 &, const int3 &)> moveCostFunction) const
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{
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assert(dst.dArea == dArea);
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return search(dst.dPath, straight, moveCostFunction);
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}
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void Path::connect(const int3 & path)
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{
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dPath.add(path);
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}
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void Path::connect(const Tileset & path)
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{
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Area a(path);
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dPath.unite(a);
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}
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void Path::connect(const Area & path)
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{
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dPath.unite(path);
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}
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void Path::connect(const Path & path)
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{
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dPath.unite(path.dPath);
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}
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const Area & Path::getPathArea() const
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{
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return dPath;
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}
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