/// <summary> /// Check to see if the node is a jump point (only works for cardinal directions) /// </summary> private bool IsCardinalJumpPoint(Direction direction, PathfindingNode currentNode) { PathfindingNode?openNeighborOne = null; PathfindingNode?closedNeighborOne = null; PathfindingNode?openNeighborTwo = null; PathfindingNode?closedNeighborTwo = null; switch (direction) { case Direction.North: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.NorthEast: openNeighborOne = neighbor; break; case Direction.East: closedNeighborOne = neighbor; break; case Direction.NorthWest: openNeighborTwo = neighbor; break; case Direction.West: closedNeighborTwo = neighbor; break; } } break; case Direction.East: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.NorthEast: openNeighborOne = neighbor; break; case Direction.North: closedNeighborOne = neighbor; break; case Direction.SouthEast: openNeighborTwo = neighbor; break; case Direction.South: closedNeighborTwo = neighbor; break; } } break; case Direction.South: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.SouthEast: openNeighborOne = neighbor; break; case Direction.East: closedNeighborOne = neighbor; break; case Direction.SouthWest: openNeighborTwo = neighbor; break; case Direction.West: closedNeighborTwo = neighbor; break; } } break; case Direction.West: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.NorthWest: openNeighborOne = neighbor; break; case Direction.North: closedNeighborOne = neighbor; break; case Direction.SouthWest: openNeighborTwo = neighbor; break; case Direction.South: closedNeighborTwo = neighbor; break; } } break; default: throw new ArgumentOutOfRangeException(); } if ((closedNeighborOne == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborOne)) && openNeighborOne != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborOne)) { return(true); } if ((closedNeighborTwo == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborTwo)) && openNeighborTwo != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborTwo)) { return(true); } return(false); }
private bool IsDiagonalJumpPoint(Direction direction, PathfindingNode currentNode) { // If we're going diagonally need to check all cardinals. // I tried just casting direction ints and offsets to make it smaller but brain no worky. // From NorthEast we check (Closed / Open) S - SE, W - NW PathfindingNode?openNeighborOne = null; PathfindingNode?closedNeighborOne = null; PathfindingNode?openNeighborTwo = null; PathfindingNode?closedNeighborTwo = null; switch (direction) { case Direction.NorthEast: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.SouthEast: openNeighborOne = neighbor; break; case Direction.South: closedNeighborOne = neighbor; break; case Direction.NorthWest: openNeighborTwo = neighbor; break; case Direction.West: closedNeighborTwo = neighbor; break; } } break; case Direction.SouthEast: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.NorthEast: openNeighborOne = neighbor; break; case Direction.North: closedNeighborOne = neighbor; break; case Direction.SouthWest: openNeighborTwo = neighbor; break; case Direction.West: closedNeighborTwo = neighbor; break; } } break; case Direction.SouthWest: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.NorthWest: openNeighborOne = neighbor; break; case Direction.North: closedNeighborOne = neighbor; break; case Direction.SouthEast: openNeighborTwo = neighbor; break; case Direction.East: closedNeighborTwo = neighbor; break; } } break; case Direction.NorthWest: foreach (var neighbor in currentNode.GetNeighbors()) { var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode); switch (neighborDirection) { case Direction.SouthWest: openNeighborOne = neighbor; break; case Direction.South: closedNeighborOne = neighbor; break; case Direction.NorthEast: openNeighborTwo = neighbor; break; case Direction.East: closedNeighborTwo = neighbor; break; } } break; default: throw new ArgumentOutOfRangeException(); } if ((closedNeighborOne == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null) && openNeighborOne != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null) { return(true); } if ((closedNeighborTwo == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null) && openNeighborTwo != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null) { return(true); } return(false); }
private PathfindingNode?GetJumpPoint(PathfindingNode currentNode, Direction direction, PathfindingNode endNode) { var count = 0; while (count < 1000) { count++; PathfindingNode?nextNode = null; foreach (var node in currentNode.GetNeighbors()) { if (PathfindingHelpers.RelativeDirection(node, currentNode) == direction) { nextNode = node; break; } } // We'll do opposite DirectionTraversable just because of how the method's setup // Nodes should be 2-way anyway. if (nextNode == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null) { return(null); } if (nextNode == endNode) { return(endNode); } // Horizontal and vertical are treated the same i.e. // They only check in their specific direction // (So Going North means you check NorthWest and NorthEast to see if we're a jump point) // Diagonals also check the cardinal directions at the same time at the same time // See https://harablog.wordpress.com/2011/09/07/jump-point-search/ for original description switch (direction) { case Direction.East: if (IsCardinalJumpPoint(direction, nextNode)) { return(nextNode); } break; case Direction.NorthEast: if (IsDiagonalJumpPoint(direction, nextNode)) { return(nextNode); } if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null) { return(nextNode); } break; case Direction.North: if (IsCardinalJumpPoint(direction, nextNode)) { return(nextNode); } break; case Direction.NorthWest: if (IsDiagonalJumpPoint(direction, nextNode)) { return(nextNode); } if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null) { return(nextNode); } break; case Direction.West: if (IsCardinalJumpPoint(direction, nextNode)) { return(nextNode); } break; case Direction.SouthWest: if (IsDiagonalJumpPoint(direction, nextNode)) { return(nextNode); } if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null) { return(nextNode); } break; case Direction.South: if (IsCardinalJumpPoint(direction, nextNode)) { return(nextNode); } break; case Direction.SouthEast: if (IsDiagonalJumpPoint(direction, nextNode)) { return(nextNode); } if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null) { return(nextNode); } break; default: throw new ArgumentOutOfRangeException(nameof(direction), direction, null); } currentNode = nextNode; } Logger.WarningS("pathfinding", "Recursion found in JPS pathfinder"); return(null); }
protected override async Task <Queue <TileRef> > Process() { if (_startNode == null || _endNode == null || Status == JobStatus.Finished) { return(null); } // If we couldn't get a nearby node that's good enough if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs)) { return(null); } var frontier = new PriorityQueue <ValueTuple <float, PathfindingNode> >(new PathfindingComparer()); var costSoFar = new Dictionary <PathfindingNode, float>(); var cameFrom = new Dictionary <PathfindingNode, PathfindingNode>(); PathfindingNode currentNode = null; frontier.Add((0.0f, _startNode)); costSoFar[_startNode] = 0.0f; var routeFound = false; var count = 0; while (frontier.Count > 0) { // Handle whether we need to pause if we've taken too long count++; if (count % 20 == 0 && count > 0) { await SuspendIfOutOfTime(); if (_startNode == null || _endNode == null) { return(null); } } // Actual pathfinding here (_, currentNode) = frontier.Take(); if (currentNode.Equals(_endNode)) { routeFound = true; break; } foreach (var nextNode in currentNode.GetNeighbors()) { // If tile is untraversable it'll be null var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode); if (tileCost == null) { continue; } // So if we're going NE then that means either N or E needs to be free to actually get there var direction = PathfindingHelpers.RelativeDirection(nextNode, currentNode); if (!PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction)) { continue; } // f = g + h // gScore is distance to the start node // hScore is distance to the end node var gScore = costSoFar[currentNode] + tileCost.Value; if (costSoFar.TryGetValue(nextNode, out var nextValue) && gScore >= nextValue) { continue; } cameFrom[nextNode] = currentNode; costSoFar[nextNode] = gScore; // pFactor is tie-breaker where the fscore is otherwise equal. // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties // There's other ways to do it but future consideration // The closer the fScore is to the actual distance then the better the pathfinder will be // (i.e. somewhere between 1 and infinite) // Can use hierarchical pathfinder or whatever to improve the heuristic but this is fine for now. var fScore = gScore + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f); frontier.Add((fScore, nextNode)); } } if (!routeFound) { return(null); } var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode); if (route.Count == 1) { return(null); } #if DEBUG // Need to get data into an easier format to send to the relevant clients if (DebugRoute != null && route.Count > 0) { var debugCameFrom = new Dictionary <TileRef, TileRef>(cameFrom.Count); var debugGScores = new Dictionary <TileRef, float>(costSoFar.Count); foreach (var(node, parent) in cameFrom) { debugCameFrom.Add(node.TileRef, parent.TileRef); } foreach (var(node, score) in costSoFar) { debugGScores.Add(node.TileRef, score); } var debugRoute = new SharedAiDebug.AStarRouteDebug( _pathfindingArgs.Uid, route, debugCameFrom, debugGScores, DebugTime); DebugRoute.Invoke(debugRoute); } #endif return(route); }
protected override async Task <Queue <TileRef> > Process() { // VERY similar to A*; main difference is with the neighbor tiles you look for jump nodes instead if (_startNode == null || _endNode == null) { return(null); } // If we couldn't get a nearby node that's good enough if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs)) { return(null); } var openTiles = new PriorityQueue <ValueTuple <float, PathfindingNode> >(new PathfindingComparer()); var gScores = new Dictionary <PathfindingNode, float>(); var cameFrom = new Dictionary <PathfindingNode, PathfindingNode>(); var closedTiles = new HashSet <PathfindingNode>(); #if DEBUG var jumpNodes = new HashSet <PathfindingNode>(); #endif PathfindingNode currentNode = null; openTiles.Add((0, _startNode)); gScores[_startNode] = 0.0f; var routeFound = false; var count = 0; while (openTiles.Count > 0) { count++; // JPS probably getting a lot fewer nodes than A* is if (count % 5 == 0 && count > 0) { await SuspendIfOutOfTime(); } (_, currentNode) = openTiles.Take(); if (currentNode.Equals(_endNode)) { routeFound = true; break; } foreach (var node in currentNode.GetNeighbors()) { var direction = PathfindingHelpers.RelativeDirection(node, currentNode); var jumpNode = GetJumpPoint(currentNode, direction, _endNode); if (jumpNode != null && !closedTiles.Contains(jumpNode)) { closedTiles.Add(jumpNode); #if DEBUG jumpNodes.Add(jumpNode); #endif // GetJumpPoint should already check if we can traverse to the node var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode); if (tileCost == null) { throw new InvalidOperationException(); } var gScore = gScores[currentNode] + tileCost.Value; if (gScores.TryGetValue(jumpNode, out var nextValue) && gScore >= nextValue) { continue; } cameFrom[jumpNode] = currentNode; gScores[jumpNode] = gScore; // pFactor is tie-breaker where the fscore is otherwise equal. // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties // There's other ways to do it but future consideration var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f); openTiles.Add((fScore, jumpNode)); } } } if (!routeFound) { return(null); } var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode); if (route.Count == 1) { return(null); } #if DEBUG // Need to get data into an easier format to send to the relevant clients if (DebugRoute != null && route.Count > 0) { var debugJumpNodes = new HashSet <TileRef>(jumpNodes.Count); foreach (var node in jumpNodes) { debugJumpNodes.Add(node.TileRef); } var debugRoute = new SharedAiDebug.JpsRouteDebug( _pathfindingArgs.Uid, route, debugJumpNodes, DebugTime); DebugRoute.Invoke(debugRoute); } #endif return(route); }
protected override async Task <Queue <TileRef> > Process() { if (_startNode == null || _endNode == null || Status == JobStatus.Finished) { return(null); } // If we couldn't get a nearby node that's good enough if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs)) { return(null); } var openTiles = new PriorityQueue <ValueTuple <float, PathfindingNode> >(new PathfindingComparer()); var gScores = new Dictionary <PathfindingNode, float>(); var cameFrom = new Dictionary <PathfindingNode, PathfindingNode>(); var closedTiles = new HashSet <PathfindingNode>(); PathfindingNode currentNode = null; openTiles.Add((0.0f, _startNode)); gScores[_startNode] = 0.0f; var routeFound = false; var count = 0; while (openTiles.Count > 0) { count++; if (count % 20 == 0 && count > 0) { await SuspendIfOutOfTime(); } if (_startNode == null || _endNode == null) { return(null); } (_, currentNode) = openTiles.Take(); if (currentNode.Equals(_endNode)) { routeFound = true; break; } closedTiles.Add(currentNode); foreach (var nextNode in currentNode.GetNeighbors()) { if (closedTiles.Contains(nextNode)) { continue; } // If tile is untraversable it'll be null var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode); var direction = PathfindingHelpers.RelativeDirection(nextNode, currentNode); if (tileCost == null || !PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction)) { continue; } var gScore = gScores[currentNode] + tileCost.Value; if (gScores.TryGetValue(nextNode, out var nextValue) && gScore >= nextValue) { continue; } cameFrom[nextNode] = currentNode; gScores[nextNode] = gScore; // pFactor is tie-breaker where the fscore is otherwise equal. // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties // There's other ways to do it but future consideration var fScore = gScores[nextNode] + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f); openTiles.Add((fScore, nextNode)); } } if (!routeFound) { return(null); } var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode); if (route.Count == 1) { return(null); } #if DEBUG // Need to get data into an easier format to send to the relevant clients if (DebugRoute != null && route.Count > 0) { var debugCameFrom = new Dictionary <TileRef, TileRef>(cameFrom.Count); var debugGScores = new Dictionary <TileRef, float>(gScores.Count); var debugClosedTiles = new HashSet <TileRef>(closedTiles.Count); foreach (var(node, parent) in cameFrom) { debugCameFrom.Add(node.TileRef, parent.TileRef); } foreach (var(node, score) in gScores) { debugGScores.Add(node.TileRef, score); } foreach (var node in closedTiles) { debugClosedTiles.Add(node.TileRef); } var debugRoute = new SharedAiDebug.AStarRouteDebug( _pathfindingArgs.Uid, route, debugCameFrom, debugGScores, debugClosedTiles, DebugTime); DebugRoute.Invoke(debugRoute); } #endif return(route); }