// return null if failed or the last spot in the path found private Spot search(Spot src, Spot dst, Location realDst, float minHowClose, bool AllowInvented, ILocationHeuristics locationHeuristics) { searchID++; int count = 0; int prevCount = 0; int currentSearchID = searchID; float heuristicsFactor = 1.3f; DateTime pre = DateTime.Now; DateTime lastSpam = pre; // lowest first queue var q = new PriorityQueue <Spot, float>(); // (new SpotSearchComparer(dst, score)); ; q.Enqueue(src, -src.GetDistanceTo(dst) * heuristicsFactor); Spot BestSpot = null; //Set<Spot> closed = new Set<Spot>(); //SpotData<float> score = new SpotData<float>(); src.SearchScoreSet(currentSearchID, 0.0f); src.traceBack = null; // A* -ish algorithm while (q.Count != 0) // && count < 100000) { float prio; Spot spot = q.Dequeue(out prio); // .Value; //q.Remove(spot); if (spot.SearchIsClosed(currentSearchID)) { continue; } spot.SearchClose(currentSearchID); if (count % 100 == 0) { TimeSpan span = DateTime.Now.Subtract(lastSpam); if (span.Seconds != 0 && BestSpot != null) { Thread.Sleep(50); // give glider a chance to stop us int t = span.Seconds * 1000 + span.Milliseconds; if (t == 0) { Log("searching.... " + (count + 1) + " d: " + BestSpot.location.GetDistanceTo(realDst)); } else { Log("searching.... " + (count + 1) + " d: " + BestSpot.location.GetDistanceTo(realDst) + " " + (count - prevCount) * 1000 / t + " steps/s"); } lastSpam = DateTime.Now; prevCount = count; } } count++; if (spot.Equals(dst) || spot.location.GetDistanceTo(realDst) <= minHowClose) { TimeSpan ts = DateTime.Now.Subtract(pre); int t = ts.Seconds * 1000 + ts.Milliseconds; /*if(t == 0) * Log(" search found the way there. " + count); * else * Log(" search found the way there. " + count + " " + (count * 1000) / t + " steps/s"); */ return(spot); // got there } if (BestSpot == null || spot.location.GetDistanceTo(realDst) < BestSpot.location.GetDistanceTo(realDst)) { BestSpot = spot; } { TimeSpan ts = DateTime.Now.Subtract(pre); if (ts.Seconds > 15) { Log("too long search, aborting"); break; } } float src_score = spot.SearchScoreGet(currentSearchID); //PathGraph.Log("inspect: " + c + " score " + s); int new_found = 0; List <Spot> ll = spot.GetPathsToSpots(this); foreach (Spot to in ll) { //Spot to = GetSpot(l); if (to != null && !to.IsBlocked() && !to.SearchIsClosed(currentSearchID)) { float old_score = 1E30f; float new_score = src_score + spot.GetDistanceTo(to) + TurnCost(spot, to); if (locationHeuristics != null) { new_score += locationHeuristics.Score(spot.X, spot.Y, spot.Z); } if (to.GetFlag(Spot.FLAG_WATER)) { new_score += 30; } if (to.SearchScoreIsSet(currentSearchID)) { old_score = to.SearchScoreGet(currentSearchID); } if (new_score < old_score) { // shorter path to here found to.traceBack = spot; //if (q.Contains(to)) // q.Remove(to); // very sloppy to not dequeue it to.SearchScoreSet(currentSearchID, new_score); q.Enqueue(to, -(new_score + to.GetDistanceTo(dst) * heuristicsFactor)); new_found++; } } } //hmm search the triangles :p if (!spot.GetFlag(Spot.FLAG_MPQ_MAPPED)) { var PI = (float)Math.PI; spot.SetFlag(Spot.FLAG_MPQ_MAPPED, true); for (float a = 0; a < PI * 2; a += PI / 8) { float nx = spot.X + (float)Math.Sin(a) * WantedStepLength; // *0.8f; float ny = spot.Y + (float)Math.Cos(a) * WantedStepLength; // *0.8f; Spot s = GetSpot(nx, ny, spot.Z); if (s == null) { s = FindClosestSpot(new Location(nx, ny, spot.Z), MinStepLength); // TODO: this is slow } if (s != null) { // hmm, they should already be connected } else { float new_z; int flags; // gogo find a new one //PathGraph.Log("gogo brave new world"); if (!triangleWorld.FindStandableAt(nx, ny, spot.Z - WantedStepLength * .75f, spot.Z + WantedStepLength * .75f, out new_z, out flags, toonHeight, toonSize)) { //Spot blocked = new Spot(nx, ny, spot.Z); //blocked.SetFlag(Spot.FLAG_BLOCKED, true); //AddSpot(blocked); } else { s = FindClosestSpot(new Location(nx, ny, new_z), MinStepLength); if (s == null) { if (!triangleWorld.IsStepBlocked(spot.X, spot.Y, spot.Z, nx, ny, new_z, toonHeight, toonSize, null)) { var n = new Spot(nx, ny, new_z); Spot to = AddAndConnectSpot(n); if ((flags & ChunkedTriangleCollection.TriangleFlagDeepWater) != 0) { to.SetFlag(Spot.FLAG_WATER, true); } if (((flags & ChunkedTriangleCollection.TriangleFlagModel) != 0) || ((flags & ChunkedTriangleCollection.TriangleFlagObject) != 0)) { to.SetFlag(Spot.FLAG_INDOORS, true); } if (to != n || to.SearchIsClosed(currentSearchID)) { // PathGraph.Log("/sigh"); } else { // There should be a path from source to this one now if (spot.HasPathTo(to.location)) { float old_score = 1E30f; float new_score = src_score + spot.GetDistanceTo(to) + TurnCost(spot, to); if (locationHeuristics != null) { new_score += locationHeuristics.Score(spot.X, spot.Y, spot.Z); } if (to.GetFlag(Spot.FLAG_WATER)) { new_score += 30; } if (to.SearchScoreIsSet(currentSearchID)) { old_score = to.SearchScoreGet(currentSearchID); } if (new_score < old_score) { // shorter path to here found to.traceBack = spot; //if (q.Contains(to)) // q.Remove(to); to.SearchScoreSet(currentSearchID, new_score); q.Enqueue(to, -(new_score + to.GetDistanceTo(dst) * heuristicsFactor)); new_found++; } } else { // woot! I added a new one and it is not connected!?!? //PathGraph.Log("/cry"); } } } } } } } } } { TimeSpan ts = DateTime.Now.Subtract(pre); int t = ts.Seconds * 1000 + ts.Milliseconds; if (t == 0) { t = 1; } Log(" search failed. " + (count * 1000) / t + " steps/s"); } return(BestSpot); // :( }
private Spot Search(Spot fromSpot, Spot destinationSpot, float minHowClose, ILocationHeuristics locationHeuristics) { var searchDuration = new Stopwatch(); searchDuration.Start(); var timeSinceProgress = new Stopwatch(); timeSinceProgress.Start(); var closest = 99999f; ClosestSpot = null; currentSearchStartSpot = fromSpot; searchID++; int currentSearchID = searchID; //searchProgress = new SearchProgress(fromSpot, destinationSpot, searchID); // lowest first queue PriorityQueue <Spot, float> prioritySpotQueue = new PriorityQueue <Spot, float>(); // (new SpotSearchComparer(dst, score)); ; prioritySpotQueue.Enqueue(fromSpot, -fromSpot.GetDistanceTo(destinationSpot) * heuristicsFactor); fromSpot.SearchScoreSet(currentSearchID, 0.0f); fromSpot.traceBack = null; fromSpot.traceBackDistance = 0; // A* -ish algorithm while (prioritySpotQueue.Count != 0 && SearchEnabled) { if (sleepMSBetweenSpots != 0) { Thread.Sleep(sleepMSBetweenSpots); } // slow down the pathing float prio; currentSearchSpot = prioritySpotQueue.Dequeue(out prio); // .Value; // force the world to be loaded TriangleCollection tc = triangleWorld.GetChunkAt(currentSearchSpot.X, currentSearchSpot.Y); if (currentSearchSpot.SearchIsClosed(currentSearchID)) { continue; } currentSearchSpot.SearchClose(currentSearchID); //update status //if (!searchProgress.CheckProgress(currentSearchSpot)) { break; } // are we there? var distance = currentSearchSpot.location.GetDistanceTo(destinationSpot.location); if (distance <= minHowClose) { return(currentSearchSpot); // got there } if (distance < closest) { // spamming as hell //logger.WriteLine($"Closet spot is {distance} from the target"); closest = distance; ClosestSpot = currentSearchSpot; PeekSpot = ClosestSpot; timeSinceProgress.Reset(); timeSinceProgress.Start(); } if (timeSinceProgress.Elapsed.TotalSeconds > ProgressTimeoutSeconds || searchDuration.Elapsed.TotalSeconds > TimeoutSeconds) { logger.WriteLine("search failed, 10 seconds since last progress, returning the closest spot."); return(ClosestSpot); } //Find spots to link to CreateSpotsAroundSpot(currentSearchSpot); //score each spot around the current search spot and add them to the queue foreach (Spot spotLinkedToCurrent in currentSearchSpot.GetPathsToSpots(this)) { if (spotLinkedToCurrent != null && !spotLinkedToCurrent.IsBlocked() && !spotLinkedToCurrent.SearchIsClosed(currentSearchID)) { ScoreSpot(spotLinkedToCurrent, destinationSpot, currentSearchID, locationHeuristics, prioritySpotQueue); } } } //we ran out of spots to search //searchProgress.LogStatus(" search failed. "); if (ClosestSpot != null && closest < MaximumAllowedRangeFromTarget) { logger.WriteLine("search failed, returning the closest spot."); return(ClosestSpot); } return(null); }
private Spot Search(Spot fromSpot, Spot destinationSpot, float minHowClose, ILocationHeuristics locationHeuristics) { currentSearchStartSpot = fromSpot; searchID++; int currentSearchID = searchID; //searchProgress = new SearchProgress(fromSpot, destinationSpot, searchID); // lowest first queue PriorityQueue <Spot, float> prioritySpotQueue = new PriorityQueue <Spot, float>(); // (new SpotSearchComparer(dst, score)); ; prioritySpotQueue.Enqueue(fromSpot, -fromSpot.GetDistanceTo(destinationSpot) * heuristicsFactor); fromSpot.SearchScoreSet(currentSearchID, 0.0f); fromSpot.traceBack = null; fromSpot.traceBackDistance = 0; // A* -ish algorithm while (prioritySpotQueue.Count != 0 && SearchEnabled) { if (sleepMSBetweenSpots != 0) { Thread.Sleep(sleepMSBetweenSpots); } // slow down the pathing float prio; currentSearchSpot = prioritySpotQueue.Dequeue(out prio); // .Value; // force the world to be loaded TriangleCollection tc = triangleWorld.GetChunkAt(currentSearchSpot.X, currentSearchSpot.Y); if (currentSearchSpot.SearchIsClosed(currentSearchID)) { continue; } currentSearchSpot.SearchClose(currentSearchID); //update status //if (!searchProgress.CheckProgress(currentSearchSpot)) { break; } // are we there? if (currentSearchSpot.location.GetDistanceTo(destinationSpot.location) <= minHowClose) { return(currentSearchSpot); // got there } //Find spots to link to CreateSpotsAroundSpot(currentSearchSpot); //score each spot around the current search spot and add them to the queue foreach (Spot spotLinkedToCurrent in currentSearchSpot.GetPathsToSpots(this)) { if (spotLinkedToCurrent != null && !spotLinkedToCurrent.IsBlocked() && !spotLinkedToCurrent.SearchIsClosed(currentSearchID)) { ScoreSpot(spotLinkedToCurrent, destinationSpot, currentSearchID, locationHeuristics, prioritySpotQueue); } } } //we ran out of spots to search //searchProgress.LogStatus(" search failed. "); return(null); // :( }