/* 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_LONGPATHFINDER
#define INCLUDED_LONGPATHFINDER
#include "Pathfinding.h"
#include "HierarchicalPathfinder.h"
#include "PriorityQueue.h"
#include "graphics/Overlay.h"
#include "renderer/Scene.h"
#define ACCEPT_DIAGONAL_GAPS 0
/**
* Represents the 2D coordinates of a tile.
* The i/j components are packed into a single u32, since we usually use these
* objects for equality comparisons and the VC2010 optimizer doesn't seem to automatically
* compare two u16s in a single operation.
* TODO: maybe VC2012 will?
*/
struct TileID
{
TileID() { }
TileID(u16 i, u16 j) : data((i << 16) | j) { }
bool operator==(const TileID& b) const
{
return data == b.data;
}
/// Returns lexicographic order over (i,j)
bool operator<(const TileID& b) const
{
return data < b.data;
}
u16 i() const { return data >> 16; }
u16 j() const { return data & 0xFFFF; }
private:
u32 data;
};
/**
* Tile data for A* computation.
* (We store an array of one of these per terrain tile, so it ought to be optimised for size)
*/
struct PathfindTile
{
public:
enum {
STATUS_UNEXPLORED = 0,
STATUS_OPEN = 1,
STATUS_CLOSED = 2
};
bool IsUnexplored() { return GetStatus() == STATUS_UNEXPLORED; }
bool IsOpen() { return GetStatus() == STATUS_OPEN; }
bool IsClosed() { return GetStatus() == STATUS_CLOSED; }
void SetStatusOpen() { SetStatus(STATUS_OPEN); }
void SetStatusClosed() { SetStatus(STATUS_CLOSED); }
// Get pi,pj coords of predecessor to this tile on best path, given i,j coords of this tile
inline int GetPredI(int i) { return i + GetPredDI(); }
inline int GetPredJ(int j) { return j + GetPredDJ(); }
inline PathCost GetCost() const { return g; }
inline void SetCost(PathCost cost) { g = cost; }
private:
PathCost g; // cost to reach this tile
u32 data; // 2-bit status; 15-bit PredI; 15-bit PredJ; packed for storage efficiency
public:
inline u8 GetStatus() const
{
return data & 3;
}
inline void SetStatus(u8 s)
{
ASSERT(s < 4);
data &= ~3;
data |= (s & 3);
}
int GetPredDI() const
{
return (i32)data >> 17;
}
int GetPredDJ() const
{
return ((i32)data << 15) >> 17;
}
// Set the pi,pj coords of predecessor, given i,j coords of this tile
inline void SetPred(int pi, int pj, int i, int j)
{
int di = pi - i;
int dj = pj - j;
ASSERT(-16384 <= di && di < 16384);
ASSERT(-16384 <= dj && dj < 16384);
data &= 3;
data |= (((u32)di & 0x7FFF) << 17) | (((u32)dj & 0x7FFF) << 2);
}
};
struct CircularRegion
{
CircularRegion(entity_pos_t x, entity_pos_t z, entity_pos_t r) : x(x), z(z), r(r) {}
entity_pos_t x, z, r;
};
typedef PriorityQueueHeap PriorityQueue;
typedef SparseGrid PathfindTileGrid;
class JumpPointCache;
struct PathfinderState
{
u32 steps; // number of algorithm iterations
PathGoal goal;
u16 iGoal, jGoal; // goal tile
pass_class_t passClass;
PriorityQueue open;
// (there's no explicit closed list; it's encoded in PathfindTile)
PathfindTileGrid* tiles;
Grid* terrain;
PathCost hBest; // heuristic of closest discovered tile to goal
u16 iBest, jBest; // closest tile
JumpPointCache* jpc;
};
class LongOverlay;
class LongPathfinder
{
public:
LongPathfinder();
~LongPathfinder();
void SetDebugOverlay(bool enabled);
void SetHierDebugOverlay(bool enabled, const CSimContext *simContext)
{
m_PathfinderHier.SetDebugOverlay(enabled, simContext);
}
void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
if (!m_DebugOverlay)
return;
SAFE_DELETE(m_DebugGrid);
delete m_DebugPath;
m_DebugPath = new WaypointPath();
ComputePath(x0, z0, goal, passClass, *m_DebugPath);
m_DebugPassClass = passClass;
}
void Reload(Grid* passabilityGrid,
const std::map& nonPathfindingPassClassMasks,
const std::map& pathfindingPassClassMasks)
{
m_Grid = passabilityGrid;
ASSERT(passabilityGrid->m_H == passabilityGrid->m_W);
m_GridSize = passabilityGrid->m_W;
m_JumpPointCache.clear();
m_PathfinderHier.Recompute(passabilityGrid, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
void Update(Grid* passabilityGrid, const Grid& dirtinessGrid)
{
m_Grid = passabilityGrid;
ASSERT(passabilityGrid->m_H == passabilityGrid->m_W);
ASSERT(m_GridSize == passabilityGrid->m_H);
m_JumpPointCache.clear();
m_PathfinderHier.Update(passabilityGrid, dirtinessGrid);
}
void HierarchicalRenderSubmit(SceneCollector& collector)
{
for (size_t i = 0; i < m_PathfinderHier.m_DebugOverlayLines.size(); ++i)
collector.Submit(&m_PathfinderHier.m_DebugOverlayLines[i]);
}
/**
* Compute a tile-based path from the given point to the goal, and return the set of waypoints.
* The waypoints correspond to the centers of horizontally/vertically adjacent tiles
* along the path.
*/
void ComputePath(entity_pos_t x0, entity_pos_t z0, const PathGoal& origGoal,
pass_class_t passClass, WaypointPath& path)
{
if (!m_Grid)
{
LOGERROR("The pathfinder grid hasn't been setup yet, aborting ComputePath");
return;
}
ComputeJPSPath(x0, z0, origGoal, passClass, path);
}
/**
* Compute a tile-based path from the given point to the goal, excluding the regions
* specified in excludedRegions (which are treated as impassable) and return the set of waypoints.
* The waypoints correspond to the centers of horizontally/vertically adjacent tiles
* along the path.
*/
void ComputePath(entity_pos_t x0, entity_pos_t z0, const PathGoal& origGoal,
pass_class_t passClass, std::vector excludedRegions, WaypointPath& path);
Grid GetConnectivityGrid(pass_class_t passClass)
{
return m_PathfinderHier.GetConnectivityGrid(passClass);
}
void GetDebugData(u32& steps, double& time, Grid& grid)
{
GetDebugDataJPS(steps, time, grid);
}
Grid* m_Grid;
u16 m_GridSize;
// Debugging - output from last pathfind operation:
LongOverlay* m_DebugOverlay;
PathfindTileGrid* m_DebugGrid;
u32 m_DebugSteps;
double m_DebugTime;
PathGoal m_DebugGoal;
WaypointPath* m_DebugPath;
pass_class_t m_DebugPassClass;
private:
PathCost CalculateHeuristic(int i, int j, int iGoal, int jGoal);
void ProcessNeighbour(int pi, int pj, int i, int j, PathCost pg, PathfinderState& state);
/**
* JPS algorithm helper functions
* @param detectGoal is not used if m_UseJPSCache is true
*/
void AddJumpedHoriz(int i, int j, int di, PathCost g, PathfinderState& state, bool detectGoal);
int HasJumpedHoriz(int i, int j, int di, PathfinderState& state, bool detectGoal);
void AddJumpedVert(int i, int j, int dj, PathCost g, PathfinderState& state, bool detectGoal);
int HasJumpedVert(int i, int j, int dj, PathfinderState& state, bool detectGoal);
void AddJumpedDiag(int i, int j, int di, int dj, PathCost g, PathfinderState& state);
/**
* See LongPathfinder.cpp for implementation details
* TODO: cleanup documentation
*/
void ComputeJPSPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& origGoal, pass_class_t passClass, WaypointPath& path);
void GetDebugDataJPS(u32& steps, double& time, Grid& grid);
// Helper functions for ComputePath
/**
* Given a path with an arbitrary collection of waypoints, updates the
* waypoints to be nicer. Calls "Testline" between waypoints
* so that bended paths can become straight if there's nothing in between
* (this happens because A* is 8-direction, and the map isn't actually a grid).
* If @param maxDist is non-zero, path waypoints will be espaced by at most @param maxDist.
* In that case the distance between (x0, z0) and the first waypoint will also be made less than maxDist.
*/
void ImprovePathWaypoints(WaypointPath& path, pass_class_t passClass, entity_pos_t maxDist, entity_pos_t x0, entity_pos_t z0);
/**
* Generate a passability map, stored in the 16th bit of navcells, based on passClass,
* but with a set of impassable circular regions.
*/
void GenerateSpecialMap(pass_class_t passClass, std::vector excludedRegions);
bool m_UseJPSCache;
std::map > m_JumpPointCache;
HierarchicalPathfinder m_PathfinderHier;
};
/**
* Terrain overlay for pathfinder debugging.
* Renders a representation of the most recent pathfinding operation.
*/
class LongOverlay : public TerrainTextureOverlay
{
public:
LongPathfinder& m_Pathfinder;
LongOverlay(LongPathfinder& pathfinder) :
TerrainTextureOverlay(Pathfinding::NAVCELLS_PER_TILE), m_Pathfinder(pathfinder)
{
}
virtual void BuildTextureRGBA(u8* data, size_t w, size_t h)
{
// Grab the debug data for the most recently generated path
u32 steps;
double time;
Grid debugGrid;
m_Pathfinder.GetDebugData(steps, time, debugGrid);
// Render navcell passability
u8* p = data;
for (size_t j = 0; j < h; ++j)
{
for (size_t i = 0; i < w; ++i)
{
SColor4ub color(0, 0, 0, 0);
if (!IS_PASSABLE(m_Pathfinder.m_Grid->get((int)i, (int)j), m_Pathfinder.m_DebugPassClass))
color = SColor4ub(255, 0, 0, 127);
if (debugGrid.m_W && debugGrid.m_H)
{
u8 n = debugGrid.get((int)i, (int)j);
if (n == 1)
color = SColor4ub(255, 255, 0, 127);
else if (n == 2)
color = SColor4ub(0, 255, 0, 127);
if (m_Pathfinder.m_DebugGoal.NavcellContainsGoal(i, j))
color = SColor4ub(0, 0, 255, 127);
}
*p++ = color.R;
*p++ = color.G;
*p++ = color.B;
*p++ = color.A;
}
}
// Render the most recently generated path
if (m_Pathfinder.m_DebugPath && !m_Pathfinder.m_DebugPath->m_Waypoints.empty())
{
std::vector& waypoints = m_Pathfinder.m_DebugPath->m_Waypoints;
u16 ip = 0, jp = 0;
for (size_t k = 0; k < waypoints.size(); ++k)
{
u16 i, j;
Pathfinding::NearestNavcell(waypoints[k].x, waypoints[k].z, i, j, m_Pathfinder.m_GridSize, m_Pathfinder.m_GridSize);
if (k == 0)
{
ip = i;
jp = j;
}
else
{
bool firstCell = true;
do
{
if (data[(jp*w + ip)*4+3] == 0)
{
data[(jp*w + ip)*4+0] = 0xFF;
data[(jp*w + ip)*4+1] = 0xFF;
data[(jp*w + ip)*4+2] = 0xFF;
data[(jp*w + ip)*4+3] = firstCell ? 0xA0 : 0x60;
}
ip = ip < i ? ip+1 : ip > i ? ip-1 : ip;
jp = jp < j ? jp+1 : jp > j ? jp-1 : jp;
firstCell = false;
}
while (ip != i || jp != j);
}
}
}
}
};
#endif // INCLUDED_LONGPATHFINDER