/// <summary> /// path search (x0,y0).(x1,y1) /// <para> /// flag & 1 = easy path search only /// </para> /// </summary> /// <param name="wpd">path info will be written here</param> /// <param name="m">map to check the path on</param> /// <param name="x0">start X</param> /// <param name="y0">start Y</param> /// <param name="x1">end X</param> /// <param name="y1">end Y</param> /// <param name="flag">&1 = easy path search only</param> /// <param name="cell">type of obstruction to check for</param> /// <returns></returns> public static bool SearchPath(out WalkpathData wpd, Map m, int x0, int y0, int x1, int y1, int flag, ECollisionType cell) { int[] heap = new int[MAX_HEAP + 1]; STmpPath[] tp = new STmpPath[MAX_WALKPATH * MAX_WALKPATH]; int i, j, len, x, y, dx, dy; int rp, xs, ys; wpd = new WalkpathData(); //Do not check starting cell as that would get you stuck. if (x0 < 0 || x0 >= m.Width || y0 < 0 || y0 >= m.Height /*|| m.CheckTile(x0,y0,cell) == false*/ ) return false; if (x1 < 0 || x1 >= m.Width || y1 < 0 || y1 >= m.Height || m.CheckCell(x1, y1, cell) == false) return false; // calculate (sgn(x1-x0), sgn(y1-y0)) dx = ((dx = x1 - x0) > 0) ? ((dx < 0) ? -1 : 1) : 0; dy = ((dy = y1 - y0) > 0) ? ((dy < 0) ? -1 : 1) : 0; // try finding direct path to target x = x0; y = y0; i = 0; while (i < wpd.path.Length) { wpd.path[i] = WalkChoises[-dy + 1][dx + 1]; i++; x += dx; y += dy; if (x == x1) dx = 0; if (y == y1) dy = 0; if (dx == 0 && dy == 0) break; // success if (m.CheckCell(x, y, cell) == false) break; // obstacle = failure } if (x == x1 && y == y1) { //easy path successful. wpd.path_len = (uint)i; wpd.path_pos = 0; return true; } if ((flag & 1) == 1) return false; i = CalcIndex(x0, y0); tp[i].x = (short)x0; tp[i].y = (short)y0; tp[i].dist = 0; tp[i].before = 0; tp[i].cost = (short)CalcCost(tp[i], x1, y1); tp[i].flag = 0; heap[0] = 0; PushHeapPath(heap, tp, CalcIndex(x0, y0)); xs = m.Width - 1; // ‚ ‚ç‚©‚¶‚ß‚PŒ¸ŽZ‚µ‚Ä‚¨‚ ys = m.Height - 1; while (true) { int e = 0, f = 0; int dist; int cost; int[] dc = new int[4]; if (heap[0] == 0) return false; rp = PopHeapPath(heap, tp); x = tp[rp].x; y = tp[rp].y; dist = tp[rp].dist + 10; cost = tp[rp].cost; if (x == x1 && y == y1) break; // dc[0] : y++ // dc[1] : x-- // dc[2] : y-- // dc[3] : x++ if (y < ys && m.CheckCell(x, y + 1, cell)) { f |= 1; dc[0] = (y >= y1 ? 20 : 0); e += AddPath(heap, tp, x, y + 1, dist, rp, cost + dc[0]); // (x, y+1) } if (x > 0 && m.CheckCell(x - 1, y, cell)) { f |= 2; dc[1] = (x <= x1 ? 20 : 0); e += AddPath(heap, tp, x - 1, y, dist, rp, cost + dc[1]); // (x-1, y ) } if (y > 0 && m.CheckCell(x, y - 1, cell)) { f |= 4; dc[2] = (y <= y1 ? 20 : 0); e += AddPath(heap, tp, x, y - 1, dist, rp, cost + dc[2]); // (x , y-1) } if (x < xs && m.CheckCell(x + 1, y, cell)) { f |= 8; dc[3] = (x >= x1 ? 20 : 0); e += AddPath(heap, tp, x + 1, y, dist, rp, cost + dc[3]); // (x+1, y ) } if ((f & (2 + 1)) == (2 + 1) && m.CheckCell(x - 1, y + 1, cell)) e += AddPath(heap, tp, x - 1, y + 1, dist + 4, rp, cost + dc[1] + dc[0] - 6); // (x-1, y+1) if ((f & (2 + 4)) == (2 + 4) && m.CheckCell(x - 1, y - 1, cell)) e += AddPath(heap, tp, x - 1, y - 1, dist + 4, rp, cost + dc[1] + dc[2] - 6); // (x-1, y-1) if ((f & (8 + 4)) == (8 + 4) && m.CheckCell(x + 1, y - 1, cell)) e += AddPath(heap, tp, x + 1, y - 1, dist + 4, rp, cost + dc[3] + dc[2] - 6); // (x+1, y-1) if ((f & (8 + 1)) == (8 + 1) && m.CheckCell(x + 1, y + 1, cell)) e += AddPath(heap, tp, x + 1, y + 1, dist + 4, rp, cost + dc[3] + dc[0] - 6); // (x+1, y+1) tp[rp].flag = 1; if (e > 0 || heap[0] >= MAX_HEAP - 5) return false; } if (!(x == x1 && y == y1)) // will never happen... return false; for (len = 0, i = rp; len < 100 && i != CalcIndex(x0, y0); i = tp[i].before, len++) { } if (len == 100 || len >= wpd.path.Length) return false; wpd.path_len = (uint)len; wpd.path_pos = 0; for (i = rp, j = len - 1; j >= 0; i = tp[i].before, j--) { dx = tp[i].x - tp[tp[i].before].x; dy = tp[i].y - tp[tp[i].before].y; Point2D p = new Point2D(dx, dy); wpd.path[j] = p.ToDirection(); } return true; }
/// <summary> /// path search (x0,y0).(x1,y1) /// <para> /// flag & 1 = easy path search only /// </para> /// </summary> /// <param name="wpd">path info will be written here</param> /// <param name="m">map to check the path on</param> /// <param name="pStart">start-point</param> /// <param name="pEnd">end-point</param> /// <param name="flag">&1 = easy path search only</param> /// <param name="cell">type of obstruction to check for</param> /// <returns></returns> public static bool SearchPath(out WalkpathData wpd, Map m, Point2D pStart, Point2D pEnd, int flag, ECollisionType cell) { return SearchPath(out wpd, m, pStart.X, pStart.Y, pEnd.X, pEnd.Y, flag, cell); }
/// <summary> /// path search (x0,y0).(x1,y1) (walkable) /// <para> /// flag & 1 = easy path search only /// </para> /// </summary> /// <param name="wpd">path info will be written here</param> /// <param name="m">map to check the path on</param> /// <param name="pStart">start-point</param> /// <param name="pEnd">end-point</param> /// <param name="flag">&1 = easy path search only</param> /// <returns></returns> public static bool SearchPath(out WalkpathData wpd, Map m, Point2D pStart, Point2D pEnd, int flag) { return SearchPath(out wpd, m, pStart, pEnd, flag, ECollisionType.Walkable); }
/// <summary> /// path search (x0,y0).(x1,y1) (walkable) /// </summary> /// <param name="wpd">path info will be written here</param> /// <param name="m">map to check the path on</param> /// <param name="pStart">start-point</param> /// <param name="pEnd">end-point</param> /// <returns></returns> public static bool SearchPath(out WalkpathData wpd, Map m, Point2D pStart, Point2D pEnd) { return SearchPath(out wpd, m, pStart, pEnd, 0); }
/*========================================== * is ranged attack from (x0,y0) to (x1,y1) possible? *------------------------------------------*/ public static bool SearchLongPath(ShootpathData spd, Map m, int x0, int y0, int x1, int y1, ECollisionType cell) { int dx, dy; int wx = 0, wy = 0; int weight; if (spd == null) spd = new ShootpathData(); // use dummy output variable dx = (x1 - x0); if (dx < 0) { x0 = x0.Swap(ref x1); y0 = y0.Swap(ref y1); dx = -dx; } dy = (y1 - y0); spd.rx = spd.ry = 0; spd.len = 1; spd.x[0] = x0; spd.y[0] = y0; if (m.CheckCell(x1, y1, cell)) return false; if (dx > Math.Abs(dy)) { weight = dx; spd.ry = 1; } else { weight = Math.Abs(y1 - y0); spd.rx = 1; } while (x0 != x1 || y0 != y1) { if (m.CheckCell(x0, y0, cell)) return false; wx += dx; wy += dy; if (wx >= weight) { wx -= weight; x0++; } if (wy >= weight) { wy -= weight; y0++; } else if (wy < 0) { wy += weight; y0--; } if (spd.len < MAX_WALKPATH) { spd.x[spd.len] = x0; spd.y[spd.len] = y0; spd.len++; } } return true; }
/*========================================== * Find the closest reachable cell, * 'count' cells away from (x0,y0) in direction (dx,dy). *------------------------------------------*/ public static int BlownPos(Map m, int x0, int y0, int dx, int dy, int count) { if (count > 25) { //Cap to prevent too much processing...? ServerConsole.ErrorLine("path_blownpos: count too many {0}!", count); count = 25; } if (dx > 1 || dx < -1 || dy > 1 || dy < -1) { ServerConsole.ErrorLine("path_blownpos: illegal dx={0} or dy={1} !", dx, dy); dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); } while (count > 0 && (dx != 0 || dy != 0)) { if (!m.CheckCell(x0 + dx, y0 + dy, ECollisionType.Walkable)) {// attempt partial movement bool fx = (dx != 0 && m.CheckCell(x0 + dx, y0, ECollisionType.Walkable)); bool fy = (dy != 0 && m.CheckCell(x0, y0 + dy, ECollisionType.Walkable)); if (fx && fy) { if (RandomWay.Next(0, 1) == 1) dx = 0; else dy = 0; } if (!fx) dx = 0; if (!fy) dy = 0; } x0 += dx; y0 += dy; count--; } return (x0 << 16) | y0; //TODO: use 'struct point' here instead? }