Implemented JPS badly
This commit is contained in:
@@ -1,42 +1,43 @@
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package io.anuke.mindustry.ai;
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import com.badlogic.gdx.ai.pfa.*;
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import com.badlogic.gdx.ai.pfa.GraphPath;
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import com.badlogic.gdx.ai.pfa.PathFinderQueue;
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import com.badlogic.gdx.ai.pfa.PathFinderRequest;
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import com.badlogic.gdx.utils.BinaryHeap;
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import com.badlogic.gdx.utils.IntMap;
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import com.badlogic.gdx.utils.TimeUtils;
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import io.anuke.mindustry.content.fx.Fx;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.function.Consumer;
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import io.anuke.ucore.util.Geometry;
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import io.anuke.ucore.util.Mathf;
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/**An IndexedAStarPathfinder that uses an OptimizedGraph, and therefore has less allocations.*/
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public class OptimizedPathFinder<N> implements PathFinder<N> {
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OptimizedGraph<N> graph;
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IntMap<NodeRecord<N>> records = new IntMap<>();
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BinaryHeap<NodeRecord<N>> openList;
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NodeRecord<N> current;
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public class OptimizedPathFinder {
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IntMap<NodeRecord> records = new IntMap<>();
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BinaryHeap<NodeRecord> openList;
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NodeRecord current;
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/**
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* The unique ID for each search run. Used to mark nodes.
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*/
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private int searchId;
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private Tile cameFrom = null;
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private static final byte UNVISITED = 0;
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private static final byte OPEN = 1;
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private static final byte CLOSED = 2;
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@SuppressWarnings("unchecked")
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public OptimizedPathFinder(OptimizedGraph<N> graph) {
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this.graph = graph;
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private static final boolean debug = true;
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public static boolean unop = false;
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public OptimizedPathFinder() {
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this.openList = new BinaryHeap<>();
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}
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@Override
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public boolean searchConnectionPath(N startNode, N endNode, Heuristic<N> heuristic, GraphPath<Connection<N>> outPath) {
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return false;
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}
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@Override
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public boolean searchNodePath(N startNode, N endNode, Heuristic<N> heuristic, GraphPath<N> outPath) {
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public boolean searchNodePath(Tile startNode, Tile endNode, GraphPath<Tile> outPath) {
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// Perform AStar
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boolean found = search(startNode, endNode, heuristic);
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boolean found = search(startNode, endNode);
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if (found) {
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// Create a path made of nodes
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@@ -46,9 +47,9 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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return found;
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}
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protected boolean search(N startNode, N endNode, Heuristic<N> heuristic) {
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protected boolean search(Tile startNode, Tile endNode) {
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initSearch(startNode, endNode, heuristic);
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initSearch(startNode, endNode);
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// Iterate through processing each node
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do {
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@@ -59,7 +60,9 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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// Terminate if we reached the goal node
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if (current.node == endNode) return true;
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visitChildren(endNode, heuristic);
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visitChildren(endNode);
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cameFrom = current.node;
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} while (openList.size > 0);
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@@ -67,14 +70,13 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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return false;
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}
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@Override
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public boolean search(PathFinderRequest<N> request, long timeToRun) {
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public boolean search(PathFinderRequest<Tile> request, long timeToRun) {
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long lastTime = TimeUtils.nanoTime();
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// We have to initialize the search if the status has just changed
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if (request.statusChanged) {
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initSearch(request.startNode, request.endNode, request.heuristic);
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initSearch(request.startNode, request.endNode);
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request.statusChanged = false;
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}
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@@ -100,7 +102,7 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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}
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// Visit current node's children
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visitChildren(request.endNode, request.heuristic);
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visitChildren(request.endNode);
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// Store the current time
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lastTime = currentTime;
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@@ -112,57 +114,52 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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return true;
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}
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protected void initSearch(N startNode, N endNode, Heuristic<N> heuristic) {
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protected void initSearch(Tile startNode, Tile endNode) {
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// Increment the search id
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if (++searchId < 0) searchId = 1;
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// Initialize the open list
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openList.clear();
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cameFrom = null;
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// Initialize the record for the start node and add it to the open list
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NodeRecord<N> startRecord = getNodeRecord(startNode);
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NodeRecord startRecord = getNodeRecord(startNode);
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startRecord.node = startNode;
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//startRecord.connection = null;
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startRecord.costSoFar = 0;
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addToOpenList(startRecord, heuristic.estimate(startNode, endNode));
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addToOpenList(startRecord, estimate(startNode, endNode));
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current = null;
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}
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protected void visitChildren(N endNode, Heuristic<N> heuristic) {
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// Get current node's outgoing connections
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//Array<Connection<N>> connections = graph.getConnections(current.node);
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N[] conn = graph.connectionsOf(current.node);
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protected void visitChildren(Tile endNode) {
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if(debug) Effects.effect(Fx.node3, current.node.worldx(), current.node.worldy());
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// Loop through each connection in turn
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for (int i = 0; i < conn.length; i++) {
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//Connection<N> connection = connections.get(i)
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// Get the cost estimate for the node
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N node = conn[i];
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if(node == null) continue;
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float addCost = heuristic.estimate(current.node, node);
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jps(current.node, current.from == null ? -1 : relDirection(current.node, current.from), endNode, node -> {
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float addCost = estimate(current.node, node);
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float nodeCost = current.costSoFar + addCost;
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float nodeHeuristic;
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NodeRecord<N> nodeRecord = getNodeRecord(node);
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NodeRecord nodeRecord = getNodeRecord(node);;
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if (nodeRecord.category == CLOSED) { // The node is closed
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// If we didn't find a shorter route, skip
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if (nodeRecord.costSoFar <= nodeCost) continue;
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if (nodeRecord.costSoFar <= nodeCost){
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return;
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}
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// We can use the node's old cost values to calculate its heuristic
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// without calling the possibly expensive heuristic function
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nodeHeuristic = nodeRecord.getEstimatedTotalCost() - nodeRecord.costSoFar;
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} else if (nodeRecord.category == OPEN) { // The node is open
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// If our route is no better, then skip
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if (nodeRecord.costSoFar <= nodeCost) continue;
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//If our route is no better, then skip
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if (nodeRecord.costSoFar <= nodeCost){
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return;
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}
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// Remove it from the open list (it will be re-added with the new cost)
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openList.remove(nodeRecord);
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@@ -174,26 +171,162 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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// We'll need to calculate the heuristic value using the function,
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// since we don't have a node record with a previously calculated value
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nodeHeuristic = heuristic.estimate(node, endNode);
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nodeHeuristic = estimate(node, endNode);
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}
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// Update node record's cost and connection
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nodeRecord.costSoFar = nodeCost;
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nodeRecord.from = current.node; //TODO ???
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nodeRecord.from = current.node;
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// Add it to the open list with the estimated total cost
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addToOpenList(nodeRecord, nodeCost + nodeHeuristic);
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}
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});
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}
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protected void generateNodePath(N startNode, GraphPath<N> outPath) {
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protected void jps(Tile current, int direction, Tile end, Consumer<Tile> cons){
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if(obstacle(current)) return; //skip solid or off-the-screen stuff
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//Log.info("jps {0} {1} // {2}", current.x, current.y, direction);
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if(unop){
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for(int i = 0; i < 4; i ++){
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if(!obstacle(current.getNearby(i))) cons.accept(current.getNearby(i));
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}
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return;
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}
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//if there's no start point, scan everything.
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if(direction == -1){
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for(int i = 0; i < 8; i ++){
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jps(current.getNearby(Geometry.d8[i]), i, end, cons);
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}
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return;
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}
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if(direction % 2 == 0){
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//forced neighbor in the straight pattern
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if(obstacle(rel(current, direction + 2)) && !obstacle(rel(current, direction + 1))){
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cons.accept(rel(current, direction + 1));
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}
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if(obstacle(rel(current, direction - 2)) && !obstacle(rel(current, direction - 1))){
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cons.accept(rel(current, direction - 1));
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}
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}else{ //moving diagonal
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//forced neighbor in the diagonal pattern
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if(obstacle(rel(current, direction + 3)) && !obstacle(rel(current, direction + 2)) && !obstacle(rel(current, direction -2))) {
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cons.accept(rel(current, direction + 2));//jps(rel(current, direction + 2), Mathf.mod(direction + 2, 8), end, cons);
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}
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if(obstacle(rel(current, direction - 3)) && !obstacle(rel(current, direction - 2))&& !obstacle(rel(current, direction + 2))){
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cons.accept(rel(current, direction - 2));//jps(rel(current, direction - 2), Mathf.mod(direction - 2, 8), end, cons);
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}
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}
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while(!obstacle(current) && !trap(current, direction)){
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if(debug) Effects.effect(Fx.node1, current.worldx(), current.worldy());
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//moving straight
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if(direction % 2 == 0){
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Tile sf = scanDir(rel(current, direction), end, direction); //check if there's anything of interest going straight
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if(sf != null){ //if there is, jump to that location immediately and stop
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cons.accept(sf);
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return;
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}
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}else{ //moving diagonal
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Tile sf = scanDir(rel(current, direction), end, direction);
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if(sf != null){
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cons.accept(sf);
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return;
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}
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Tile sl = scanDir(rel(current, Mathf.mod(direction - 1, 8)), end, Mathf.mod(direction - 1, 8));
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if(sl != null){
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cons.accept(sl);
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}
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Tile sr = scanDir(rel(current, Mathf.mod(direction + 1, 8)), end, Mathf.mod(direction + 1, 8));
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if(sr != null){
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cons.accept(sr);
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}
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}
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if(current == end){
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cons.accept(end);
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return;
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}
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current = rel(current, direction);
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}
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}
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protected boolean trap(Tile tile, int direction){
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return direction % 2 == 1 && obstacle(rel(tile, direction - 1)) && obstacle(rel(tile, direction + 1));
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}
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protected Tile scanDir(Tile tile, Tile end, int direction){
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while(!obstacle(tile)){
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if(debug) Effects.effect(Fx.node2, tile.worldx(), tile.worldy());
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if(tile == end) return tile;
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if(direction % 2 == 0){
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//forced neighbor in the straight pattern
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if((obstacle(rel(tile, direction + 2)) && !obstacle(rel(tile, direction + 1))) ||
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(obstacle(rel(tile, direction - 2)) && !obstacle(rel(tile, direction - 1)))){
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if(debug) Effects.effect(Fx.node4, tile.worldx(), tile.worldy());
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return tile;
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}
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}else{ //moving diagonal
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//forced neighbor in the diagonal pattern, end here
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if((obstacle(rel(tile, direction + 3)) && !obstacle(rel(tile, direction + 2)) && !obstacle(rel(tile, direction - 2))) ||
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(obstacle(rel(tile, direction - 3)) && !obstacle(rel(tile, direction - 2)) && !obstacle(rel(tile, direction + 2)))) {
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if(debug) Effects.effect(Fx.node4, tile.worldx(), tile.worldy());
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return tile;
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}
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}
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Tile next = rel(tile, direction);
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if(obstacle(next)) break;
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tile = next;
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}
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return null;
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}
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protected Tile rel(Tile tile, int i){
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return tile.getNearby(Geometry.d8[Mathf.mod(i, 8)]);
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}
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protected boolean obstacle(Tile tile){
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return tile == null || tile.solid();
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}
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;
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protected float estimate(Tile tile, Tile other){
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return Math.abs(tile.worldx() - other.worldx()) + Math.abs(tile.worldy() - other.worldy());
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}
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protected int relDirection(Tile from, Tile current){
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if(from.y == current.y && from.x > current.x) return 0;
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if(from.y == current.y && from.x < current.x) return 4;
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if(from.x == current.x && from.y > current.y) return 2;
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if(from.x == current.x && from.y < current.y) return 6;
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if(from.y > current.y && from.x > current.x) return 1;
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if(from.y < current.y && from.x < current.x) return 5;
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if(from.x > current.x && from.y < current.y) return 7;
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if(from.x < current.x && from.y > current.y) return 3;
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return -1;
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}
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protected void generateNodePath(Tile startNode, GraphPath<Tile> outPath) {
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// Work back along the path, accumulating nodes
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// outPath.clear();
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while (current.from != null) {
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outPath.add(current.node);
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current = records.get(graph.getIndex(current.from));
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current = records.get(indexOf(current.from));
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}
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outPath.add(startNode);
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@@ -201,66 +334,45 @@ public class OptimizedPathFinder<N> implements PathFinder<N> {
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outPath.reverse();
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}
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protected void addToOpenList(NodeRecord<N> nodeRecord, float estimatedTotalCost) {
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protected void addToOpenList(NodeRecord nodeRecord, float estimatedTotalCost) {
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openList.add(nodeRecord, estimatedTotalCost);
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nodeRecord.category = OPEN;
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}
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protected NodeRecord<N> getNodeRecord(N node) {
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if(!records.containsKey(graph.getIndex(node))){
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NodeRecord<N> record = new NodeRecord<>();
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protected NodeRecord getNodeRecord(Tile node) {
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if(!records.containsKey(indexOf(node))){
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NodeRecord record = new NodeRecord();
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record.node = node;
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record.searchId = searchId;
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records.put(graph.getIndex(node), record);
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records.put(indexOf(node), record);
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return record;
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}else{
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return records.get(graph.getIndex(node));
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NodeRecord record = records.get(indexOf(node));
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if(record.searchId != searchId){
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record.category = UNVISITED;
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record.searchId = searchId;
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}
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return record;
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}
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}
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/**
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* This nested class is used to keep track of the information we need for each node during the search.
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*
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* @param <N> Type of node
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* @author davebaol
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*/
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static class NodeRecord<N> extends BinaryHeap.Node {
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/**
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* The reference to the node.
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*/
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N node;
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N from;
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private int indexOf(Tile node){
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return node.packedPosition();
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}
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/**
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* The incoming connection to the node
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*/
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//Connection<N> connection;
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static class NodeRecord extends BinaryHeap.Node {
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Tile node;
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Tile from;
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/**
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* The actual cost from the start node.
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*/
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float costSoFar;
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/**
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* The node category: {@link #UNVISITED}, {@link #OPEN} or {@link #CLOSED}.
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*/
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byte category;
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/**
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* ID of the current search.
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*/
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int searchId;
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/**
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* Creates a {@code NodeRecord}.
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*/
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public NodeRecord() {
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super(0);
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}
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/**
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* Returns the estimated total cost.
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*/
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public float getEstimatedTotalCost() {
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return getValue();
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}
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@@ -1,112 +0,0 @@
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package io.anuke.mindustry.ai;
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import com.badlogic.gdx.ai.pfa.PathSmoother;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.SpawnPoint;
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import io.anuke.mindustry.world.Tile;
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public class Pathfind{
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/**Maximum time taken per frame on pathfinding for a single path.*/
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private static final long maxTime = 1000000 * 5;
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/**Tile graph, for determining conenctions between two tiles*/
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TileGraph graph = new TileGraph();
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/**Smoother that removes extra nodes from a path.*/
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PathSmoother<Tile, Vector2> smoother = new PathSmoother<Tile, Vector2>(new Raycaster());
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/**temporary vector2 for calculations*/
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Vector2 vector = new Vector2();
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Vector2 v1 = new Vector2();
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Vector2 v2 = new Vector2();
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Vector2 v3 = new Vector2();
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/**Finds the position on the path an enemy should move to.
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* If the path is not yet calculated, this returns the enemy's position (i. e. "don't move")
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* @param enemy The enemy to find a path for
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* @return The position the enemy should move to.*/
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public Vector2 find(BaseUnit enemy){
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//TODO!
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return v1.set(enemy.x, enemy.y);
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}
|
||||
|
||||
/**Update the pathfinders and continue calculating the path if it hasn't been calculated yet.
|
||||
* This method is run each frame.*/
|
||||
public void update(){
|
||||
/*
|
||||
|
||||
//go through each spawnpoint, and if it's not found a path yet, update it
|
||||
for(int i = 0; i < world.getSpawns().size; i ++){
|
||||
SpawnPoint point = world.getSpawns().get(i);
|
||||
if(point.request == null || point.finder == null){
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!point.request.pathFound){
|
||||
try{
|
||||
if(point.finder.search(point.request, maxTime)){
|
||||
smoother.smoothPath(point.path);
|
||||
point.pathTiles = point.path.nodes.toArray(Tile.class);
|
||||
point.finder = null;
|
||||
}
|
||||
}catch (ArrayIndexOutOfBoundsException e){
|
||||
//no path
|
||||
point.request.pathFound = true;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
private void resetPathFor(SpawnPoint point){
|
||||
/*
|
||||
point.finder = new OptimizedPathFinder<>(graph);
|
||||
|
||||
point.path.clear();
|
||||
|
||||
point.pathTiles = null;
|
||||
//TODO
|
||||
point.request = new PathFinderRequest<>(point.start, world.getCore(), state.difficulty.heuristic, point.path);
|
||||
point.request.statusChanged = true; //IMPORTANT!*/
|
||||
}
|
||||
|
||||
/**Finds the closest tile to a position, in an array of tiles.*/
|
||||
private int findClosest(Tile[] tiles, float x, float y){
|
||||
int cindex = -2;
|
||||
float dst = Float.MAX_VALUE;
|
||||
|
||||
for(int i = 0; i < tiles.length - 1; i ++){
|
||||
Tile tile = tiles[i];
|
||||
Tile next = tiles[i + 1];
|
||||
float d = pointLineDist(tile.worldx(), tile.worldy(), next.worldx(), next.worldy(), x, y);
|
||||
if(d < dst){
|
||||
dst = d;
|
||||
cindex = i;
|
||||
}
|
||||
}
|
||||
|
||||
return cindex + 1;
|
||||
}
|
||||
|
||||
/**Returns whether a point is on a line.*/
|
||||
private boolean onLine(Vector2 vector, float x1, float y1, float x2, float y2){
|
||||
return MathUtils.isEqual(vector.dst(x1, y1) + vector.dst(x2, y2), Vector2.dst(x1, y1, x2, y2), 0.01f);
|
||||
}
|
||||
|
||||
/**Returns distance from a point to a line segment.*/
|
||||
private float pointLineDist(float x, float y, float x2, float y2, float px, float py){
|
||||
float l2 = Vector2.dst2(x, y, x2, y2);
|
||||
float t = Math.max(0, Math.min(1, Vector2.dot(px - x, py - y, x2 - x, y2 - y) / l2));
|
||||
Vector2 projection = v1.set(x, y).add(v2.set(x2, y2).sub(x, y).scl(t)); // Projection falls on the segment
|
||||
return projection.dst(px, py);
|
||||
}
|
||||
|
||||
//TODO documentation
|
||||
private Vector2 projectPoint(float x1, float y1, float x2, float y2, float pointx, float pointy){
|
||||
float px = x2-x1, py = y2-y1, dAB = px*px + py*py;
|
||||
float u = ((pointx - x1) * px + (pointy - y1) * py) / dAB;
|
||||
float x = x1 + u * px, y = y1 + u * py;
|
||||
return v3.set(x, y); //this is D
|
||||
}
|
||||
}
|
||||
42
core/src/io/anuke/mindustry/ai/Pathfinder.java
Normal file
42
core/src/io/anuke/mindustry/ai/Pathfinder.java
Normal file
@@ -0,0 +1,42 @@
|
||||
package io.anuke.mindustry.ai;
|
||||
|
||||
import com.badlogic.gdx.ai.pfa.DefaultGraphPath;
|
||||
import io.anuke.mindustry.content.fx.Fx;
|
||||
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.ucore.core.Effects;
|
||||
import io.anuke.ucore.core.Events;
|
||||
import io.anuke.ucore.core.Timers;
|
||||
import io.anuke.ucore.util.Log;
|
||||
|
||||
public class Pathfinder {
|
||||
private OptimizedPathFinder finder = new OptimizedPathFinder();
|
||||
|
||||
public Pathfinder(){
|
||||
Events.on(WorldLoadEvent.class, this::clear);
|
||||
}
|
||||
|
||||
public void test(Tile start, Tile end){
|
||||
DefaultGraphPath<Tile> p = new DefaultGraphPath<>();
|
||||
/*
|
||||
OptimizedPathFinder.unop = true;
|
||||
Timers.markNs();
|
||||
finder.searchNodePath(start, end, p);
|
||||
for(Tile tile : p.nodes){
|
||||
Effects.effect(Fx.breakBlock, tile.worldx(), tile.worldy());
|
||||
}
|
||||
Log.info("Normal elapsed: {0}", Timers.elapsedNs());*/
|
||||
|
||||
OptimizedPathFinder.unop = false;
|
||||
Timers.markNs();
|
||||
finder.searchNodePath(start, end, p);
|
||||
for(Tile tile : p.nodes){
|
||||
Effects.effect(Fx.breakBlock, tile.worldx(), tile.worldy());
|
||||
}
|
||||
Log.info("JSFSAF elapsed: {0}", Timers.elapsedNs());
|
||||
}
|
||||
|
||||
private void clear(){
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user