コード例 #1
0
ファイル: SelfRunningTaskPool.cs プロジェクト: 745c5412/Stump
        public virtual void AddTimer(TimedTimerEntry timer)
        {
            ExecuteInContext(() =>
            {
                if (!timer.Enabled)
                {
                    timer.Start();
                }

                m_timers.Push(timer);
            });
        }
コード例 #2
0
ファイル: Area.cs プロジェクト: Mixi59/Stump
        public void RegisterTimer(TimedTimerEntry timer)
        {
            ExecuteInContext(() =>
            {
                if (!timer.Enabled)
                {
                    timer.Start();
                }

                m_timers.Push(timer);
            });
        }
コード例 #3
0
ファイル: AIPathfinder.cs プロジェクト: ARLM-Attic/simple-ai
        public void FindPath()
        {
            if (!initialized)
            {
                Exception err = new Exception("ERROR: AIPathfinder.FindPath() - Class not initilized yet!");
            }

            forceStop = false;
            stopped   = false;
            found     = false;
            openQueue.Clear();
            closeList.Clear();

            openQueue.Push(parentNode);
            this.state = AIPathfinderState.Working;

            //Console.WriteLine("Pathfinding from:[" + this.startNode.X + "-" + this.startNode.Y+ "] to: [" + this.endNode.X + " - " + this.endNode.Y + "]");
        }
コード例 #4
0
 /// <summary>
 /// Put the message in the Sender Queue
 /// </summary>
 /// <param name="mem">The mem.</param>
 public static void SendMessage(Message mem)
 {
     if (mem.Timetodeliver == 0)
     {
         fila.Push(mem);
     }
     else if (mem.Timetodeliver < 0)
     {
         deliver(mem);
     }
     else
     {
         double tempo = mem.Timetodeliver + gt.TotalGameTime.TotalMilliseconds;
         mem.Timetodeliver = tempo;
         delayedfila.Push(mem);
     }
 }
コード例 #5
0
 /// <summary>
 /// Adds one post effect.
 /// </summary>
 /// <param name="postEffect">The post effect.</param>
 public virtual void AddPostEffect(IPostEffect postEffect)
 {
     System.Diagnostics.Debug.Assert(postEffect != null);
     if ((postEffect.PostEffectType & PostEffectType) != PostEffectType)
     {
         ActiveLogger.LogMessage("Trying to add a wrong post effect for this Render Technich, pls check if the PostEffectType of the IPostEffect is All or " + PostEffectType + ", The engine is ignoring this operation", LogLevel.RecoverableError);
     }
     else
     {
         if (ginfo != null && factory != null)
         {
             postEffect.Init(ginfo, factory);
         }
         PostEffects.Push(postEffect);
         postEffect.tech = this;
     }
 }
コード例 #6
0
ファイル: Pathfinder.cs プロジェクト: Mixi59/Stump
        public Path FindPath(MapPoint startPoint, MapPoint endPoint, bool diagonal, int movementPoints = (short)-1)
        {
            var success = false;

            var matrix     = new PathNode[MapPoint.MapSize + 1];
            var openList   = new PriorityQueueB <short>(new ComparePfNodeMatrix(matrix));
            var closedList = new List <PathNode>();

            var location = startPoint.CellId;

            var counter = 0;

            if (movementPoints == 0)
            {
                return(Path.GetEmptyPath(CellsInformationProvider.Map, CellsInformationProvider.Map.Cells[startPoint.CellId]));
            }

            matrix[location].Cell   = location;
            matrix[location].Parent = -1;
            matrix[location].G      = 0;
            matrix[location].F      = EstimateHeuristic;
            matrix[location].Status = NodeState.Open;

            openList.Push(location);
            while (openList.Count > 0)
            {
                location = openList.Pop();
                var locationPoint = new MapPoint(location);

                if (matrix[location].Status == NodeState.Closed)
                {
                    continue;
                }

                if (location == endPoint.CellId)
                {
                    matrix[location].Status = NodeState.Closed;
                    success = true;
                    break;
                }

                if (counter > SearchLimit)
                {
                    return(Path.GetEmptyPath(CellsInformationProvider.Map, CellsInformationProvider.Map.Cells[startPoint.CellId]));
                }

                for (int i = 0; i < (diagonal ? 8 : 4); i++)
                {
                    var newLocationPoint = locationPoint.GetNearestCellInDirection(Directions[i]);

                    if (newLocationPoint == null)
                    {
                        continue;
                    }

                    var newLocation = newLocationPoint.CellId;

                    if (newLocation < 0 || newLocation >= MapPoint.MapSize)
                    {
                        continue;
                    }

                    if (!MapPoint.IsInMap(newLocationPoint.X, newLocationPoint.Y))
                    {
                        continue;
                    }

                    if (!CellsInformationProvider.IsCellWalkable(newLocation))
                    {
                        continue;
                    }

                    double newG = matrix[location].G + 1;

                    if ((matrix[newLocation].Status == NodeState.Open ||
                         matrix[newLocation].Status == NodeState.Closed) &&
                        matrix[newLocation].G <= newG)
                    {
                        continue;
                    }

                    matrix[newLocation].Cell   = newLocation;
                    matrix[newLocation].Parent = location;
                    matrix[newLocation].G      = newG;
                    matrix[newLocation].H      = GetHeuristic(newLocationPoint, endPoint);
                    matrix[newLocation].F      = newG + matrix[newLocation].H;

                    openList.Push(newLocation);
                    matrix[newLocation].Status = NodeState.Open;
                }

                counter++;
                matrix[location].Status = NodeState.Closed;
            }

            if (success)
            {
                var node = matrix[endPoint.CellId];

                while (node.Parent != -1)
                {
                    closedList.Add(node);
                    node = matrix[node.Parent];
                }

                closedList.Add(node);
            }

            closedList.Reverse();

            if (movementPoints > 0 && closedList.Count + 1 > movementPoints)
            {
                return(new Path(CellsInformationProvider.Map, closedList.Take(movementPoints + 1).Select(entry => CellsInformationProvider.Map.Cells[entry.Cell])));
            }

            return(new Path(CellsInformationProvider.Map, closedList.Select(entry => CellsInformationProvider.Map.Cells[entry.Cell])));
        }
コード例 #7
0
ファイル: Pathfinder.cs プロジェクト: Mixi59/Stump
        public MapPoint[] FindReachableCells(MapPoint from, int distance)
        {
            var result   = new List <MapPoint>();
            var matrix   = new PathNode[MapPoint.MapSize + 1];
            var openList = new PriorityQueueB <short>(new ComparePfNodeMatrix(matrix));
            var location = from.CellId;
            var counter  = 0;

            if (distance == 0)
            {
                return new [] { new MapPoint(from.CellId) }
            }
            ;

            matrix[location].Cell   = location;
            matrix[location].Parent = -1;
            matrix[location].G      = 0;
            matrix[location].F      = 0;
            matrix[location].Status = NodeState.Open;

            openList.Push(location);
            while (openList.Count > 0)
            {
                location = openList.Pop();

                var locationPoint = new MapPoint(location);

                if (matrix[location].Status == NodeState.Closed)
                {
                    continue;
                }

                if (counter > SearchLimit)
                {
                    break;
                }

                for (int i = 0; i < 4; i++)
                {
                    var newLocationPoint = locationPoint.GetNearestCellInDirection(Directions[i]);

                    if (newLocationPoint == null)
                    {
                        continue;
                    }

                    var newLocation = newLocationPoint.CellId;

                    if (newLocation < 0 || newLocation >= MapPoint.MapSize)
                    {
                        continue;
                    }

                    if (!MapPoint.IsInMap(newLocationPoint.X, newLocationPoint.Y))
                    {
                        continue;
                    }

                    if (!CellsInformationProvider.IsCellWalkable(newLocation))
                    {
                        continue;
                    }

                    double newG = matrix[location].G + 1;

                    if ((matrix[newLocation].Status == NodeState.Open ||
                         matrix[newLocation].Status == NodeState.Closed) &&
                        matrix[newLocation].G <= newG)
                    {
                        continue;
                    }

                    matrix[newLocation].Cell   = newLocation;
                    matrix[newLocation].Parent = location;
                    matrix[newLocation].G      = newG;
                    matrix[newLocation].H      = 0;
                    matrix[newLocation].F      = newG + matrix[newLocation].H;

                    if (newG <= distance)
                    {
                        result.Add(newLocationPoint);
                        openList.Push(newLocation);
                        matrix[newLocation].Status = NodeState.Open;
                    }
                }

                counter++;
                matrix[location].Status = NodeState.Closed;
            }

            return(result.ToArray());
        }
コード例 #8
0
        public List <Node> Astar(int[,] map, Vector2Int startPos, Vector2Int goalPos)
        {
            bool found = false;
            bool stop  = false;

            PriorityQueueB <Node> open  = new PriorityQueueB <Node>(new ComparePFNode());
            List <Node>           close = new List <Node>();

            Node parentNode = new Node(startPos);
            Node foundNode  = null;

            parentNode.GCost = 0;
            parentNode.HCost = 0;
            parentNode.FCost = parentNode.GCost + parentNode.HCost;

            open.Push(parentNode);

            while (open.Count > 0 && !stop)
            {
                parentNode = open.Pop();

                if (parentNode.Position.x == goalPos.x && parentNode.Position.y == goalPos.y)
                {
                    foundNode = parentNode;
                    close.Add(parentNode);
                    found = true;
                    break;
                }

                if (close.Count > SearchLimit)
                {
                    Debug.LogWarning("Search limit exceeded.");
                    return(null);
                }

                var successors = GetAllSuccessorNodes(map, parentNode);

                //Lets calculate each successors
                foreach (var node in successors)
                {
                    float newG = parentNode.GCost + 0; // 0 is tile difficulty

                    //if ((int)newG == (int)parentNode.GCost)
                    //{
                    //    Debug.Log("WHAT?");
                    //    continue;
                    //}

                    // Need a proper search method
                    int foundInOpenIndex = -1;
                    for (int j = 0; j < open.Count; j++)
                    {
                        if (open[j].Position.x == node.Position.x && open[j].Position.y == node.Position.y)
                        {
                            foundInOpenIndex = j;
                            break;
                        }
                    }
                    if (foundInOpenIndex != -1 && open[foundInOpenIndex].GCost <= newG)
                    {
                        continue;
                    }

                    int foundInCloseIndex = -1;
                    for (int j = 0; j < close.Count; j++)
                    {
                        if (close[j].Position.x == node.Position.x && close[j].Position.y == node.Position.y)
                        {
                            foundInCloseIndex = j;
                            break;
                        }
                    }
                    if (foundInCloseIndex != -1 && close[foundInCloseIndex].GCost <= newG)
                    {
                        continue;
                    }

                    node.Parent = parentNode;
                    node.GCost  = newG;
                    node.HCost  = Vector2Int.Distance(node.Position, goalPos);
                    node.FCost  = node.GCost + node.HCost;

                    open.Push(node);
                }

                close.Add(parentNode);
            }

            if (found)
            {
                List <Node> path = new List <Node>();
                ConstructPathRecursive(foundNode, path);
                path.Reverse();

                return(path);
            }

            return(null);
        }
コード例 #9
0
    public List <Point> CalculatePath(Point start, Point end, int characterWidth, int characterHeight, short maxJumpHeight)
    {
        lock (this) //locked to prevent multiple algorithms from running at the same time
        {
            //clear the lists at the previously touched locations
            while (TouchedLocations.Count > 0)
            {
                nodes[TouchedLocations.Pop()].Clear();
            }

            //check if the bottom right of the character will be able to fit in the goal
            bool inSolidTile = false;

            for (var i = 0; i < characterWidth; ++i)
            {
                inSolidTile = false;
                //check characterWidth number of nodes to the right of the goal
                for (var w = 0; w < characterWidth; ++w)
                {
                    if (Grid[end.X + w, end.Y] == 0 || Grid[end.X + w, end.Y - characterHeight + 1] == 0)
                    {
                        inSolidTile = true;
                        break;
                    }
                }

                if (inSolidTile == false)
                {
                    //check characterHeight number of blocks
                    for (var h = 0; h < characterHeight; ++h)
                    {
                        if (Grid[end.X, end.Y - h] == 0 || Grid[end.X + characterWidth - 1, end.Y - h] == 0)
                        {
                            inSolidTile = true;
                            break;
                        }
                    }
                }

                if (inSolidTile)
                {
                    end.X -= characterWidth - 1;
                }
                else
                {
                    break;
                }
            }

            if (inSolidTile == true)
            {
                Main.NewText("Character cannot fit in end location, exiting...");
                return(null);
            }

            Found            = false;
            Stop             = false;
            mStopped         = false;
            CloseNodeCounter = 0;
            OpenNodeValue   += 2;
            CloseNodeValue  += 2;
            Open.Clear();

            Location.xy = (start.Y << GridXLog2) + start.X; //find starting node location in grid
            Location.z  = 0;
            EndLocation = (end.Y << GridXLog2) + end.X;     //do the same for the end location

            Node firstNode = new Node();                    //this is the start node
            firstNode.G      = 0;
            firstNode.F      = mHEstimate;
            firstNode.PX     = (ushort)start.X;
            firstNode.PY     = (ushort)start.Y;
            firstNode.PZ     = 0;
            firstNode.Status = OpenNodeValue;

            //check all nodes beneath the character to see if they are on the ground
            bool startsOnGround = false;
            for (int x = start.X; x < start.X + characterWidth; ++x)
            {
                if (Map.IsGround(x, start.Y + 1))
                {
                    startsOnGround = true;
                    break;
                }
            }

            if (startsOnGround)
            {
                firstNode.JumpLength = 0;
            }
            else
            {
                firstNode.JumpLength = (short)(maxJumpHeight * 2);
            }

            nodes[Location.xy].Add(firstNode);
            TouchedLocations.Push(Location.xy);

            Open.Push(Location); //push the starting node into the open set

            //the actual algorithm starts here
            while (Open.Count > 0 && !Stop)
            {
                Location = Open.Pop();

                //is it in closed list? means this node was already processed and skip this iteration
                if (nodes[Location.xy][Location.z].Status == CloseNodeValue)
                {
                    continue;
                }

                //calculate node we are evaulating
                LocationX = (ushort)(Location.xy & GridXMinus1);
                LocationY = (ushort)(Location.xy >> GridXLog2);

                //current node is the end location
                if (Location.xy == EndLocation)
                {
                    nodes[Location.xy][Location.z] = nodes[Location.xy][Location.z].UpdateStatus(CloseNodeValue);
                    Found = true;
                    break;
                }

                //closed nodes has reach threshold, either no path possible or just too many darn nodes to sift through
                if (CloseNodeCounter > mSearchLimit)
                {
                    Main.NewText("Hit maximum search limit threshold, exiting...");
                    mStopped = true;
                    return(null);
                }

                //calculate the nodes around the current one
                for (var i = 0; i < (mDiagonals ? 8 : 4); i++)
                {
                    NewLocationX = (ushort)(LocationX + mDirection[i, 0]);
                    NewLocationY = (ushort)(LocationY + mDirection[i, 1]);
                    NewLocation  = (NewLocationY << GridXLog2) + NewLocationX;

                    var onGround  = false;
                    var atCeiling = false;

                    for (var w = 0; w < characterWidth; ++w)
                    {
                        //check if top most and bottom most blocks of the character to see if they are a solid block
                        if (Grid[NewLocationX + w, NewLocationY] == 0 || Grid[NewLocationX + w, NewLocationY - characterHeight + 1] == 0)
                        {
                            goto CHILDREN_LOOP_END;
                        }

                        //any of the bottom nodes right above the ground (air block between them) then it is onGround
                        if (Map.IsGround(NewLocationX + w, NewLocationY + 1))
                        {
                            onGround = true;
                        }
                        else if (Grid[NewLocationX + w, NewLocationY - characterHeight] == 0) //any tiles above the character are solid then character would be at ceiling
                        {
                            atCeiling = true;
                        }
                    }

                    //check the left and right cells of the character, skip if they are blocks b/c character won't fit in that position
                    for (var h = 1; h < characterHeight - 1; ++h)
                    {
                        if (Grid[NewLocationX, NewLocationY - h] == 0 || Grid[NewLocationX + characterHeight - 1, NewLocationY - h] == 0)
                        {
                            goto CHILDREN_LOOP_END;
                        }
                    }

                    //calculate jumplength value for neighbor node
                    var   jumpLength    = nodes[Location.xy][Location.z].JumpLength;
                    short newJumpLength = jumpLength;

                    if (atCeiling)
                    {
                        if (NewLocationX != LocationX)
                        {
                            //character needs to drop straight down
                            //we are falling and our next move needs to be done vertically
                            newJumpLength = (short)Math.Max(maxJumpHeight * 2 + 1, jumpLength + 1);
                        }
                        else
                        {
                            //character can still move one cell to either side
                            //since value is even, the neighbor node will still be able to move either left or right
                            newJumpLength = (short)Math.Max(maxJumpHeight * 2, jumpLength + 2);
                        }
                    }
                    else if (onGround)
                    {
                        newJumpLength = 0;
                    }
                    //calcualting jump value mid-air
                    else if (NewLocationY < LocationY) // neighbor node is above parent node
                    {
                        if (jumpLength < 2)            //first jump is always two blocks up instead of one up and optionally one to either right or left
                        {
                            newJumpLength = 3;
                        }
                        else if (jumpLength % 2 == 0)
                        {
                            //jump length is even, increment by 2 otherwise increment by 1
                            //this is to handle jumps that are straight up
                            newJumpLength = (short)(jumpLength + 2);
                        }
                        else
                        {
                            newJumpLength = (short)(jumpLength + 1);
                        }
                    }
                    else if (NewLocationY > LocationY) //neighbor node is below the parent
                    {
                        //same calculation for vertical jumps, just downwards
                        if (jumpLength % 2 == 0)
                        {
                            newJumpLength = (short)Math.Max(maxJumpHeight * 2, jumpLength + 2);
                        }
                        else
                        {
                            newJumpLength = (short)Math.Max(maxJumpHeight * 2, jumpLength + 1);
                        }
                    }
                    else if (!onGround && NewLocationX != LocationX) //node is to the left or right of parent node, same y-axis
                    {
                        newJumpLength = (short)(jumpLength + 1);
                    }

                    //dismiss this node if it's jump value is odd and the parent is either to the left/right
                    //character went to side already and needs to move up/down
                    if (jumpLength >= 0 && jumpLength % 2 != 0 && LocationX != NewLocationX)
                    {
                        continue;
                    }

                    //if we're falling and neighbor node is higher, skip impossible jump
                    if (jumpLength >= maxJumpHeight * 2 && NewLocationY < LocationY)
                    {
                        continue;
                    }

                    //prevent giving incorrect values when the character is falling really fast
                    //without this, character would be moving 1 block to side and 2 or more blocks down instead of 1 block to side and 1 block down
                    if (newJumpLength >= maxJumpHeight * 2 + 6 && NewLocationX != LocationX && (newJumpLength - (maxJumpHeight * 2 + 6)) % 8 != 3)
                    {
                        continue;
                    }

                    //cost higher if jump value higher
                    //divide by 4 to make character stick to ground more often and not get 2 jumpy
                    NewG = nodes[Location.xy][Location.z].G + Grid[NewLocationX, NewLocationY] + newJumpLength / 4;

                    //revisit nodes with different jump values
                    if (nodes[NewLocation].Count > 0)
                    {
                        int  lowestJump        = short.MaxValue;
                        bool couldMoveSideways = false;

                        for (int j = 0; j < nodes[NewLocation].Count; ++j)
                        {
                            if (nodes[NewLocation][j].JumpLength < lowestJump)
                            {
                                lowestJump = nodes[NewLocation][j].JumpLength;
                            }

                            if (nodes[NewLocation][j].JumpLength % 2 == 0 && nodes[NewLocation][j].JumpLength < maxJumpHeight * 2 + 6)
                            {
                                couldMoveSideways = true;
                            }
                        }

                        //skip node if jump value isn't lower than any of the other nodes at the same x, y (doesn't promise higher jump)
                        //and the currently processed node's jump value is even and all the others aren't (node allows for sideways movement while others only allow up or down)
                        if (lowestJump <= newJumpLength && (newJumpLength % 2 != 0 || newJumpLength >= maxJumpHeight * 2 + 6 || couldMoveSideways))
                        {
                            continue;
                        }
                    }

                    //calculate H (heuristic) cost
                    switch (mFormula)
                    {
                    default:
                    case HeuristicFormula.Manhattan:
                        H = mHEstimate * (Math.Abs(NewLocationX - end.X) + Math.Abs(NewLocationY - end.Y));
                        break;

                    case HeuristicFormula.MaxDXDY:
                        H = mHEstimate * (Math.Max(Math.Abs(NewLocationX - end.X), Math.Abs(NewLocationY - end.Y)));
                        break;

                    case HeuristicFormula.DiagonalShortCut:
                        var h_diagonal = Math.Min(Math.Abs(NewLocationX - end.X), Math.Abs(NewLocationY - end.Y));
                        var h_straight = (Math.Abs(NewLocationX - end.X) + Math.Abs(NewLocationY - end.Y));
                        H = (mHEstimate * 2) * h_diagonal + mHEstimate * (h_straight - 2 * h_diagonal);
                        break;

                    case HeuristicFormula.Euclidean:
                        H = (int)(mHEstimate * Math.Sqrt(Math.Pow(NewLocationY - end.X, 2) + Math.Pow(NewLocationY - end.Y, 2)));
                        break;

                    case HeuristicFormula.EuclideanNoSQR:
                        H = (int)(mHEstimate * (Math.Pow(NewLocationY - end.X, 2) + Math.Pow(NewLocationY - end.Y, 2)));
                        break;

                    case HeuristicFormula.Custom1:
                        var dxy        = new Point(Math.Abs(end.X - NewLocationX), Math.Abs(end.Y - NewLocationY));
                        var orthogonal = Math.Abs(dxy.X - dxy.Y);
                        var diagonal   = Math.Abs((dxy.X + dxy.Y - orthogonal) / 2);
                        H = mHEstimate * (diagonal + orthogonal + dxy.X + dxy.Y);
                        break;
                    }

                    //add node to the node list after checks and calculations, phew...
                    Node newNode = new Node();
                    newNode.JumpLength = newJumpLength;
                    newNode.PX         = LocationX;
                    newNode.PY         = LocationY;
                    newNode.PZ         = (byte)Location.z;
                    newNode.G          = NewG;
                    newNode.F          = NewG + H;
                    newNode.Status     = OpenNodeValue;

                    if (nodes[NewLocation].Count == 0)
                    {
                        TouchedLocations.Push(NewLocation);
                    }

                    nodes[NewLocation].Add(newNode);
                    Open.Push(new Location(NewLocation, nodes[NewLocation].Count - 1));

                    //removes the need to break loop and continue to next node
CHILDREN_LOOP_END:
                    continue;
                }

                //set status of parent node to "closed"
                nodes[Location.xy][Location.z] = nodes[Location.xy][Location.z].UpdateStatus(CloseNodeValue);
                CloseNodeCounter++;
            }

            //filter only necessary nodes
            if (Found)
            {
                //start at the end
                Close.Clear();
                int posX = end.X;
                int posY = end.Y;

                Node fPrevNodeTmp = new Node();
                Node fNodeTmp     = nodes[EndLocation][0];

                Point fNode     = end;
                Point fPrevNode = end;

                //points to the next node to be evaluated
                var loc = (fNodeTmp.PY << GridXLog2) + fNodeTmp.PX;

                //keep going until parent's position == node's position (we hit the start node)
                while (fNode.X != fNodeTmp.PX || fNode.Y != fNodeTmp.PY)
                {
                    Node fNextNodeTmp = nodes[loc][fNodeTmp.PZ];
                    if (Close.Count == 0 || //add end node
                        Map.IsOneWayPlatform(fNode.X, fNode.Y + 1) ||
                        (Grid[fNode.X, fNode.Y + 1] == 0 && Map.IsOneWayPlatform(fPrevNode.X, fPrevNode.Y + 1)) ||
                        fNodeTmp.JumpLength == 3 || //add first jump up or first in air direction change
                        (fNextNodeTmp.JumpLength != 0 && fNodeTmp.JumpLength == 0) || //add landing node (node that has non-zero jump value becomes 0)
                        (fNodeTmp.JumpLength == 0 && fPrevNodeTmp.JumpLength != 0)    //next node is on ground while next one isn't (landing node)
                        //node y-coordinate is higher than previous and next node in closed list (highest point of jump)
                        || (fNode.Y > Close[Close.Count - 1].Y && fNode.Y > fNodeTmp.PY) ||
                        (fNode.Y < Close[Close.Count - 1].Y && fNode.Y < fNodeTmp.PY)
                        //next to an obstacle and previous node isn't aligned with current one either horizontally or vertically (went around an obstacle)
                        || ((Map.IsGround(fNode.X - 1, fNode.Y) || Map.IsGround(fNode.X + 1, fNode.Y)) &&
                            fNode.Y != Close[Close.Count - 1].Y && fNode.X != Close[Close.Count - 1].X))
                    {
                        Close.Add(fNode);
                    }

                    fPrevNode    = fNode;
                    posX         = fNodeTmp.PX;
                    posY         = fNodeTmp.PY;
                    fPrevNodeTmp = fNodeTmp;
                    fNodeTmp     = fNextNodeTmp;
                    loc          = (fNodeTmp.PY << GridXLog2) + fNodeTmp.PX;
                    fNode        = new Point(posX, posY);
                }

                Close.Add(fNode); //at start of list which means fNode = start node
                mStopped = true;
                return(Close);
            }
            Main.NewText("No path found, exiting...");
            mStopped = true;
            return(null);
        }
    }
コード例 #10
0
        /// <summary>
        /// Compute and return the path
        /// </summary>
        /// <param name="Start">The start.</param>
        /// <param name="End">The end.</param>
        /// <param name="iterations">The iterations.</param>
        /// <returns></returns>
        public LinkedList <Waypoint> GetPath(Waypoint Start, Waypoint End, float iterations = float.MaxValue)
        {
            parentNode = Start;

            parentNode.Node.parentId = parentNode.Id;
            parentNode.Node.G        = 0;
            parentNode.Node.H        = (int)(heuristicEstimateValue * (
                                                 Math.Abs(Start.WorldPos.X - End.WorldPos.X) +
                                                 Math.Abs(Start.WorldPos.Y - End.WorldPos.Y) +
                                                 Math.Abs(Start.WorldPos.Z - End.WorldPos.Z))
                                             );
            parentNode.Node.F  = parentNode.Node.G + parentNode.Node.H;
            parentNode.Node.PX = parentNode.WorldPos.X;
            parentNode.Node.PY = parentNode.WorldPos.Y;
            parentNode.Node.PZ = parentNode.WorldPos.Z;

            openQueue.Clear();
            closeList.Clear();

            openQueue.Push(parentNode);
            bool found = false;
            int  iter  = 0;

            while (openQueue.Count > 0 || iter < iterations)
            {
                iter++;
                parentNode = openQueue.Pop();

                if (parentNode.Id == End.Id)
                {
                    closeList.Add(parentNode);
                    found = true;
                    break;
                }

                foreach (int var in parentNode.NeightBorWaypointsId)
                {
                    Waypoint way = map.Waypoints.IdWaypoint[var];

                    if (closeList.Contains(way))
                    {
                        continue;
                    }

                    float costToCross;
                    if (CostToCross != null)
                    {
                        costToCross = CostToCross(way.WayType);
                    }
                    else
                    {
                        costToCross = CostToCrossImplementation(way.WayType);
                    }
                    float newG = parentNode.Node.G + Vector3.Distance(way.WorldPos, parentNode.WorldPos) * costToCross;


                    if (newG == parentNode.Node.G)
                    {
                        continue;
                    }

                    int foundInOpenIndex = -1;

                    for (int j = 0; j < openQueue.Count; j++)
                    {
                        //ve se ele ta na open list
                        if (openQueue[j].WorldPos.Equals(way.WorldPos))
                        {
                            foundInOpenIndex = j;

                            break;
                        }
                    }
                    //se tiver na openlist e o custo pelo atual caminho for maior entao descarta
                    if (foundInOpenIndex != -1 && openQueue[foundInOpenIndex].Node.G <= newG)
                    {
                        continue;
                    }

                    way.Node.PX       = parentNode.WorldPos.X;
                    way.Node.PY       = parentNode.WorldPos.Y;
                    way.Node.PZ       = parentNode.WorldPos.Z;
                    way.Node.G        = newG;
                    way.Node.parentId = parentNode.Id;

                    way.Node.H = heuristicEstimateValue * (
                        Math.Abs(way.WorldPos.X - End.WorldPos.X) +
                        Math.Abs(way.WorldPos.Y - End.WorldPos.Y) +
                        Math.Abs(way.WorldPos.Z - End.WorldPos.Z)
                        );

                    way.Node.F = way.Node.G + way.Node.H;

                    openQueue.Push(way);
                }
                closeList.Add(parentNode);
                continue;
                //break;
            }



            if (found)
            {
                ended = true;
                Waypoint fNode = closeList[closeList.Count - 1]; //objetivo

                //limpa a lista
                for (int i = closeList.Count - 1; i >= 0; i--)
                {
                    if ((fNode.Node.PZ == closeList[i].Node.Z && fNode.Node.PX == closeList[i].Node.X && fNode.Node.PY == closeList[i].Node.Y) || i == closeList.Count - 1)
                    {
                        fNode = closeList[i];
                    }
                    else
                    {
                        closeList.RemoveAt(i);
                    }
                }
                Waypoint ww;

                LinkedList <Waypoint> w = new LinkedList <Waypoint>();
                w.AddFirst(End);
                ww = map.Waypoints.IdWaypoint[End.Node.parentId];
                while (true)
                {
                    if (ww.Equals(Start))
                    {
                        w.AddFirst(ww);
                        break;
                    }
                    else
                    {
                        w.AddFirst(ww);
                        ww = map.Waypoints.IdWaypoint[ww.Node.parentId];
                    }
                }
                return(w);
            }
            else if (iterations != float.MaxValue)
            {
                ended = false;
                Waypoint fNode = closeList[closeList.Count - 1]; //objetivo
                Waypoint ww;
                LinkedList <Waypoint> w = new LinkedList <Waypoint>();
                w.AddFirst(End);
                ww = map.Waypoints.IdWaypoint[End.Node.parentId];
                while (true)
                {
                    if (ww.Equals(Start))
                    {
                        w.AddFirst(ww);
                        break;
                    }
                    else
                    {
                        w.AddFirst(ww);
                        ww = map.Waypoints.IdWaypoint[ww.Node.parentId];
                    }
                }
                return(w);
            }
            else
            {
                ended = false;
                return(null);
            }
        }
コード例 #11
0
ファイル: Navigation.cs プロジェクト: cadahl/defense
        public bool Rebuild(IEnumerable<Point> blockers)
        {
            NavNode[] newGrid = new NavNode[_map.Width * _map.Height];
            PriorityQueueB<int> open = new PriorityQueueB<int>( (a,b) => newGrid[a]._cost.CompareTo(newGrid[b]._cost) );
            open.Push(_targetX + _targetY * _map.Width);

            for(int i = 0; i < newGrid.Length; ++i)
            {
                newGrid[i]._cost = _map.Blocks[i].Type == BlockType.Solid ? BlockerCost : 0;
                newGrid[i]._nextIndex = -1;
            }

            if(blockers != null)
            {
                foreach(Point p in blockers)
                {
                    newGrid[p.X + p.Y * _map.Width]._cost = BlockerCost;
                }
            }

            while(open.Count > 0)
            {
                // Get the lowest cost open node
                int nodeIndex = open.Pop();
                int nodeX = nodeIndex % _map.Width;
                int nodeY = nodeIndex / _map.Width;

                for(int i = 0; i < 8; ++i)
                {
                    int nextNodeX = nodeX + NeighborLookups[i*2+0];
                    int nextNodeY = nodeY + NeighborLookups[i*2+1];

                    if(nextNodeX < 0 || nextNodeX >= _map.Width || nextNodeY < 0 || nextNodeY >= _map.Height)
                        continue;

                    int nextNodeIndex = nextNodeX + nextNodeY * _map.Width;

                    int nextCost = newGrid[nodeIndex]._cost + (i >= 4 ? 14 : 10);

                    if(IsValidMove(newGrid, nodeX, nodeY, nextNodeX, nextNodeY))
                    {
                        // If the neighbor is not already visited, and walkable
                        if(newGrid[nextNodeIndex]._nextIndex == -1)
                        {
                            newGrid[nextNodeIndex]._cost = nextCost;
                            newGrid[nextNodeIndex]._nextIndex = nodeIndex;

                            // add it to the open queue
                            open.Push(nextNodeIndex);
                        }
                        else // Update the neighbor if this is a shorter path
                            if(nextCost < newGrid[nextNodeIndex]._cost)
                            {
                                newGrid[nextNodeIndex]._cost = nextCost;
                                newGrid[nextNodeIndex]._nextIndex = nodeIndex;
                            }
                    }
                }
            }

            // Verify that all enemy spawn points can reach the target.
            if( 0 != _map.EnemySpawns.Count(sp => newGrid[sp.BlockX + sp.BlockY * _map.Width]._nextIndex < 0))
            {
                return false;
            }

            Grid = newGrid;

            return true;
        }
コード例 #12
0
        public override PlanSet CreatePlan(WorldState actual, Goal destiny)
        {
            int     iter    = 0;
            PlanSet PlanSet = new PlanSet();
            PriorityQueueB <pathrecnode> processing = new PriorityQueueB <pathrecnode>(new comparer());
            List <WorldState>            close      = new List <WorldState>();

            processing.Push(
                new pathrecnode()
            {
                act        = new List <Action>(),
                WorldState = actual,
                f          = 0,
                g          = 0,
                h          = 0,
            }
                );

            pathrecnode current = null;

            while (processing.Count != 0)
            {
                current = processing.Pop();

                if (destiny.Evaluate(current.WorldState) == true)
                {
                    break;
                }

                if (close.Contains(current.WorldState))
                {
                    continue;
                }
                else
                {
                    close.Add(current.WorldState);
                }

                List <Action> acts = new List <Action>();
                foreach (var item in Actions)
                {
                    if (item.GetPreConditions(current.WorldState).isCompatibleSource(current.WorldState))
                    {
                        if (item.ProceduralPreConditions(current.WorldState))
                        {
                            acts.Add(item);
                        }
                    }
                }

                foreach (var item in acts)
                {
                    WorldState ws = current.WorldState.Clone();
                    foreach (var item2 in item.GetEffects(current.WorldState).GetSymbols())
                    {
                        ws.SetSymbol(item2.Clone());
                    }
                    item.ApplyEffects(ws);

                    pathrecnode pathrec = new pathrecnode();
                    pathrec.WorldState = ws;
                    pathrec.act        = new List <Action>(current.act.ToArray());
                    pathrec.act.Add(item);
                    pathrec.g += 1 + item.Cost;
                    pathrec.h  = destiny.GetHeuristic(pathrec.WorldState);
                    //pathrec.WorldState.GetHeuristic(destiny.WorldState);
                    pathrec.f = pathrec.g + pathrec.h;
                    processing.Push(pathrec);
                }


                iter++;
                if (iter > MaxIteration)
                {
                    return(null);
                }

                Debug(processing, iter);
            }

            if (current != null)
            {
                foreach (var item in current.act)
                {
                    PlanSet.Actions.Add(item);
                    System.Diagnostics.Debug.WriteLine(item.Name);
                }
            }


            return(PlanSet);
        }
コード例 #13
0
        public List <PathFinderNode> FindPath(Vector2i start, Vector2i end)
        {
            bool found             = false;
            bool stop              = false;
            int  heuristicEstimate = 2;
            int  closeNodeCounter  = 0;
            int  directionCount    = _diagonals ? 8 : 4;

            // Instead of clearing the grid each time, I change node state values and simply ignore the other values.
            // It's faster than clearing the grid (not much, but it is).
            _openNodeValue  += 2;
            _closeNodeValue += 2;

            _open.Clear();
            _close.Clear();

            int    location = EncodeLocation(start.X, start.Y);
            int    endLocation = EncodeLocation(end.X, end.Y);
            ushort locationX = 0, locationY = 0;

            _calcGrid[location].goneCost = 0;
            _calcGrid[location].cost     = 0 + heuristicEstimate;
            _calcGrid[location].parentX  = (ushort)start.X;
            _calcGrid[location].parentY  = (ushort)start.Y;
            _calcGrid[location].state    = _openNodeValue;

            _open.Push(location);

            while (_open.Count > 0 && !stop)
            {
                location = _open.Pop();

                // Is it in closed list? means this node was already processed
                if (_calcGrid[location].state == _closeNodeValue)
                {
                    continue;
                }

                DecodeLocation(location, ref locationX, ref locationY);

                if (location == endLocation)
                {
                    _calcGrid[location].state = _closeNodeValue;
                    found = true;
                    break;
                }

                if (closeNodeCounter > _searchLimit)
                {
                    // Evaluated nodes exceeded limit : path not found
                    Console.WriteLine("Pathfinder searchLimit exceed");
                    return(null);
                }

                // Let's calculate each successors
                for (int i = 0; i < directionCount; ++i)
                {
                    ushort newLocationX = (ushort)(locationX + _directions[i][0]);
                    ushort newLocationY = (ushort)(locationY + _directions[i][1]);
                    int    newLocation  = EncodeLocation(newLocationX, newLocationY);
                    int    newGoneCost;

                    // Outside the grid?
                    if (newLocationX >= _gridSizeX || newLocationY >= _gridSizeY)
                    {
                        continue;
                    }

                    // Not crossable?
                    if (_grid[newLocation] == 0)
                    {
                        continue;
                    }

                    if (_avoidDiagonalCross)
                    {
                        //
                        //   +----+----+----+
                        //   |    |    | 3  |
                        //   |    |    |    |
                        //   +----+----+----+
                        //   |    | 2  |XXXX|   Diagonals are allowed,
                        //   |    |    |XXXX|   but going through 1, 2 then 3 should be avoided,
                        //   +----+----+----+   because there are contiguous uncrossable cells.
                        //   |    | 1  |XXXX|   (A square object cannot go from 2 to 3 for example, it will have to bypass the corner).
                        //   |    |    |XXXX|
                        //   +----+----+----+
                        //

                        if (i > 3)
                        {
                            if (_grid[EncodeLocation(locationX + _directions[i][0], locationY)] == 0 ||
                                _grid[EncodeLocation(locationX, locationY + _directions[i][1])] == 0)
                            {
                                continue;
                            }
                        }
                    }

                    if (_heavyDiagonals && i > 3)
                    {
                        newGoneCost = _calcGrid[location].goneCost + (int)(_grid[newLocation] * 2.41f);
                    }
                    else
                    {
                        newGoneCost = _calcGrid[location].goneCost + _grid[newLocation];
                    }

                    //Is it open or closed?
                    if (_calcGrid[newLocation].state == _openNodeValue || _calcGrid[newLocation].state == _closeNodeValue)
                    {
                        // The current node has less code than the previous? then skip this node
                        if (_calcGrid[newLocation].goneCost <= newGoneCost)
                        {
                            continue;
                        }
                    }

                    _calcGrid[newLocation].parentX  = locationX;
                    _calcGrid[newLocation].parentY  = locationY;
                    _calcGrid[newLocation].goneCost = newGoneCost;

                    // Heuristic : manhattan distance
                    int heuristic = heuristicEstimate * (Math.Abs(newLocationX - end.X) + Math.Abs(newLocationY - end.Y));

                    _calcGrid[newLocation].cost = newGoneCost + heuristic;

                    //It is faster if we leave the open node in the priority queue
                    //When it is removed, it will be already closed, it will be ignored automatically
                    _open.Push(newLocation);

                    _calcGrid[newLocation].state = _openNodeValue;
                }

                closeNodeCounter++;
                _calcGrid[location].state = _closeNodeValue;
            }

            if (found)
            {
                _close.Clear();

                int posX = end.X;
                int posY = end.Y;

                PathFinderNodeFast tmpNode = _calcGrid[EncodeLocation(end.X, end.Y)];

                PathFinderNode node = new PathFinderNode();
                node.cost      = tmpNode.cost;
                node.goneCost  = tmpNode.goneCost;
                node.heuristic = 0;
                node.parentX   = tmpNode.parentX;
                node.parentY   = tmpNode.parentY;
                node.x         = end.X;
                node.y         = end.Y;

                while (node.x != node.parentX || node.y != node.parentY)
                {
                    _close.Add(node);

                    posX = node.parentX;
                    posY = node.parentY;

                    tmpNode        = _calcGrid[EncodeLocation(posX, posY)];
                    node.cost      = tmpNode.cost;
                    node.goneCost  = tmpNode.goneCost;
                    node.heuristic = 0;
                    node.parentX   = tmpNode.parentX;
                    node.parentY   = tmpNode.parentY;
                    node.x         = posX;
                    node.y         = posY;
                }

                _close.Add(node);

                // Path found
                return(_close);
            }

            // Path not found
            Console.WriteLine("Pathfinder path not found");
            return(null);
        }
コード例 #14
0
        public Path FindPath(short startCell, short endCell, bool diagonal, int movementPoints = -1)
        {
            bool flag = false;

            PathNode[]             matrix         = new PathNode[561];
            PriorityQueueB <short> priorityQueueB = new PriorityQueueB <short>((IComparer <short>) new Pathfinder.ComparePfNodeMatrix(matrix));
            List <PathNode>        list           = new List <PathNode>();
            MapPoint mapPoint1 = new MapPoint(startCell);
            MapPoint pointB    = new MapPoint(endCell);
            short    num1      = startCell;
            int      num2      = 0;
            Path     path;

            if (movementPoints == 0)
            {
                path = Path.GetEmptyPath(this.CellsInformationProvider.Map, this.CellsInformationProvider.Map.Cells[(int)startCell]);
            }
            else
            {
                matrix[(int)num1].Cell   = num1;
                matrix[(int)num1].Parent = (short)-1;
                matrix[(int)num1].G      = 0.0;
                matrix[(int)num1].F      = (double)Pathfinder.EstimateHeuristic;
                matrix[(int)num1].Status = NodeState.Open;
                priorityQueueB.Push(num1);
                while (priorityQueueB.Count > 0)
                {
                    short    cellId1   = priorityQueueB.Pop();
                    MapPoint mapPoint2 = new MapPoint(cellId1);
                    if (matrix[(int)cellId1].Status != NodeState.Closed)
                    {
                        if ((int)cellId1 != (int)endCell)
                        {
                            if (num2 <= Pathfinder.SearchLimit)
                            {
                                for (int index = 0; index < (!diagonal ? 4 : 8); ++index)
                                {
                                    MapPoint nearestCellInDirection = mapPoint2.GetNearestCellInDirection(Pathfinder.Directions[index]);
                                    if (nearestCellInDirection != null)
                                    {
                                        short cellId2 = nearestCellInDirection.CellId;
                                        if (((int)cellId2 < 0 ? 0 : ((long)cellId2 < 560L ? 1 : 0)) != 0 && MapPoint.IsInMap(nearestCellInDirection.X, nearestCellInDirection.Y) && this.CellsInformationProvider.IsCellWalkable(cellId2))
                                        {
                                            double num3 = matrix[(int)cellId1].G + 1.0;
                                            if ((matrix[(int)cellId2].Status == NodeState.Open || matrix[(int)cellId2].Status == NodeState.Closed ? (matrix[(int)cellId2].G > num3 ? 1 : 0) : 1) != 0)
                                            {
                                                matrix[(int)cellId2].Cell   = cellId2;
                                                matrix[(int)cellId2].Parent = cellId1;
                                                matrix[(int)cellId2].G      = num3;
                                                matrix[(int)cellId2].H      = Pathfinder.GetHeuristic(nearestCellInDirection, pointB);
                                                matrix[(int)cellId2].F      = num3 + matrix[(int)cellId2].H;
                                                priorityQueueB.Push(cellId2);
                                                matrix[(int)cellId2].Status = NodeState.Open;
                                            }
                                        }
                                    }
                                }
                                ++num2;
                                matrix[(int)cellId1].Status = NodeState.Closed;
                            }
                            else
                            {
                                path = Path.GetEmptyPath(this.CellsInformationProvider.Map, this.CellsInformationProvider.Map.Cells[(int)startCell]);
                                goto label_23;
                            }
                        }
                        else
                        {
                            matrix[(int)cellId1].Status = NodeState.Closed;
                            flag = true;
                            break;
                        }
                    }
                }
                if (flag)
                {
                    PathNode pathNode;
                    for (pathNode = matrix[(int)endCell]; (int)pathNode.Parent != -1; pathNode = matrix[(int)pathNode.Parent])
                    {
                        list.Add(pathNode);
                    }
                    list.Add(pathNode);
                }
                list.Reverse();
                path = (movementPoints <= 0 ? 1 : (list.Count + 1 <= movementPoints ? 1 : 0)) != 0 ? new Path(this.CellsInformationProvider.Map, Enumerable.Select <PathNode, Cell>((IEnumerable <PathNode>)list, (Func <PathNode, Cell>)(entry => this.CellsInformationProvider.Map.Cells[(int)entry.Cell]))) : new Path(this.CellsInformationProvider.Map, Enumerable.Select <PathNode, Cell>(Enumerable.Take <PathNode>((IEnumerable <PathNode>)list, movementPoints + 1), (Func <PathNode, Cell>)(entry => this.CellsInformationProvider.Map.Cells[(int)entry.Cell])));
            }
label_23:
            return(path);
        }