Esempio n. 1
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 public CPathAStar()
 {
     // Make all the nodes that we will use, and put them on the unused list
     for (uint i = 0; i < MAX_NODES; i++)
     {
         CAStarNode pNewNode = new CAStarNode();
         pNewNode.SetpNext(m_UnusedNodes.GetpNext());
         m_UnusedNodes.SetpNext(pNewNode);
     }
 }
Esempio n. 2
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        public void Reset()
        {
            m_EstimatedCostToDestH  = 0;
            m_TotalCostForThisNodeF = 0;
            m_pCurWayPoint          = null;
            m_CurWayPointIndex      = 0;
            m_pParent = null;
            m_pNext   = null;

            m_AccumulatedCostFromStartG = UNSET_NODE_VALUE;
        }
Esempio n. 3
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        CAStarNode FindInClosedList(uint WayPointIndex)
        {
            CAStarNode pNodeToCheck = m_ClosedNodes.GetpNext();

            while (pNodeToCheck != null)
            {
                if (pNodeToCheck.GetCurWayPointIndex() == WayPointIndex)
                {
                    return(pNodeToCheck);
                }

                pNodeToCheck = pNodeToCheck.GetpNext();
            }

            return(null);
        }
Esempio n. 4
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        CAStarNode FindInOpenList(uint WayPointIndex)
        {
            CAStarNode pNodeToCheck = m_OpenNodes.GetpNext();

            while (pNodeToCheck != nul)
            {
                l
                {
                    if (pNodeToCheck.GetCurWayPointIndex() == WayPointIndex)
                    {
                        return(pNodeToCheck);
                    }

                    pNodeToCheck = pNodeToCheck.GetpNext();
                }
            }

            return(null);
        }
Esempio n. 5
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        void RemoveFromOpenList(CAStarNode pNodeToRemove)
        {
            CAStarNode pParentNode  = m_OpenNodes;
            CAStarNode pNodeToCheck = m_OpenNodes.GetpNext();

            while (pNodeToCheck != null)
            {
                if (pNodeToRemove == pNodeToCheck)
                {
                    pParentNode.SetpNext(pNodeToCheck.GetpNext());
                    pNodeToCheck.SetpNext(null);
                    return;
                }

                pParentNode  = pNodeToCheck;
                pNodeToCheck = pNodeToCheck.GetpNext();
            }

            //assert(0);  // why are trying to remove an item that is not in the list
        }
Esempio n. 6
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        public void Initialize(CAStarNode pParentNode, CPathLineSegment pConnectingSegment,
                               CPathWayPoint pCurWayPoint, uint CurWayPointIndex,
                               CPathWayPoint pFinalDestWayPoint, double AccumulatedCostFromStartG,
                               ESTIMATE_ADDITIONAL_COST_FUNC_PTR AdditionalCostFunc, double CollisionCostRatio, ESTIMATE_COST_TO_DEST_FUNC_PTR EstimateCostToDestFunc)
        {
            // you shouldn't change this node unless the change is better
            //assert(m_AccumulatedCostFromStartG >= AccumulatedCostFromStartG);

            m_AccumulatedCostFromStartG = AccumulatedCostFromStartG;
            if (pParentNode == null && pConnectingSegment == null)
            {
                m_AccumulatedCostFromStartG += AdditionalCostFunc(pParentNode, pConnectingSegment, CollisionCostRatio);
            }
            m_EstimatedCostToDestH  = EstimateCostToDestFunc(pCurWayPoint, pFinalDestWayPoint);
            m_TotalCostForThisNodeF = m_AccumulatedCostFromStartG + m_EstimatedCostToDestH;
            //assert(pCurWayPoint.GetPosition().x < 1000000 && pCurWayPoint.GetPosition().x > -1000000);
            //assert(pCurWayPoint.GetPosition().y < 1000000 && pCurWayPoint.GetPosition().y > -1000000);
            m_pCurWayPoint     = pCurWayPoint;
            m_CurWayPointIndex = CurWayPointIndex;
            m_pParent          = pParentNode;
        }
Esempio n. 7
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        void AddToOpenList(CAStarNode pNewNode)
        {
            CAStarNode pParentNode  = m_OpenNodes;
            CAStarNode pNodeToCheck = m_OpenNodes.GetpNext();

            while (pNodeToCheck != null)
            {
                if (pNewNode.GetTotalCostF() < pNodeToCheck.GetTotalCostF())
                {
                    pParentNode.SetpNext(pNewNode);
                    pNewNode.SetpNext(pNodeToCheck);
                    return;
                }

                pParentNode  = pNodeToCheck;
                pNodeToCheck = pNodeToCheck.GetpNext();
            }

            // it is the worst one in the list put it at the end
            //assert(pParentNode.GetpNext() == null);
            pParentNode.SetpNext(pNewNode);
            //assert(pNewNode.GetpNext() == null);
        }
Esempio n. 8
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 public void SetpNext(CAStarNode pNewNext) { m_pNext = pNewNext; }
Esempio n. 9
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        void ReturnAllNodesToUnusedList(CAStarNode pParentOfUnusedNode)
        {
            //AssertNoLostNodes();
            CAStarNode pFirstNodeToReturn = pParentOfUnusedNode.GetpNext();
            if (pFirstNodeToReturn != null)
            {
                CAStarNode pLastNodeToReturn = pFirstNodeToReturn;

                // if the unused list has stuff in it already
                if (m_UnusedNodes.GetpNext())
                {
                    // find the last node we want to return
                    while (pLastNodeToReturn.GetpNext())
                    {
                        pLastNodeToReturn = pLastNodeToReturn.GetpNext();
                    }

                    // set the last node to return next to the first node of the unused list
                    pLastNodeToReturn.SetpNext(m_UnusedNodes.GetpNext());
                    // set the first node of the unused list to the first node to return
                    m_UnusedNodes.SetpNext(pFirstNodeToReturn);
                    // make sure the list we took them from doesn't still have them
                    pParentOfUnusedNode.SetpNext(null);
                    //AssertNoLostNodes;
                }
                else
                {
                    // just put it on the unused list
                    m_UnusedNodes.SetpNext(pFirstNodeToReturn);
                    pParentOfUnusedNode.SetpNext(null);
                    //AssertNoLostNodes;
                }
            }

            //AssertNoLostNodes;
        }
Esempio n. 10
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        bool FindPath(CLayerPart pActor, CWayPointMap pWayPointMap, uint StartWayPointIndex, uint EndWayPointIndex,
                      CPointList pFinalList, CCollideProcessingState pCollideProcessingState)
        {
            // here's the way it works
            // first we set the open and closed lists to nothing
            ReturnAllNodesToUnusedList(m_OpenNodes);
            ReturnAllNodesToUnusedList(m_ClosedNodes);

            //AssertNoLostNodes;

            // we add the StartWayPointIndex to the Open list
            CPathWayPoint pStartWayPoint     = pWayPointMap.GetpWayPoint(StartWayPointIndex);
            CPathWayPoint pFinalDestWayPoint = pWayPointMap.GetpWayPoint(EndWayPointIndex);
            CAStarNode    pNewNode           = GetUnusedNode();

            pNewNode.Initialize(null, null, pStartWayPoint, StartWayPointIndex, pFinalDestWayPoint, 0, SegmentLengthFunc, CCollideOutputs::MIN_COST_RATIO_TO_TREAT_AS_IMPASSABLE, UclidianDistFunc);
            // put our first point in the open list
            m_OpenNodes.SetpNext(pNewNode);
            //AssertNoLostNodes;

            // we processe the open list until we fill up the open list, the closed list, or we find the end
            // if we found the end we return true, else we return false
            double RadiusOfDestPosSqr = pCollideProcessingState.GetRadiusOfDestPos();

            RadiusOfDestPosSqr = RadiusOfDestPosSqr * RadiusOfDestPosSqr;
            double OneOverYToXAspectRatioOfDestPosRadius = 1.f / pCollideProcessingState.GetYToXAspectRatioOfDestPosRadius();

            CAStarNode pBestNode = null;
            bool       Done      = false;

            while (!Done)
            {
                // we look in the open list and find the node that has the lowest m_TotalCostForThisNodeF
                pBestNode = FindBestNode();
                if (pBestNode != null)
                {
                    //AssertNoLostNodes;
                    CPathWayPoint pCurBestWayPoint = pBestNode.GetpCurWayPoint();
                    bool          CloseEnough      = false;
                    if (RadiusOfDestPosSqr > 0.f)
                    {
                        CFPoint FFinalDestPos, FCurBestPos;
                        FFinalDestPos.Set(pFinalDestWayPoint.GetPosition());
                        FCurBestPos.Set(pCurBestWayPoint.GetPosition());
                        double DistSqrd = GetDistSqrd(FFinalDestPos, FCurBestPos, OneOverYToXAspectRatioOfDestPosRadius);

                        if (DistSqrd < RadiusOfDestPosSqr)
                        {
                            CloseEnough = true;
                        }
                    }

                    // now that we have the best node lets see if it's the end
                    if (pCurBestWayPoint == pFinalDestWayPoint || CloseEnough)
                    {
                        Done = true;
                    }
                    else
                    {
                        // Process all the nodes that we can get to from this node (the best one).
                        // We will look at all the sub-waypoints of this one and check each
                        // against the open list and the closed list.
                        // If we find the node in the open list we check its m_TotalCostForThisNodeF if this one
                        // is lower than this path is better and we hook that node back to this one if not we move on.
                        // If we find it in the closed list we will not do anything with it.
                        // If we don't find it in either then we will add it to the open list and move on to the next one.
                        //AssertNoLostNodes;
                        if (!AddSubWayPointsToOpenList(pActor, pWayPointMap, pBestNode, pFinalDestWayPoint, pCollideProcessingState))
                        {
                            // put the node we just tried on the closed list
                            AddNodeToClosedList(pBestNode);
                            // We ran out of space on the open list.  We are done, there is no more space in the open list

                            //Show something on screen to indicate we failed
                            // to find a path due to running out of points (search went on to long)
                            // Commented out by JCS 6-30-01 because it shows up all the time even in non-bad cases
                            //pTheGame.ShowWarningMessage("CPathAStar::FindPath() failed to find a path (Ran out of points)... This is probably what is slowing things down...");

                            return(false);
                        }

                        // We have arrived at this way point through a minimum path and
                        // added all its possible paths to the open list, it is done, add it to the closed list.
                        //AssertNoLostNodes;
                        AddNodeToClosedList(pBestNode);
                        //AssertNoLostNodes;
                    }
                }
                else
                {
                    // we could not find a best node because there are no more open points
                    // the path has no solution
                    return(false);
                }
            }

            // So we are done and found a path to the dest.
            // Add all the positions to the pFinalList and return true
            // the list goes from the end to the start, so we need to add the list in the reverse order.
            NodeList.Clear();

            // store each pointer
            do
            {
                NodeList.Add(pBestNode);
                pBestNode = pBestNode.GetpParentNode();
            } while (pBestNode != null);

            // and add them from start to end (they were backwards)
            uint NumNodes = NodeList.GetNumItems();

            for (int i = NumNodes - 1; i >= 0; i--)
            {
                pFinalList.AddByVal(NodeList.GetItem(i).GetpCurWayPoint().GetPosition());
            }

            return(true);
        }
Esempio n. 11
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 public		CPathAStar()
 {
     // Make all the nodes that we will use, and put them on the unused list
     for (uint i = 0; i < MAX_NODES; i++)
     {
         CAStarNode pNewNode = new CAStarNode();
         pNewNode.SetpNext(m_UnusedNodes.GetpNext());
         m_UnusedNodes.SetpNext(pNewNode);
     }
 }
Esempio n. 12
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 public void SetpNext(CAStarNode pNewNext)
 {
     m_pNext = pNewNext;
 }
Esempio n. 13
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        void AddToOpenList(CAStarNode pNewNode)
        {
            CAStarNode pParentNode = m_OpenNodes;
            CAStarNode pNodeToCheck = m_OpenNodes.GetpNext();
            while (pNodeToCheck != null)
            {
                if (pNewNode.GetTotalCostF() < pNodeToCheck.GetTotalCostF())
                {
                    pParentNode.SetpNext(pNewNode);
                    pNewNode.SetpNext(pNodeToCheck);
                    return;
                }

                pParentNode = pNodeToCheck;
                pNodeToCheck = pNodeToCheck.GetpNext();
            }

            // it is the worst one in the list put it at the end
            //assert(pParentNode.GetpNext() == null);
            pParentNode.SetpNext(pNewNode);
            //assert(pNewNode.GetpNext() == null);
        }
Esempio n. 14
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        void RemoveFromOpenList(CAStarNode pNodeToRemove)
        {
            CAStarNode pParentNode = m_OpenNodes;
            CAStarNode pNodeToCheck = m_OpenNodes.GetpNext();
            while (pNodeToCheck != null)
            {
                if (pNodeToRemove == pNodeToCheck)
                {
                    pParentNode.SetpNext(pNodeToCheck.GetpNext());
                    pNodeToCheck.SetpNext(null);
                    return;
                }

                pParentNode = pNodeToCheck;
                pNodeToCheck = pNodeToCheck.GetpNext();
            }

            //assert(0);  // why are trying to remove an item that is not in the list
        }
Esempio n. 15
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        public void Initialize(CAStarNode pParentNode, CPathLineSegment pConnectingSegment,
                            CPathWayPoint pCurWayPoint, uint CurWayPointIndex,
                            CPathWayPoint pFinalDestWayPoint, double AccumulatedCostFromStartG,
                            ESTIMATE_ADDITIONAL_COST_FUNC_PTR AdditionalCostFunc, double CollisionCostRatio, ESTIMATE_COST_TO_DEST_FUNC_PTR EstimateCostToDestFunc)
        {
            // you shouldn't change this node unless the change is better
            //assert(m_AccumulatedCostFromStartG >= AccumulatedCostFromStartG);

            m_AccumulatedCostFromStartG = AccumulatedCostFromStartG;
            if (pParentNode == null && pConnectingSegment == null)
            {
                m_AccumulatedCostFromStartG += AdditionalCostFunc(pParentNode, pConnectingSegment, CollisionCostRatio);
            }
            m_EstimatedCostToDestH = EstimateCostToDestFunc(pCurWayPoint, pFinalDestWayPoint);
            m_TotalCostForThisNodeF = m_AccumulatedCostFromStartG + m_EstimatedCostToDestH;
            //assert(pCurWayPoint.GetPosition().x < 1000000 && pCurWayPoint.GetPosition().x > -1000000);
            //assert(pCurWayPoint.GetPosition().y < 1000000 && pCurWayPoint.GetPosition().y > -1000000);
            m_pCurWayPoint = pCurWayPoint;
            m_CurWayPointIndex = CurWayPointIndex;
            m_pParent = pParentNode;
        }
Esempio n. 16
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 static double SegmentLengthFunc(CAStarNode  /*pParentNode*/ , CPathLineSegment pConnectingSegment, double CollisionCostRatio)
 {
     return pConnectingSegment.GetLength() * CollisionCostRatio;
 }
Esempio n. 17
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        void AddNodeToClosedList(CAStarNode pNodeToClose)
        {
            RemoveFromOpenList(pNodeToClose);

            //assert(pNodeToClose.GetpNext() == null); // it should be in no list when you add it to the clossed
            pNodeToClose.SetpNext(m_ClosedNodes.GetpNext());
            m_ClosedNodes.SetpNext(pNodeToClose);
            //AssertNoLostNodes;
        }
Esempio n. 18
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 bool AddSubWayPointsToOpenList(CLayerPart pActor, CWayPointMap pWayPointMap, CAStarNode pParentNode,
                              CPathWayPoint pFinalDestWayPoint, CCollideProcessingState pCollideProcessingState)
 {
     throw new NotImplementedException();
 }
Esempio n. 19
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 static double SegmentLengthFunc(CAStarNode /*pParentNode*/, CPathLineSegment pConnectingSegment, double CollisionCostRatio)
Esempio n. 20
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        public void Reset()
        {
            m_EstimatedCostToDestH = 0;
            m_TotalCostForThisNodeF = 0;
            m_pCurWayPoint = null;
            m_CurWayPointIndex = 0;
            m_pParent = null;
            m_pNext = null;

            m_AccumulatedCostFromStartG = UNSET_NODE_VALUE;
        }