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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef PATH_FINDER_H
#define PATH_FINDER_H
#include <list>
#include <queue>
#include <cstdlib>
#include "IPath.h"
#include "PathConstants.h"
#include "PathDataTypes.h"
struct MoveData;
class CPathFinderDef;
class CPathFinder {
public:
CPathFinder();
~CPathFinder();
#if !defined(USE_MMGR)
void* operator new(size_t size);
void operator delete(void* p, size_t size);
#endif
/**
* Gives a detailed path from given starting location to target defined in
* CPathFinderDef, whenever any such are available.
* If no complete path was found, any path leading as "close" to target as
* possible will be created, and SearchResult::OutOfRange will be returned.
* Only when no "closer" position than the given starting location could be
* found no path is created, and SearchResult::CantGetCloser is returned.
* Path resolution: 2*SQUARE_SIZE
*
* @param moveData defining the footprint of the unit requesting the path.
* @param startPos The starting location of the path. (Projected onto (x,z))
* @param pfDef Object defining the target/goal of the search.
* Could also be used to put constraints on the searchspace used.
* @param path If any path could be found, it will be generated and put into
* this structure.
* @param exactPath Overrides the return of the "closest" path.
* If this option is true, a path is returned only if it's completed all
* the way to the goal defined in pfDef. All SearchResult::OutOfRange are
* then turned into SearchResult::CantGetCloser.
* @param maxSearchedNodes The maximum number of nodes/squares the search
* are allowed to analyze. This restriction could be used in cases where
* CPU-consumption are critical.
*/
IPath::SearchResult GetPath(
const MoveData& moveData,
const float3& startPos,
const CPathFinderDef& pfDef,
IPath::Path& path,
bool testMobile,
bool exactPath,
unsigned int maxSearchedNodes,
bool needPath,
int ownerId,
bool synced
);
/**
* @brief Enable/disable heat mapping.
*
* Heat mapping makes the pathfinder value unused paths more. Less path overlap should
* make units behave more intelligently.
*/
void InitHeatMap();
void SetHeatMapState(bool enabled);
bool GetHeatMapState() { return heatMapping; }
void UpdateHeatMap();
void UpdateHeatValue(const int& x, const int& y, const int& value, const int& ownerId)
{
const int i = GetHeatMapIndex(x, y);
if (heatmap[i].value < value + heatMapOffset) {
heatmap[i].value = value + heatMapOffset;
heatmap[i].ownerId = ownerId;
}
}
const int GetHeatOwner(const int& x, const int& y)
{
const int i = GetHeatMapIndex(x, y);
return heatmap[i].ownerId;
}
const int GetHeatValue(const int& x, const int& y)
{
const int i = GetHeatMapIndex(x, y);
return std::max(0, heatmap[i].value - heatMapOffset);
}
// size of the memory-region we hold allocated (excluding sizeof(*this))
unsigned int GetMemFootPrint() const { return ((heatmap.size() * sizeof(HeatMapValue)) + squareStates.GetMemFootPrint()); }
PathNodeStateBuffer& GetNodeStateBuffer() { return squareStates; }
private:
// Heat mapping
int GetHeatMapIndex(int x, int y);
/**
* Clear things up from last search.
*/
void ResetSearch();
/// Set up the starting point of the search.
IPath::SearchResult InitSearch(const MoveData& moveData, const CPathFinderDef& pfDef, int ownerId, bool synced);
/// Performs the actual search.
IPath::SearchResult DoSearch(const MoveData& moveData, const CPathFinderDef& pfDef, int ownerId, bool synced);
/**
* Test the availability and value of a square,
* and possibly add it to the queue of open squares.
*/
bool TestSquare(
const MoveData& moveData,
const CPathFinderDef& pfDef,
const PathNode* parentOpenSquare,
unsigned int enterDirection,
int ownerId,
bool synced
);
/**
* Recreates the path found by pathfinder.
* Starting at goalSquare and tracking backwards.
*
* Perform adjustment of waypoints so not all turns are 90 or 45 degrees.
*/
void FinishSearch(const MoveData&, IPath::Path&);
/**
* Adjusts the found path to cut corners where possible.
*/
void AdjustFoundPath(
const MoveData&,
IPath::Path&,
float3& nextPoint,
std::deque<int2>& previous,
int2 square
);
struct HeatMapValue {
HeatMapValue()
: value(0)
, ownerId(0)
{}
int value;
int ownerId;
};
std::vector<HeatMapValue> heatmap; ///< resolution is hmapx*hmapy
int heatMapOffset; ///< heatmap values are relative to this
bool heatMapping;
int2 dirVectors2D[16]; ///< Unit square-movement in given direction.
float3 dirVectors3D[16];
float moveCost[16]; ///< The cost of moving in given direction.
float3 start;
int startxSqr;
int startzSqr;
int startSquare;
int goalSquare; ///< Is sat during the search as the square closest to the goal.
float goalHeuristic; ///< The heuristic value of goalSquare.
bool exactPath;
bool testMobile;
bool needPath;
unsigned int maxSquaresToBeSearched;
unsigned int testedNodes;
float maxNodeCost;
PathNodeBuffer openSquareBuffer;
PathNodeStateBuffer squareStates;
PathPriorityQueue openSquares;
std::vector<int> dirtySquares; ///< Squares tested by search.
};
#endif // PATH_FINDER_H
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