/* 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 .
*/
#include "precompiled.h"
#include "LongPathfinder.h"
#include "lib/bits.h"
#include "ps/Profile.h"
/**
* Jump point cache.
*
* The JPS algorithm wants to efficiently either find the first jump point
* in some direction from some cell (not counting the cell itself),
* if it is reachable without crossing any impassable cells;
* or know that there is no such reachable jump point.
* The jump point is always on a passable cell.
* We cache that data to allow fast lookups, which helps performance
* significantly (especially on sparse maps).
* Recalculation might be expensive but the underlying passability data
* changes relatively rarely.
*
* To allow the algorithm to detect goal cells, we want to treat them as
* jump points too. (That means the algorithm will push those cells onto
* its open queue, and will eventually pop a goal cell and realise it's done.)
* (Goals might be circles/squares/etc, not just a single cell.)
* But the goal generally changes for every path request, so we can't cache
* it like the normal jump points.
* Instead, if there's no jump point from some cell then we'll cache the
* first impassable cell as an 'obstruction jump point'
* (with a flag to distinguish from a real jump point), and then the caller
* can test whether the goal includes a cell that's closer than the first
* (obstruction or real) jump point,
* and treat the goal cell as a jump point in that case.
*
* We only ever need to find the jump point relative to a passable cell;
* the cache is allowed to return bogus values for impassable cells.
*/
class JumpPointCache
{
/**
* Simple space-inefficient row storage.
*/
struct RowRaw
{
std::vector data;
size_t GetMemoryUsage() const
{
return data.capacity() * sizeof(u16);
}
RowRaw(int length)
{
data.resize(length);
}
/**
* Set cells x0 <= x < x1 to have jump point x1.
*/
void SetRange(int x0, int x1, bool obstruction)
{
ENSURE(0 <= x0 && x0 <= x1 && x1 < (int)data.size());
for (int x = x0; x < x1; ++x)
data[x] = (x1 << 1) | (obstruction ? 1 : 0);
}
/**
* Returns the coordinate of the next jump point xp (where x < xp),
* and whether it's an obstruction point or jump point.
*/
void Get(int x, int& xp, bool& obstruction)
{
ENSURE(0 <= x && x < (int)data.size());
xp = data[x] >> 1;
obstruction = data[x] & 1;
}
void Finish() { }
};
struct RowTree
{
/**
* Represents an interval [u15 x0, u16 x1)
* with a boolean obstruction flag,
* packed into a single u32.
*/
struct Interval
{
Interval() : data(0) { }
Interval(int x0, int x1, bool obstruction)
{
ENSURE(0 <= x0 && x0 < 0x8000);
ENSURE(0 <= x1 && x1 < 0x10000);
data = ((u32)x0 << 17) | (u32)(obstruction ? 0x10000 : 0) | (u32)x1;
}
int x0() { return data >> 17; }
int x1() { return data & 0xFFFF; }
bool obstruction() { return (data & 0x10000) != 0; }
u32 data;
};
std::vector data;
size_t GetMemoryUsage() const
{
return data.capacity() * sizeof(Interval);
}
RowTree(int UNUSED(length))
{
}
void SetRange(int x0, int x1, bool obstruction)
{
ENSURE(0 <= x0 && x0 <= x1);
data.emplace_back(x0, x1, obstruction);
}
/**
* Recursive helper function for Finish().
* Given two ranges [x0, pivot) and [pivot, x1) in the sorted array 'data',
* the pivot element is added onto the binary tree (stored flattened in an
* array), and then each range is split into two sub-ranges with a pivot in
* the middle (to ensure the tree remains balanced) and ConstructTree recurses.
*/
void ConstructTree(std::vector& tree, size_t x0, size_t pivot, size_t x1, size_t idx_tree)
{
ENSURE(x0 < data.size());
ENSURE(x1 <= data.size());
ENSURE(x0 <= pivot);
ENSURE(pivot < x1);
ENSURE(idx_tree < tree.size());
tree[idx_tree] = data[pivot];
if (x0 < pivot)
ConstructTree(tree, x0, (x0 + pivot) / 2, pivot, (idx_tree << 1) + 1);
if (pivot + 1 < x1)
ConstructTree(tree, pivot + 1, (pivot + x1) / 2, x1, (idx_tree << 1) + 2);
}
void Finish()
{
// Convert the sorted interval list into a balanced binary tree
std::vector tree;
if (!data.empty())
{
size_t depth = ceil_log2(data.size() + 1);
tree.resize((1 << depth) - 1);
ConstructTree(tree, 0, data.size() / 2, data.size(), 0);
}
data.swap(tree);
}
void Get(int x, int& xp, bool& obstruction)
{
// Search the binary tree for an interval which contains x
int i = 0;
while (true)
{
ENSURE(i < (int)data.size());
Interval interval = data[i];
if (x < interval.x0())
i = (i << 1) + 1;
else if (x >= interval.x1())
i = (i << 1) + 2;
else
{
ENSURE(interval.x0() <= x && x < interval.x1());
xp = interval.x1();
obstruction = interval.obstruction();
return;
}
}
}
};
// Pick one of the row implementations
typedef RowRaw Row;
public:
int m_Width;
int m_Height;
std::vector m_JumpPointsRight;
std::vector m_JumpPointsLeft;
std::vector m_JumpPointsUp;
std::vector m_JumpPointsDown;
/**
* Compute the cached obstruction/jump points for each cell,
* in a single direction. By default the code assumes the rightwards
* (+i) direction; set 'transpose' to switch to upwards (+j),
* and/or set 'mirror' to reverse the direction.
*/
void ComputeRows(std::vector& rows,
const Grid& terrain, pass_class_t passClass,
bool transpose, bool mirror)
{
int w = terrain.m_W;
int h = terrain.m_H;
if (transpose)
std::swap(w, h);
// Check the terrain passability, adjusted for transpose/mirror
#define TERRAIN_IS_PASSABLE(i, j) \
IS_PASSABLE( \
mirror \
? (transpose ? terrain.get((j), w-1-(i)) : terrain.get(w-1-(i), (j))) \
: (transpose ? terrain.get((j), (i)) : terrain.get((i), (j))) \
, passClass)
rows.reserve(h);
for (int j = 0; j < h; ++j)
rows.emplace_back(w);
for (int j = 1; j < h - 1; ++j)
{
// Find the first passable cell.
// Then, find the next jump/obstruction point after that cell,
// and store that point for the passable range up to that cell,
// then repeat.
int i = 0;
while (i < w)
{
// Restart the 'while' loop until we reach a passable cell
if (!TERRAIN_IS_PASSABLE(i, j))
{
++i;
continue;
}
// i is now a passable cell; find the next jump/obstruction point.
// (We assume the map is surrounded by impassable cells, so we don't
// need to explicitly check for world bounds here.)
int i0 = i;
while (true)
{
++i;
// Check if we hit an obstructed tile
if (!TERRAIN_IS_PASSABLE(i, j))
{
rows[j].SetRange(i0, i, true);
break;
}
// Check if we reached a jump point
#if ACCEPT_DIAGONAL_GAPS
if ((!TERRAIN_IS_PASSABLE(i, j - 1) && TERRAIN_IS_PASSABLE(i + 1, j - 1)) ||
(!TERRAIN_IS_PASSABLE(i, j + 1) && TERRAIN_IS_PASSABLE(i + 1, j + 1)))
#else
if ((!TERRAIN_IS_PASSABLE(i - 1, j - 1) && TERRAIN_IS_PASSABLE(i, j - 1)) ||
(!TERRAIN_IS_PASSABLE(i - 1, j + 1) && TERRAIN_IS_PASSABLE(i, j + 1)))
#endif
{
rows[j].SetRange(i0, i, false);
break;
}
}
}
rows[j].Finish();
}
#undef TERRAIN_IS_PASSABLE
}
void reset(const Grid* terrain, pass_class_t passClass)
{
PROFILE3("JumpPointCache reset");
TIMER(L"JumpPointCache reset");
m_Width = terrain->m_W;
m_Height = terrain->m_H;
ComputeRows(m_JumpPointsRight, *terrain, passClass, false, false);
ComputeRows(m_JumpPointsLeft, *terrain, passClass, false, true);
ComputeRows(m_JumpPointsUp, *terrain, passClass, true, false);
ComputeRows(m_JumpPointsDown, *terrain, passClass, true, true);
}
size_t GetMemoryUsage() const
{
size_t bytes = 0;
for (int i = 0; i < m_Width; ++i)
{
bytes += m_JumpPointsUp[i].GetMemoryUsage();
bytes += m_JumpPointsDown[i].GetMemoryUsage();
}
for (int j = 0; j < m_Height; ++j)
{
bytes += m_JumpPointsRight[j].GetMemoryUsage();
bytes += m_JumpPointsLeft[j].GetMemoryUsage();
}
return bytes;
}
/**
* Returns the next jump point (or goal point) to explore,
* at (ip, j) where i < ip.
* Returns i if there is no such point.
*/
int GetJumpPointRight(int i, int j, const PathGoal& goal)
{
int ip;
bool obstruction;
m_JumpPointsRight[j].Get(i, ip, obstruction);
// Adjust ip to be a goal cell, if there is one closer than the jump point;
// and then return the new ip if there is a goal,
// or the old ip if there is a (non-obstruction) jump point
if (goal.NavcellRectContainsGoal(i + 1, j, ip - 1, j, &ip, NULL) || !obstruction)
return ip;
return i;
}
int GetJumpPointLeft(int i, int j, const PathGoal& goal)
{
int mip; // mirrored value, because m_JumpPointsLeft is generated from a mirrored map
bool obstruction;
m_JumpPointsLeft[j].Get(m_Width - 1 - i, mip, obstruction);
int ip = m_Width - 1 - mip;
if (goal.NavcellRectContainsGoal(i - 1, j, ip + 1, j, &ip, NULL) || !obstruction)
return ip;
return i;
}
int GetJumpPointUp(int i, int j, const PathGoal& goal)
{
int jp;
bool obstruction;
m_JumpPointsUp[i].Get(j, jp, obstruction);
if (goal.NavcellRectContainsGoal(i, j + 1, i, jp - 1, NULL, &jp) || !obstruction)
return jp;
return j;
}
int GetJumpPointDown(int i, int j, const PathGoal& goal)
{
int mjp; // mirrored value
bool obstruction;
m_JumpPointsDown[i].Get(m_Height - 1 - j, mjp, obstruction);
int jp = m_Height - 1 - mjp;
if (goal.NavcellRectContainsGoal(i, j - 1, i, jp + 1, NULL, &jp) || !obstruction)
return jp;
return j;
}
};
//////////////////////////////////////////////////////////
LongPathfinder::LongPathfinder() :
m_UseJPSCache(false),
m_Grid(NULL), m_GridSize(0),
m_DebugOverlay(NULL), m_DebugGrid(NULL), m_DebugPath(NULL)
{
}
LongPathfinder::~LongPathfinder()
{
SAFE_DELETE(m_DebugOverlay);
SAFE_DELETE(m_DebugGrid);
SAFE_DELETE(m_DebugPath);
}
#define PASSABLE(i, j) IS_PASSABLE(state.terrain->get(i, j), state.passClass)
// Calculate heuristic cost from tile i,j to goal
// (This ought to be an underestimate for correctness)
PathCost LongPathfinder::CalculateHeuristic(int i, int j, int iGoal, int jGoal)
{
int di = abs(i - iGoal);
int dj = abs(j - jGoal);
int diag = std::min(di, dj);
return PathCost(di - diag + dj - diag, diag);
}
// Do the A* processing for a neighbour tile i,j.
void LongPathfinder::ProcessNeighbour(int pi, int pj, int i, int j, PathCost pg, PathfinderState& state)
{
// Reject impassable tiles
if (!PASSABLE(i, j))
return;
PathfindTile& n = state.tiles->get(i, j);
if (n.IsClosed())
return;
PathCost dg;
if (pi == i)
dg = PathCost::horizvert(abs(pj - j));
else if (pj == j)
dg = PathCost::horizvert(abs(pi - i));
else
{
ASSERT(abs((int)pi - (int)i) == abs((int)pj - (int)j)); // must be 45 degrees
dg = PathCost::diag(abs((int)pi - (int)i));
}
PathCost g = pg + dg; // cost to this tile = cost to predecessor + delta from predecessor
PathCost h = CalculateHeuristic(i, j, state.iGoal, state.jGoal);
// If this is a new tile, compute the heuristic distance
if (n.IsUnexplored())
{
// Remember the best tile we've seen so far, in case we never actually reach the target
if (h < state.hBest)
{
state.hBest = h;
state.iBest = i;
state.jBest = j;
}
}
else
{
// If we've already seen this tile, and the new path to this tile does not have a
// better cost, then stop now
if (g >= n.GetCost())
return;
// Otherwise, we have a better path.
// If we've already added this tile to the open list:
if (n.IsOpen())
{
// This is a better path, so replace the old one with the new cost/parent
PathCost gprev = n.GetCost();
n.SetCost(g);
n.SetPred(pi, pj, i, j);
state.open.promote(TileID(i, j), gprev + h, g + h, h);
return;
}
}
// Add it to the open list:
n.SetStatusOpen();
n.SetCost(g);
n.SetPred(pi, pj, i, j);
PriorityQueue::Item t = { TileID(i, j), g + h, h };
state.open.push(t);
}
/*
* In the JPS algorithm, after a tile is taken off the open queue,
* we don't process every adjacent neighbour (as in standard A*).
* Instead we only move in a subset of directions (depending on the
* direction from the predecessor); and instead of moving by a single
* cell, we move up to the next jump point in that direction.
* The AddJumped... functions do this by calling ProcessNeighbour
* on the jump point (if any) in a certain direction.
* The HasJumped... functions return whether there is any jump point
* in that direction.
*/
// JPS functions scan navcells towards one direction
// OnTheWay tests whether we are scanning towards the right direction, to avoid useless scans
inline bool OnTheWay(int i, int j, int di, int dj, const PathGoal& goal)
{
entity_pos_t hw, hh; // half width/height of goal bounding box
CFixedVector2D hbb = Geometry::GetHalfBoundingBox(goal.u, goal.v, CFixedVector2D(goal.hw, goal.hh));
switch (goal.type)
{
case PathGoal::POINT:
hw = fixed::Zero();
hh = fixed::Zero();
break;
case PathGoal::CIRCLE:
case PathGoal::INVERTED_CIRCLE:
hw = goal.hw;
hh = goal.hw;
break;
case PathGoal::SQUARE:
case PathGoal::INVERTED_SQUARE:
hw = hbb.X.Absolute();
hh = hbb.Y.Absolute();
break;
NODEFAULT;
}
if (dj != 0)
{
// Farthest goal point, z-direction
int gj = ((goal.z + (dj > 0 ? hh : -hh)) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity();
if ((gj - j)*dj < 0) // we're not moving towards the goal
return false;
}
else
{
if (j < ((goal.z - hh) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity() ||
j >((goal.z + hh) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity())
return false;
}
if (di != 0)
{
// Farthest goal point, x-direction
int gi = ((goal.x + (di > 0 ? hw : -hw)) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity();
if ((gi - i)*di < 0) // we're not moving towards the goal
return false;
}
else
{
if (i < ((goal.x - hw) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity() ||
i >((goal.x + hh) / Pathfinding::NAVCELL_SIZE).ToInt_RoundToNegInfinity())
return false;
}
return true;
}
void LongPathfinder::AddJumpedHoriz(int i, int j, int di, PathCost g, PathfinderState& state, bool detectGoal)
{
if (m_UseJPSCache)
{
int jump;
if (di > 0)
jump = state.jpc->GetJumpPointRight(i, j, state.goal);
else
jump = state.jpc->GetJumpPointLeft(i, j, state.goal);
if (jump != i)
ProcessNeighbour(i, j, jump, j, g, state);
}
else
{
ASSERT(di == 1 || di == -1);
int ni = i + di;
while (true)
{
if (!PASSABLE(ni, j))
break;
if (detectGoal && state.goal.NavcellContainsGoal(ni, j))
{
state.open.clear();
ProcessNeighbour(i, j, ni, j, g, state);
break;
}
#if ACCEPT_DIAGONAL_GAPS
if ((!PASSABLE(ni, j - 1) && PASSABLE(ni + di, j - 1)) ||
(!PASSABLE(ni, j + 1) && PASSABLE(ni + di, j + 1)))
#else
if ((!PASSABLE(ni - di, j - 1) && PASSABLE(ni, j - 1)) ||
(!PASSABLE(ni - di, j + 1) && PASSABLE(ni, j + 1)))
#endif
{
ProcessNeighbour(i, j, ni, j, g, state);
break;
}
ni += di;
}
}
}
// Returns the i-coordinate of the jump point if it exists, else returns i
int LongPathfinder::HasJumpedHoriz(int i, int j, int di, PathfinderState& state, bool detectGoal)
{
if (m_UseJPSCache)
{
int jump;
if (di > 0)
jump = state.jpc->GetJumpPointRight(i, j, state.goal);
else
jump = state.jpc->GetJumpPointLeft(i, j, state.goal);
return jump;
}
else
{
ASSERT(di == 1 || di == -1);
int ni = i + di;
while (true)
{
if (!PASSABLE(ni, j))
return i;
if (detectGoal && state.goal.NavcellContainsGoal(ni, j))
{
state.open.clear();
return ni;
}
#if ACCEPT_DIAGONAL_GAPS
if ((!PASSABLE(ni, j - 1) && PASSABLE(ni + di, j - 1)) ||
(!PASSABLE(ni, j + 1) && PASSABLE(ni + di, j + 1)))
#else
if ((!PASSABLE(ni - di, j - 1) && PASSABLE(ni, j - 1)) ||
(!PASSABLE(ni - di, j + 1) && PASSABLE(ni, j + 1)))
#endif
return ni;
ni += di;
}
}
}
void LongPathfinder::AddJumpedVert(int i, int j, int dj, PathCost g, PathfinderState& state, bool detectGoal)
{
if (m_UseJPSCache)
{
int jump;
if (dj > 0)
jump = state.jpc->GetJumpPointUp(i, j, state.goal);
else
jump = state.jpc->GetJumpPointDown(i, j, state.goal);
if (jump != j)
ProcessNeighbour(i, j, i, jump, g, state);
}
else
{
ASSERT(dj == 1 || dj == -1);
int nj = j + dj;
while (true)
{
if (!PASSABLE(i, nj))
break;
if (detectGoal && state.goal.NavcellContainsGoal(i, nj))
{
state.open.clear();
ProcessNeighbour(i, j, i, nj, g, state);
break;
}
#if ACCEPT_DIAGONAL_GAPS
if ((!PASSABLE(i - 1, nj) && PASSABLE(i - 1, nj + dj)) ||
(!PASSABLE(i + 1, nj) && PASSABLE(i + 1, nj + dj)))
#else
if ((!PASSABLE(i - 1, nj - dj) && PASSABLE(i - 1, nj)) ||
(!PASSABLE(i + 1, nj - dj) && PASSABLE(i + 1, nj)))
#endif
{
ProcessNeighbour(i, j, i, nj, g, state);
break;
}
nj += dj;
}
}
}
// Returns the j-coordinate of the jump point if it exists, else returns j
int LongPathfinder::HasJumpedVert(int i, int j, int dj, PathfinderState& state, bool detectGoal)
{
if (m_UseJPSCache)
{
int jump;
if (dj > 0)
jump = state.jpc->GetJumpPointUp(i, j, state.goal);
else
jump = state.jpc->GetJumpPointDown(i, j, state.goal);
return jump;
}
else
{
ASSERT(dj == 1 || dj == -1);
int nj = j + dj;
while (true)
{
if (!PASSABLE(i, nj))
return j;
if (detectGoal && state.goal.NavcellContainsGoal(i, nj))
{
state.open.clear();
return nj;
}
#if ACCEPT_DIAGONAL_GAPS
if ((!PASSABLE(i - 1, nj) && PASSABLE(i - 1, nj + dj)) ||
(!PASSABLE(i + 1, nj) && PASSABLE(i + 1, nj + dj)))
#else
if ((!PASSABLE(i - 1, nj - dj) && PASSABLE(i - 1, nj)) ||
(!PASSABLE(i + 1, nj - dj) && PASSABLE(i + 1, nj)))
#endif
return nj;
nj += dj;
}
}
}
/*
* We never cache diagonal jump points - they're usually so frequent that
* a linear search is about as cheap and avoids the setup cost and memory cost.
*/
void LongPathfinder::AddJumpedDiag(int i, int j, int di, int dj, PathCost g, PathfinderState& state)
{
// ProcessNeighbour(i, j, i + di, j + dj, g, state);
// return;
ASSERT(di == 1 || di == -1);
ASSERT(dj == 1 || dj == -1);
int ni = i + di;
int nj = j + dj;
bool detectGoal = OnTheWay(i, j, di, dj, state.goal);
while (true)
{
// Stop if we hit an obstructed cell
if (!PASSABLE(ni, nj))
return;
// Stop if moving onto this cell caused us to
// touch the corner of an obstructed cell
#if !ACCEPT_DIAGONAL_GAPS
if (!PASSABLE(ni - di, nj) || !PASSABLE(ni, nj - dj))
return;
#endif
// Process this cell if it's at the goal
if (detectGoal && state.goal.NavcellContainsGoal(ni, nj))
{
state.open.clear();
ProcessNeighbour(i, j, ni, nj, g, state);
return;
}
#if ACCEPT_DIAGONAL_GAPS
if ((!PASSABLE(ni - di, nj) && PASSABLE(ni - di, nj + dj)) ||
(!PASSABLE(ni, nj - dj) && PASSABLE(ni + di, nj - dj)))
{
ProcessNeighbour(i, j, ni, nj, g, state);
return;
}
#endif
int fi = HasJumpedHoriz(ni, nj, di, state, detectGoal ? OnTheWay(ni, nj, di, 0, state.goal) : false);
int fj = HasJumpedVert(ni, nj, dj, state, detectGoal ? OnTheWay(ni, nj, 0, dj, state.goal) : false);
if (fi != ni || fj != nj)
{
ProcessNeighbour(i, j, ni, nj, g, state);
g += PathCost::diag(abs(ni - i));
if (fi != ni)
ProcessNeighbour(ni, nj, fi, nj, g, state);
if (fj != nj)
ProcessNeighbour(ni, nj, ni, fj, g, state);
return;
}
ni += di;
nj += dj;
}
}
#undef PASSABLE
void LongPathfinder::ComputeJPSPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& origGoal, pass_class_t passClass, WaypointPath& path)
{
PROFILE3("ComputePathJPS");
PathfinderState state = { 0 };
state.jpc = m_JumpPointCache[passClass].get();
if (m_UseJPSCache && !state.jpc)
{
state.jpc = new JumpPointCache;
state.jpc->reset(m_Grid, passClass);
debug_printf("PATHFINDER: JPC memory: %d kB\n", (int)state.jpc->GetMemoryUsage() / 1024);
m_JumpPointCache[passClass] = shared_ptr(state.jpc);
}
// Convert the start coordinates to tile indexes
u16 i0, j0;
Pathfinding::NearestNavcell(x0, z0, i0, j0, m_GridSize, m_GridSize);
if (!IS_PASSABLE(m_Grid->get(i0, j0), passClass))
{
// The JPS pathfinder requires units to be on passable tiles
// (otherwise it might crash), so handle the supposedly-invalid
// state specially
m_PathfinderHier.FindNearestPassableNavcell(i0, j0, passClass);
}
state.goal = origGoal;
// Make the goal reachable. This includes shortening the path if the goal is in a non-passable
// region, transforming non-point goals to reachable point goals, etc.
m_PathfinderHier.MakeGoalReachable(i0, j0, state.goal, passClass);
// If we're already at the goal tile, then move directly to the exact goal coordinates
if (state.goal.NavcellContainsGoal(i0, j0))
{
path.m_Waypoints.emplace_back(Waypoint{ state.goal.x, state.goal.z });
return;
}
Pathfinding::NearestNavcell(state.goal.x, state.goal.z, state.iGoal, state.jGoal, m_GridSize, m_GridSize);
state.passClass = passClass;
state.steps = 0;
state.tiles = new PathfindTileGrid(m_Grid->m_W, m_Grid->m_H);
state.terrain = m_Grid;
state.iBest = i0;
state.jBest = j0;
state.hBest = CalculateHeuristic(i0, j0, state.iGoal, state.jGoal);
PriorityQueue::Item start = { TileID(i0, j0), PathCost() };
state.open.push(start);
state.tiles->get(i0, j0).SetStatusOpen();
state.tiles->get(i0, j0).SetPred(i0, j0, i0, j0);
state.tiles->get(i0, j0).SetCost(PathCost());
while (true)
{
++state.steps;
// If we ran out of tiles to examine, give up
if (state.open.empty())
break;
// Move best tile from open to closed
PriorityQueue::Item curr = state.open.pop();
u16 i = curr.id.i();
u16 j = curr.id.j();
state.tiles->get(i, j).SetStatusClosed();
// If we've reached the destination, stop
if (state.goal.NavcellContainsGoal(i, j))
{
state.iBest = i;
state.jBest = j;
state.hBest = PathCost();
break;
}
PathfindTile tile = state.tiles->get(i, j);
PathCost g = tile.GetCost();
// Get the direction of the predecessor tile from this tile
int dpi = tile.GetPredDI();
int dpj = tile.GetPredDJ();
dpi = (dpi < 0 ? -1 : dpi > 0 ? 1 : 0);
dpj = (dpj < 0 ? -1 : dpj > 0 ? 1 : 0);
if (dpi != 0 && dpj == 0)
{
// Moving horizontally from predecessor
#if ACCEPT_DIAGONAL_GAPS
if (!IS_PASSABLE(state.terrain->get(i, j-1), state.passClass))
AddJumpedDiag(i, j, -dpi, -1, g, state);
if (!IS_PASSABLE(state.terrain->get(i, j+1), state.passClass))
AddJumpedDiag(i, j, -dpi, +1, g, state);
#else
if (!IS_PASSABLE(state.terrain->get(i + dpi, j-1), state.passClass))
{
AddJumpedDiag(i, j, -dpi, -1, g, state);
AddJumpedVert(i, j, -1, g, state, OnTheWay(i, j, 0, -1, state.goal));
}
if (!IS_PASSABLE(state.terrain->get(i + dpi, j+1), state.passClass))
{
AddJumpedDiag(i, j, -dpi, +1, g, state);
AddJumpedVert(i, j, +1, g, state, OnTheWay(i, j, 0, +1, state.goal));
}
#endif
AddJumpedHoriz(i, j, -dpi, g, state, OnTheWay(i, j, -dpi, 0, state.goal));
}
else if (dpi == 0 && dpj != 0)
{
// Moving vertically from predecessor
#if ACCEPT_DIAGONAL_GAPS
if (!IS_PASSABLE(state.terrain->get(i-1, j), state.passClass))
AddJumpedDiag(i, j, -1, -dpj, g, state);
if (!IS_PASSABLE(state.terrain->get(i+1, j), state.passClass))
AddJumpedDiag(i, j, +1, -dpj, g, state);
#else
if (!IS_PASSABLE(state.terrain->get(i-1, j + dpj), state.passClass))
{
AddJumpedDiag(i, j, -1, -dpj, g, state);
AddJumpedHoriz(i, j, -1, g, state,OnTheWay(i, j, -1, 0, state.goal));
}
if (!IS_PASSABLE(state.terrain->get(i+1, j + dpj), state.passClass))
{
AddJumpedDiag(i, j, +1, -dpj, g, state);
AddJumpedHoriz(i, j, +1, g, state,OnTheWay(i, j, +1, 0, state.goal));
}
#endif
AddJumpedVert(i, j, -dpj, g, state, OnTheWay(i, j, 0, -dpj, state.goal));
}
else if (dpi != 0 && dpj != 0)
{
// Moving diagonally from predecessor
#if ACCEPT_DIAGONAL_GAPS
if (!IS_PASSABLE(state.terrain->get(i + dpi, j), state.passClass))
AddJumpedDiag(i, j, dpi, -dpj, g, state);
if (!IS_PASSABLE(state.terrain->get(i, j + dpj), state.passClass))
AddJumpedDiag(i, j, -dpi, dpj, g, state);
#endif
AddJumpedHoriz(i, j, -dpi, g, state, OnTheWay(i, j, -dpi, 0, state.goal));
AddJumpedVert(i, j, -dpj, g, state, OnTheWay(i, j, 0, -dpj, state.goal));
AddJumpedDiag(i, j, -dpi, -dpj, g, state);
}
else
{
// No predecessor, i.e. the start tile
// Start searching in every direction
// XXX - check passability?
bool passl = IS_PASSABLE(state.terrain->get(i-1, j), state.passClass);
bool passr = IS_PASSABLE(state.terrain->get(i+1, j), state.passClass);
bool passd = IS_PASSABLE(state.terrain->get(i, j-1), state.passClass);
bool passu = IS_PASSABLE(state.terrain->get(i, j+1), state.passClass);
if (passl && passd)
ProcessNeighbour(i, j, i-1, j-1, g, state);
if (passr && passd)
ProcessNeighbour(i, j, i+1, j-1, g, state);
if (passl && passu)
ProcessNeighbour(i, j, i-1, j+1, g, state);
if (passr && passu)
ProcessNeighbour(i, j, i+1, j+1, g, state);
if (passl)
ProcessNeighbour(i, j, i-1, j, g, state);
if (passr)
ProcessNeighbour(i, j, i+1, j, g, state);
if (passd)
ProcessNeighbour(i, j, i, j-1, g, state);
if (passu)
ProcessNeighbour(i, j, i, j+1, g, state);
}
}
// Reconstruct the path (in reverse)
u16 ip = state.iBest, jp = state.jBest;
while (ip != i0 || jp != j0)
{
PathfindTile& n = state.tiles->get(ip, jp);
entity_pos_t x, z;
Pathfinding::NavcellCenter(ip, jp, x, z);
path.m_Waypoints.emplace_back(Waypoint{ x, z });
// Follow the predecessor link
ip = n.GetPredI(ip);
jp = n.GetPredJ(jp);
}
// The last waypoint is slightly incorrect (it's not the goal but the center
// of the navcell of the goal), so replace it
if (!path.m_Waypoints.empty())
path.m_Waypoints.front() = { state.goal.x, state.goal.z };
ImprovePathWaypoints(path, passClass, origGoal.maxdist, x0, z0);
// Save this grid for debug display
delete m_DebugGrid;
m_DebugGrid = state.tiles;
m_DebugSteps = state.steps;
m_DebugGoal = state.goal;
}
void LongPathfinder::ImprovePathWaypoints(WaypointPath& path, pass_class_t passClass, entity_pos_t maxDist, entity_pos_t x0, entity_pos_t z0)
{
if (path.m_Waypoints.empty())
return;
if (maxDist > fixed::Zero())
{
CFixedVector2D start(x0, z0);
CFixedVector2D first(path.m_Waypoints.back().x, path.m_Waypoints.back().z);
CFixedVector2D offset = first - start;
if (offset.CompareLength(maxDist) > 0)
{
offset.Normalize(maxDist);
path.m_Waypoints.emplace_back(Waypoint{ (start + offset).X, (start + offset).Y });
}
}
if (path.m_Waypoints.size() < 2)
return;
std::vector& waypoints = path.m_Waypoints;
std::vector newWaypoints;
CFixedVector2D prev(waypoints.front().x, waypoints.front().z);
newWaypoints.push_back(waypoints.front());
for (size_t k = 1; k < waypoints.size() - 1; ++k)
{
CFixedVector2D ahead(waypoints[k + 1].x, waypoints[k + 1].z);
CFixedVector2D curr(waypoints[k].x, waypoints[k].z);
if (maxDist > fixed::Zero() && (curr - prev).CompareLength(maxDist) > 0)
{
// We are too far away from the previous waypoint, so create one in
// between and continue with the improvement of the path
prev = prev + (curr - prev) / 2;
newWaypoints.emplace_back(Waypoint{ prev.X, prev.Y });
}
// If we're mostly straight, don't even bother.
if ((ahead - curr).Perpendicular().Dot(curr - prev).Absolute() <= fixed::Epsilon() * 100)
continue;
if (!Pathfinding::CheckLineMovement(prev.X, prev.Y, ahead.X, ahead.Y, passClass, *m_Grid))
{
prev = CFixedVector2D(waypoints[k].x, waypoints[k].z);
newWaypoints.push_back(waypoints[k]);
}
}
newWaypoints.push_back(waypoints.back());
path.m_Waypoints.swap(newWaypoints);
}
void LongPathfinder::GetDebugDataJPS(u32& steps, double& time, Grid& grid)
{
steps = m_DebugSteps;
time = m_DebugTime;
if (!m_DebugGrid)
return;
u16 iGoal, jGoal;
Pathfinding::NearestNavcell(m_DebugGoal.x, m_DebugGoal.z, iGoal, jGoal, m_GridSize, m_GridSize);
grid = Grid(m_DebugGrid->m_W, m_DebugGrid->m_H);
for (u16 j = 0; j < grid.m_H; ++j)
{
for (u16 i = 0; i < grid.m_W; ++i)
{
if (i == iGoal && j == jGoal)
continue;
PathfindTile t = m_DebugGrid->get(i, j);
grid.set(i, j, (t.IsOpen() ? 1 : 0) | (t.IsClosed() ? 2 : 0));
}
}
}
void LongPathfinder::SetDebugOverlay(bool enabled)
{
if (enabled && !m_DebugOverlay)
m_DebugOverlay = new LongOverlay(*this);
else if (!enabled && m_DebugOverlay)
SAFE_DELETE(m_DebugOverlay);
}
void LongPathfinder::ComputePath(entity_pos_t x0, entity_pos_t z0, const PathGoal& origGoal,
pass_class_t passClass, std::vector excludedRegions, WaypointPath& path)
{
GenerateSpecialMap(passClass, excludedRegions);
ComputePath(x0, z0, origGoal, SPECIAL_PASS_CLASS, path);
}
inline bool InRegion(u16 i, u16 j, CircularRegion region)
{
fixed cellX = Pathfinding::NAVCELL_SIZE * i;
fixed cellZ = Pathfinding::NAVCELL_SIZE * j;
return CFixedVector2D(cellX - region.x, cellZ - region.z).CompareLength(region.r) <= 0;
}
void LongPathfinder::GenerateSpecialMap(pass_class_t passClass, std::vector excludedRegions)
{
for (u16 j = 0; j < m_Grid->m_H; ++j)
{
for (u16 i = 0; i < m_Grid->m_W; ++i)
{
NavcellData n = m_Grid->get(i, j);
if (!IS_PASSABLE(n, passClass))
{
n |= SPECIAL_PASS_CLASS;
m_Grid->set(i, j, n);
continue;
}
for (CircularRegion& region : excludedRegions)
{
if (!InRegion(i, j, region))
continue;
n |= SPECIAL_PASS_CLASS;
break;
}
m_Grid->set(i, j, n);
}
}
}