// this can be slow... public Spot FindClosestSpot(Location l, float max_d, Set <Spot> Not) { Spot closest = null; float closest_d = 1E30f; int d = 0; while ((float)d <= max_d + 0.1f) { for (int i = -d; i <= d; i++) { float x_up = l.X + (float)d; float x_dn = l.X - (float)d; float y_up = l.Y + (float)d; float y_dn = l.Y - (float)d; Spot s0 = GetSpot2D(x_up, l.Y + i); Spot s2 = GetSpot2D(x_dn, l.Y + i); Spot s1 = GetSpot2D(l.X + i, y_dn); Spot s3 = GetSpot2D(l.X + i, y_up); Spot[] sv = { s0, s1, s2, s3 }; foreach (Spot s in sv) { Spot ss = s; while (ss != null) { float di = ss.GetDistanceTo(l); if (di < max_d && !ss.IsBlocked() && (di < closest_d)) { closest = ss; closest_d = di; } ss = ss.next; if (Cancel) { goto loop_end; } } } } if (closest_d < d) // can't get better { //Log("Closest2 spot to " + l + " is " + closest); return(closest); } d++; } loop_end: //Log("Closest1 spot to " + l + " is " + closest); return(closest); }
public Path CreatePath(Spot from, Spot to, Location realDst, float minHowClose, bool AllowInvented, ILocationHeuristics locationHeuristics) { Spot newTo = search(from, to, realDst, minHowClose, AllowInvented, locationHeuristics); if (newTo != null) { if (newTo.GetDistanceTo(to) <= minHowClose) { List <Spot> path = FollowTraceBack(from, newTo); return(new Path(path)); } } return(null); }
public List <Spot> FindAllSpots(Location l, float max_d) { List <Spot> sl = new List <Spot>(); int d = 0; while ((float)d <= max_d + 0.1f) { for (int i = -d; i <= d; i++) { float x_up = l.X + (float)d; float x_dn = l.X - (float)d; float y_up = l.Y + (float)d; float y_dn = l.Y - (float)d; Spot s0 = GetSpot2D(x_up, l.Y + i); Spot s2 = GetSpot2D(x_dn, l.Y + i); Spot s1 = GetSpot2D(l.X + i, y_dn); Spot s3 = GetSpot2D(l.X + i, y_up); Spot[] sv = { s0, s1, s2, s3 }; foreach (Spot s in sv) { Spot ss = s; while (ss != null) { float di = ss.GetDistanceTo(l); if (di < max_d) { sl.Add(ss); } ss = ss.next; if (Cancel) { goto loop_end; } } } } d++; } loop_end: return(sl); }
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; System.DateTime pre = System.DateTime.Now; System.DateTime lastSpam = pre; // lowest first queue PriorityQueue <Spot, float> 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) { System.TimeSpan span = System.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 = System.DateTime.Now; prevCount = count; } } count++; if (spot.Equals(dst) || spot.location.GetDistanceTo(realDst) <= minHowClose) { System.TimeSpan ts = System.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; } { System.TimeSpan ts = System.DateTime.Now.Subtract(pre); if (ts.Seconds > 15) { Log("too long search, aborting"); break; } } float src_score = spot.SearchScoreGet(currentSearchID); //PPather.WriteLine("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)) { float 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 //PPather.WriteLine("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)) { Spot 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)) { // PPather.WriteLine("/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!?!? //PPather.WriteLine("/cry"); } } } } } } } } } { System.TimeSpan ts = System.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 src, Spot dst, Location realDst, float minHowClose, bool AllowInvented, ILocationHeuristics locationHeuristics) { searchID++; int count = 0; Cancel = false; int prevCount = 0; int currentSearchID = searchID; float heuristicsFactor = 1.3f; System.DateTime pre = System.DateTime.Now; System.DateTime lastSpam = pre; // lowest first queue PriorityQueue<Spot, float> 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) && !Cancel) // && 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) { System.TimeSpan span = System.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 = System.DateTime.Now; prevCount = count; } } count++; if (spot.Equals(dst) || spot.location.GetDistanceTo(realDst) <= minHowClose) { System.TimeSpan ts = System.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; } { System.TimeSpan ts = System.DateTime.Now.Subtract(pre); if (ts.Seconds > 120) { Log("too long search, aborting"); break; } } float src_score = spot.SearchScoreGet(currentSearchID); //Console.WriteLine("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++; } } if (Cancel) break; } //hmm search the triangles :p if (!spot.GetFlag(Spot.FLAG_MPQ_MAPPED)) { float 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 //Console.WriteLine("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)) { Spot 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)) { // Console.WriteLine("/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!?!? //Console.WriteLine("/cry"); } } } } } } if (Cancel) break; } } } { System.TimeSpan ts = System.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; // :( }