private bool ArePointsConnected(Point firstPoint, Point secondPoint) { //Build tcodmap TCODFov tcodMap = new TCODFov(Width, Height); for (int i = 0; i < Width; i++) { for (int j = 0; j < Height; j++) { tcodMap.SetCell(i, j, !baseMap.mapSquares[i, j].BlocksLight, baseMap.mapSquares[i, j].Walkable); } } //Try to walk the path between the 2 staircases TCODPathFinding path = new TCODPathFinding(tcodMap, 1.0); path.ComputePath(firstPoint.x, firstPoint.y, secondPoint.x, secondPoint.y); //Find the first step. We need to load x and y with the origin of the path int x = upStaircase.x; int y = upStaircase.y; bool obstacleHit = false; //If there's no routeable path if (path.IsPathEmpty()) { obstacleHit = true; } path.Dispose(); tcodMap.Dispose(); return(!obstacleHit); }
public List <Point> pathNodes(int level, Point origin, Point dest, Pathing.PathingPermission permission) { List <Point> returnNodes = new List <Point>(); TCODFov mapToUse; switch (permission) { case Pathing.PathingPermission.Normal: mapToUse = levelTCODMaps[level]; break; case Pathing.PathingPermission.IgnoreDoors: mapToUse = levelTCODMapsIgnoringClosedDoors[level]; break; case Pathing.PathingPermission.IgnoreDoorsAndLocks: mapToUse = levelTCODMapsIgnoringClosedDoorsAndLocks[level]; break; default: mapToUse = levelTCODMaps[level]; break; } //Try to walk the path TCODPathFinding path = new TCODPathFinding(mapToUse, 1.0); path.ComputePath(origin.x, origin.y, dest.x, dest.y); returnNodes.Add(origin); int x = origin.x; int y = origin.y; path.WalkPath(ref x, ref y, false); returnNodes.Add(new Point(x, y)); //If the x and y of the next step it means the path is blocked if (x == origin.x && y == origin.y) { //Return 1 node list return(returnNodes.GetRange(0, 1)); } do { path.WalkPath(ref x, ref y, false); returnNodes.Add(new Point(x, y)); if (x == dest.x && y == dest.y) { return(returnNodes); } } while (true); }
public void Init() { fov = new TCODFov(5, 5); for (int i = 0; i < 5; ++i) //width { for (int j = 0; j < 5; ++j) //height { fov.SetCell(i, j, room[j, i] == '.', room[j, i] == '.'); } } pathFindingFOV = new TCODPathFinding(fov, 1.0); pathFindingCallback = new TCODPathFinding(5, 5, 1.0, new TCODPathCallback(TCODPathCallback)); }
public void TestHugeMap() { TCODPathFinding p = new TCODPathFinding(hugeMapSize, hugeMapSize, 1.0, new TCODPathCallback(TCODPathCallbackHugeMap)); p.ComputePath(1, 1, hugeMapSize - 3, hugeMapSize - 3); }
/// <summary> /// Returns the direction to go in (+-xy) for the next step towards the target /// If there's no route at all, return -1, -1. Right now we throw an exception for this, since it shouldn't happen in a connected dungeon /// If there's a route but its blocked by a creature return the originCreature's coords /// </summary> /// <param name="originCreature"></param> /// <param name="destCreature"></param> /// <returns></returns> internal Point GetPathTo(Creature originCreature, Creature destCreature) { //If on different levels it's an error if (originCreature.LocationLevel != destCreature.LocationLevel) { string msg = originCreature.Representation + " not on the same level as " + destCreature.Representation; LogFile.Log.LogEntry(msg); throw new ApplicationException(msg); } //Destination square needs to be walkable for the path finding algorithm. However it isn't walkable at the moment since there is the target creature on it //Temporarily make it walkable, keeping transparency the same //levelTCODMaps[destCreature.LocationLevel].SetCell(destCreature.LocationMap.x, destCreature.LocationMap.y, // !levels[destCreature.LocationLevel].mapSquares[destCreature.LocationMap.x, destCreature.LocationMap.y].BlocksLight, true); //Try to walk the path //If we fail, check if this square occupied by a creature //If so, make that square temporarily unwalkable and try to re-route List <Point> blockedSquares = new List <Point>(); bool goodPath = false; bool pathBlockedByCreature = false; Point nextStep = new Point(-1, -1); do { //Generate path object TCODPathFinding path = new TCODPathFinding(levelTCODMaps[originCreature.LocationLevel], 1.0); path.ComputePath(originCreature.LocationMap.x, originCreature.LocationMap.y, destCreature.LocationMap.x, destCreature.LocationMap.y); //Find the first step. We need to load x and y with the origin of the path int x, y; int xOrigin, yOrigin; path.GetPathOrigin(out x, out y); xOrigin = x; yOrigin = y; path.WalkPath(ref x, ref y, false); //If the x and y of the next step it means the path is blocked if (x == xOrigin && y == yOrigin) { //If there was no blocking creature then there is no possible route (hopefully impossible in a fully connected dungeon) if (!pathBlockedByCreature) { throw new ApplicationException("Path blocked in connected dungeon!"); /* * nextStep = new Point(x, y); * bool trans; * bool walkable; * levelTCODMaps[0].GetCell(originCreature.LocationMap.x, originCreature.LocationMap.y, out trans, out walkable); * levelTCODMaps[0].GetCell(destCreature.LocationMap.x, destCreature.LocationMap.y, out trans, out walkable); */ //Uncomment this if you want to return -1, -1 //nextStep = new Point(-1, -1); //goodPath = true; //continue; } else { //Blocking creature but no path nextStep = new Point(x, y); goodPath = true; continue; } } //Check if that square is occupied Creature blockingCreature = null; foreach (Monster creature in monsters) { if (creature.LocationLevel != originCreature.LocationLevel) { continue; } //Is it the source creature itself? if (creature == originCreature) { continue; } //Is it the target creature? if (creature == destCreature) { continue; } //Another creature is blocking if (creature.LocationMap.x == x && creature.LocationMap.y == y) { blockingCreature = creature; } } //Do the same for the player (if the creature is chasing another creature around the player) if (destCreature != Player) { if (Player.LocationLevel == originCreature.LocationLevel && Player.LocationMap.x == x && Player.LocationMap.y == y) { blockingCreature = Player; } } //If no blocking creature, the path is good if (blockingCreature == null) { goodPath = true; nextStep = new Point(x, y); path.Dispose(); } else { //Otherwise, there's a blocking creature. Make his square unwalkable temporarily and try to reroute pathBlockedByCreature = true; int blockingLevel = blockingCreature.LocationLevel; int blockingX = blockingCreature.LocationMap.x; int blockingY = blockingCreature.LocationMap.y; levelTCODMaps[blockingLevel].SetCell(blockingX, blockingY, !levels[blockingLevel].mapSquares[blockingX, blockingY].BlocksLight, false); //Add this square to a list of squares to put back blockedSquares.Add(new Point(blockingX, blockingY)); //Dispose the old path path.Dispose(); //We will try again } } while (!goodPath); //Put back any squares we made unwalkable foreach (Point sq in blockedSquares) { levelTCODMaps[originCreature.LocationLevel].SetCell(sq.x, sq.y, !levels[originCreature.LocationLevel].mapSquares[sq.x, sq.y].BlocksLight, true); } //path.WalkPath(ref x, ref y, false); //path.GetPointOnPath(0, out x, out y); //crashes for some reason //Dispose of path (bit wasteful seeming!) //path.Dispose(); //Set the destination square as unwalkable again //levelTCODMaps[destCreature.LocationLevel].SetCell(destCreature.LocationMap.x, destCreature.LocationMap.y, // !levels[destCreature.LocationLevel].mapSquares[destCreature.LocationMap.x, destCreature.LocationMap.y].BlocksLight, false); //Point nextStep = new Point(x, y); return(nextStep); }