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https://github.com/scummvm/scummvm.git
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339 lines
9.5 KiB
C++
339 lines
9.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "crab/crab.h"
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#include "crab/PathfindingAgent.h"
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namespace Crab {
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PathfindingAgent::PathfindingAgent(void) : nodeQueue(compareNodes) {
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grid = NULL;
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destinationSet = false;
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destinationReachable = false;
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nodeBufferDistance = 1.0f;
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solutionFound = noSolution = false;
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m_pStartTile = nullptr;
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m_pGoalTile = nullptr;
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m_pClickedTile = nullptr;
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}
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PathfindingAgent::~PathfindingAgent(void) {
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}
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void PathfindingAgent::initialize(PathfindingGrid *g) {
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grid = g;
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nodeBufferDistance = grid->GetCellSize().x / 2.0f;
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nodeBufferDistance *= nodeBufferDistance;
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}
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void PathfindingAgent::SetDestination(Vector2i d, bool r) {
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Vector2f iVec = Vector2f((float)d.x, (float)d.y);
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SetDestination(iVec, r);
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}
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void PathfindingAgent::SetDestination(Vector2i d) {
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SetDestination(d, true);
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}
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void PathfindingAgent::SetDestination(Vector2f d) {
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SetDestination(d, true);
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}
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void PathfindingAgent::SetDestination(Vector2f d, bool r) {
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if (grid == NULL)
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return;
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destination = d;
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// TODO: This could be optimized to cache the route somehow... (SZ)
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reset();
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m_pStartTile = grid->GetNodeAtPoint(position);
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// m_pGoalTile = grid->GetNodeAtPoint(d);
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// I am now tracking the goal node and the clicked tile separately to solve problems
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// with hangups and trying to reach un-reachable destinations.
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m_pClickedTile = grid->GetNodeAtPoint(d);
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m_pGoalTile = grid->GetNearestOpenNode(d, position);
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PlannerNode *startingNode = new PlannerNode();
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startingNode->SetLocation(m_pStartTile);
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startingNode->SetHCost((position - destination).Magnitude());
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startingNode->SetFinalCost((position - destination).Magnitude());
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startingNode->SetGivenCost(0.0);
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nodeQueue.push(startingNode);
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m_mCreatedList[m_pStartTile] = (startingNode);
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destinationSet = true;
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solutionFound = noSolution = false;
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destinationReachable = r;
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}
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void PathfindingAgent::Update(long timeslice) {
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long prevTime = g_system->getMillis();
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long time = timeslice;
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double dTempCost;
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if (solutionFound) {
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if (m_vSolution.size() > 0) {
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float distSqr = (position - m_vSolution.back()->GetPosition()).MagSqr();
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if (distSqr < nodeBufferDistance) // Have to find the right deadzone buffer
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{
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m_vSolution.pop_back();
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}
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}
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if (m_vSolution.size() > 0) {
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immediateDest = Vector2i(m_vSolution.back()->GetPosition().x, m_vSolution.back()->GetPosition().y);
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} else {
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if (destinationReachable)
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immediateDest = Vector2i((int)destination.x, (int)destination.y);
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else
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immediateDest = Vector2i((int)position.x, (int)position.y);
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}
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return;
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}
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// No nodes, no pathing.
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if (nodeQueue.empty()) {
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return;
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}
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Common::StableMap<PathfindingGraphNode *, PlannerNode *>::iterator currentIter;
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do {
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PlannerNode *current = nodeQueue.front();
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nodeQueue.pop();
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if (current->GetLocation() == m_pGoalTile)
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//|| //We're done.
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{
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// m_vSolution = getSolution();
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m_vSolution = getPrunedSolution(NULL);
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solutionFound = true;
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return;
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} else if (current->GetLocation()->GetMovementCost() > 0 && current->GetLocation()->AdjacentToNode(m_pClickedTile) && m_pClickedTile->GetMovementCost() < 0) {
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m_vSolution = getPrunedSolution(current->GetLocation());
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solutionFound = true;
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return;
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}
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// PathfindingGraphNode* _checkTile;
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// Find the successors
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// for(int x = -1; x < 2; ++x)
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//{
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// for(int y = -1; y < 2; ++y)
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// {
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Common::Array<PathfindingGraphNode *>::iterator i;
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for (i = current->location->neighborNodes.begin(); i != current->location->neighborNodes.end(); ++i) {
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// Get the new tile to check
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//_checkTile = m_pTileMap->getTile(current->GetLocation()->getRow() + x, current->GetLocation()->getColumn() + y);
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if ((*i)->GetMovementCost() > 0) {
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// Compute the temp given cost
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dTempCost = current->GetGivenCost() + ((*i)->GetMovementCost() * distExact((*i), current->GetLocation()));
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// If it's a duplicate...
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currentIter = m_mCreatedList.find((*i));
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if (currentIter != m_mCreatedList.end()) {
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if (dTempCost < currentIter->second->GetGivenCost()) {
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// If the current planner node has already been added, but the current path is cheaper,
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// replace it.
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nodeQueue.remove(currentIter->second);
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currentIter->second->SetGivenCost(dTempCost);
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currentIter->second->SetFinalCost(
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currentIter->second->GetHCost() * 1.1 +
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currentIter->second->GetGivenCost());
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currentIter->second->SetParent(current);
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nodeQueue.push(currentIter->second);
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}
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}
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// Otherwise...
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else {
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PlannerNode *successor = new PlannerNode();
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successor->SetLocation((*i));
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// Set the new heuristic (distance from node to the goal)
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successor->SetHCost(distExact((*i), m_pGoalTile));
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successor->SetGivenCost(dTempCost);
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// Final cost is the distance to goal (scaled by 10%) plus the distance of the path.
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successor->SetFinalCost(successor->GetHCost() * 1.1 + successor->GetGivenCost());
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successor->SetParent(current);
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m_mCreatedList[(*i)] = (successor);
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nodeQueue.push(successor); // When the node is pushed onto the PriorityQueue it ends up beings sorted cheapest -> most expensive
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}
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}
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}
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// }
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//}
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// Update the time
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if (timeslice != 0) {
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time -= (g_system->getMillis() - prevTime);
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prevTime = g_system->getMillis();
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}
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} while (!isDone() && (time >= 0 || timeslice == 0));
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noSolution = true; // You can't get there from here (SZ)
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}
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bool PathfindingAgent::isDone() const {
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if (nodeQueue.empty())
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return true;
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return false;
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}
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// Clear everything.
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void PathfindingAgent::reset() {
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Common::StableMap<PathfindingGraphNode *, PlannerNode *>::iterator iter;
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if (!m_mCreatedList.empty()) {
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for (iter = m_mCreatedList.begin(); iter != m_mCreatedList.end(); ++iter) {
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delete (*iter).second;
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}
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}
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nodeQueue.clear();
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m_mCreatedList.clear();
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m_vSolution.clear();
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solutionFound = false;
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m_pGoalTile = NULL;
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m_pStartTile = NULL;
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}
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void PathfindingAgent::shutdown() {
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reset();
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grid = NULL;
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}
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Common::Array<PathfindingGraphNode const *> const PathfindingAgent::getSolution(PathfindingGraphNode *destNode) const {
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Common::Array<PathfindingGraphNode const *> temp;
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PlannerNode *current = NULL;
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if (m_mCreatedList.find(m_pGoalTile) != m_mCreatedList.end()) {
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current = m_mCreatedList.find(m_pGoalTile)->second;
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}
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// If the dest node passed in is not null, that means we did not reach the goal but came close
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// so we should start with that node instead when we are constructing our path
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else if (destNode != NULL) {
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current = m_mCreatedList.find(destNode)->second;
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}
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// Iterate through the planner nodes to create a vector to return.
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while (current) {
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if (current->GetLocation() != m_pStartTile) {
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// You don't have to path to the start
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if (current->GetLocation() != m_pStartTile)
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temp.push_back(current->GetLocation());
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}
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current = current->GetParent();
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}
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return temp;
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}
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Common::Array<PathfindingGraphNode const *> const PathfindingAgent::getPrunedSolution(PathfindingGraphNode *destNode) {
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Common::Array<PathfindingGraphNode const *> temp = getSolution(destNode);
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Common::Array<PathfindingGraphNode const *> returnVec = temp;
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// Any node that is not adjacent to an obstacle or an obstacle corner can be removed.
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for (int i = 0; (unsigned int)i < temp.size(); ++i) {
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if (!temp[i]->AdjacentToObstacle()) {
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if (i > 0 && (unsigned int)i < temp.size() - 1) {
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// This check to see if the node is a "corner" to an obstacle that should not be pruned
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// to prevent hanging on corners.
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Common::Array<PathfindingGraphNode *> corners = grid->CornerCheck(temp[i - 1], temp[i + 1]);
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if (corners.size() == 0) {
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Common::Array<PathfindingGraphNode const *>::iterator theEnd = Common::remove(returnVec.begin(), returnVec.end(), temp[i]);
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returnVec.erase(theEnd);
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}
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}
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}
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}
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return returnVec;
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}
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double PathfindingAgent::distSquared(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB) {
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Vector2f vecTo = tileA->GetPosition() - tileB->GetPosition();
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return vecTo.MagSqr();
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}
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double PathfindingAgent::distExact(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB) {
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Vector2f vecTo = tileA->GetPosition() - tileB->GetPosition();
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return vecTo.Magnitude();
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}
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// This keeps the PriorityQueue organized based on the cost of the paths.
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bool compareNodes(PlannerNode const *nodeA, PlannerNode const *nodeB) {
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return nodeA->GetFinalCost() > nodeB->GetFinalCost();
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}
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bool PathfindingAgent::AdjacentToGoal(PathfindingGraphNode *node) {
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for (auto iter : node->neighborNodes) {
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if (iter == m_pGoalTile) {
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return true;
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}
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}
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return false;
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}
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} // End of namespace Crab
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