/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_HIERPATHFINDER #define INCLUDED_HIERPATHFINDER #include "Pathfinding.h" #include "renderer/TerrainOverlay.h" #include "Render.h" #include "graphics/SColor.h" /** * Hierarchical pathfinder. * * It doesn't find shortest paths, but deals with connectivity. * * The navcell-grid representation of the map is split into fixed-size chunks. * Within a chunk, each maximal set of adjacently-connected passable navcells * is defined as a region. * Each region is a vertex in the hierarchical pathfinder's graph. * When two regions in adjacent chunks are connected by passable navcells, * the graph contains an edge between the corresponding two vertexes. * (There will never be an edge between two regions in the same chunk.) * * Since regions are typically fairly large, it is possible to determine * connectivity between any two navcells by mapping them onto their appropriate * region and then doing a relatively small graph search. */ class HierarchicalOverlay; class HierarchicalPathfinder { public: struct RegionID { u8 ci, cj; // chunk ID u16 r; // unique-per-chunk local region ID RegionID(u8 ci, u8 cj, u16 r) : ci(ci), cj(cj), r(r) { } bool operator<(RegionID b) const { // Sort by chunk ID, then by per-chunk region ID if (ci < b.ci) return true; if (b.ci < ci) return false; if (cj < b.cj) return true; if (b.cj < cj) return false; return r < b.r; } bool operator==(RegionID b) const { return ((ci == b.ci) && (cj == b.cj) && (r == b.r)); } }; HierarchicalPathfinder(); ~HierarchicalPathfinder(); void SetDebugOverlay(bool enabled, const CSimContext* simContext); // Non-pathfinding grids will never be recomputed on calling HierarchicalPathfinder::Update void Recompute(Grid* passabilityGrid, const std::map& nonPathfindingPassClassMasks, const std::map& pathfindingPassClassMasks); void Update(Grid* grid, const Grid& dirtinessGrid); RegionID Get(u16 i, u16 j, pass_class_t passClass); /** * Updates @p goal so that it's guaranteed to be reachable from the navcell * @p i0, @p j0 (which is assumed to be on a passable navcell). * * If the goal is not reachable, it is replaced with a point goal nearest to * the goal center. * * In the case of a non-point reachable goal, it is replaced with a point goal * at the reachable navcell of the goal which is nearest to the starting navcell. */ void MakeGoalReachable(u16 i0, u16 j0, PathGoal& goal, pass_class_t passClass); /** * Updates @p i, @p j (which is assumed to be an impassable navcell) * to the nearest passable navcell. */ void FindNearestPassableNavcell(u16& i, u16& j, pass_class_t passClass); /** * Generates the connectivity grid associated with the given pass_class */ Grid GetConnectivityGrid(pass_class_t passClass); pass_class_t GetPassabilityClass(const std::string& name) const { auto it = m_PassClassMasks.find(name); if (it != m_PassClassMasks.end()) return it->second; LOGERROR("Invalid passability class name '%s'", name.c_str()); return 0; } private: static const u8 CHUNK_SIZE = 96; // number of navcells per side // TODO PATHFINDER: figure out best number. Probably 64 < n < 128 struct Chunk { u8 m_ChunkI, m_ChunkJ; // chunk ID u16 m_NumRegions; // number of local region IDs (starting from 1) u16 m_Regions[CHUNK_SIZE][CHUNK_SIZE]; // local region ID per navcell cassert(CHUNK_SIZE*CHUNK_SIZE/2 < 65536); // otherwise we could overflow m_NumRegions with a checkerboard pattern void InitRegions(int ci, int cj, Grid* grid, pass_class_t passClass); RegionID Get(int i, int j) const; void RegionCenter(u16 r, int& i, int& j) const; bool RegionContainsGoal(u16 r, const PathGoal& goal) const; void RegionNavcellNearest(u16 r, int iGoal, int jGoal, int& iBest, int& jBest, u32& dist2Best) const; void RegionNearestNavcellInGoal(u16 r, u16 i0, u16 j0, const PathGoal& goal, u16& iOut, u16& jOut, u32& dist2Best) const; }; typedef std::map > EdgesMap; void FindEdges(u8 ci, u8 cj, pass_class_t passClass, EdgesMap& edges); void FindReachableRegions(RegionID from, std::set& reachable, pass_class_t passClass); void FindPassableRegions(std::set& regions, pass_class_t passClass); /** * Updates @p iGoal and @p jGoal to the navcell that is the nearest to the * initial goal coordinates, in one of the given @p regions. * (Assumes @p regions is non-empty.) */ void FindNearestNavcellInRegions(const std::set& regions, u16& iGoal, u16& jGoal, pass_class_t passClass); Chunk& GetChunk(u8 ci, u8 cj, pass_class_t passClass) { return m_Chunks[passClass].at(cj * m_ChunksW + ci); } void FillRegionOnGrid(const RegionID& region, pass_class_t passClass, u16 value, Grid& grid); u16 m_W, m_H; u16 m_ChunksW, m_ChunksH; std::map > m_Chunks; std::map m_Edges; // Passability classes for which grids will be updated when calling Update std::map m_PassClassMasks; void AddDebugEdges(pass_class_t passClass); HierarchicalOverlay* m_DebugOverlay; const CSimContext* m_SimContext; // Used for drawing the debug lines public: std::vector m_DebugOverlayLines; }; class HierarchicalOverlay : public TerrainTextureOverlay { public: HierarchicalPathfinder& m_PathfinderHier; HierarchicalOverlay(HierarchicalPathfinder& pathfinderHier) : TerrainTextureOverlay(Pathfinding::NAVCELLS_PER_TILE), m_PathfinderHier(pathfinderHier) { } virtual void BuildTextureRGBA(u8* data, size_t w, size_t h) { pass_class_t passClass = m_PathfinderHier.GetPassabilityClass("default"); for (size_t j = 0; j < h; ++j) { for (size_t i = 0; i < w; ++i) { SColor4ub color; HierarchicalPathfinder::RegionID rid = m_PathfinderHier.Get(i, j, passClass); if (rid.r == 0) color = SColor4ub(0, 0, 0, 0); else if (rid.r == 0xFFFF) color = SColor4ub(255, 0, 255, 255); else color = GetColor(rid.r + rid.ci*5 + rid.cj*7, 127); *data++ = color.R; *data++ = color.G; *data++ = color.B; *data++ = color.A; } } } }; #endif // INCLUDED_HIERPATHFINDER