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* Implements JPS (Jump Point Search) Pathfinding (#56780) So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing. Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it. Preliminary Profile Results A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed! Why It's Good For The Game Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like? * Implements JPS (Jump Point Search) Pathfinding Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
350 lines
15 KiB
Plaintext
350 lines
15 KiB
Plaintext
/**
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* This file contains the stuff you need for using JPS (Jump Point Search) pathing, an alternative to A* that skips
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* over large numbers of uninteresting tiles resulting in much quicker pathfinding solutions. Mind that diagonals
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* cost the same as cardinal moves currently, so paths may look a bit strange, but should still be optimal.
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*/
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/**
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* This is the proc you use whenever you want to have pathfinding more complex than "try stepping towards the thing"
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*
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* Arguments:
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* * caller: The movable atom that's trying to find the path
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* * end: What we're trying to path to. It doesn't matter if this is a turf or some other atom, we're gonna just path to the turf it's on anyway
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* * max_distance: The maximum number of steps we can take in a given path to search (default: 30, 0 = infinite)
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* * mintargetdistance: Minimum distance to the target before path returns, could be used to get near a target, but not right to it - for an AI mob with a gun, for example.
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* * id: An ID card representing what access we have and what doors we can open. Its location relative to the pathing atom is irrelevant
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* * simulated_only: Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
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* * exclude: If we want to avoid a specific turf, like if we're a mulebot who already got blocked by some turf
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*/
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/proc/get_path_to(caller, end, max_distance = 30, mintargetdist, id=null, simulated_only = TRUE, turf/exclude)
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if(!caller || !get_turf(end))
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return
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var/l = SSpathfinder.mobs.getfree(caller)
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while(!l)
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stoplag(3)
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l = SSpathfinder.mobs.getfree(caller)
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var/list/path
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var/datum/pathfind/pathfind_datum = new(caller, end, id, max_distance, mintargetdist, simulated_only, exclude)
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path = pathfind_datum.search()
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qdel(pathfind_datum)
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SSpathfinder.mobs.found(l)
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if(!path)
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path = list()
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return path
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/**
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* A helper macro to see if it's possible to step from the first turf into the second one, minding things like door access and directional windows.
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* Note that this can only be used inside the [datum/pathfind][pathfind datum] since it uses variables from said datum
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* If you really want to optimize things, optimize this, cuz this gets called a lot
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*/
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#define CAN_STEP(cur_turf, next) (next && !next.density && cur_turf.Adjacent(next) && !(simulated_only && SSpathfinder.space_type_cache[next.type]) && !cur_turf.LinkBlockedWithAccess(next,caller, id) && (next != avoid))
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/// Another helper macro for JPS, for telling when a node has forced neighbors that need expanding
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#define STEP_NOT_HERE_BUT_THERE(cur_turf, dirA, dirB) ((!CAN_STEP(cur_turf, get_step(cur_turf, dirA)) && CAN_STEP(cur_turf, get_step(cur_turf, dirB))))
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/// The JPS Node datum represents a turf that we find interesting enough to add to the open list and possibly search for new tiles from
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/datum/jps_node
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/// The turf associated with this node
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var/turf/tile
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/// The node we just came from
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var/datum/jps_node/previous_node
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/// The A* node weight (f_value = number_of_tiles + heuristic)
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var/f_value
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/// The A* node heuristic (a rough estimate of how far we are from the goal)
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var/heuristic
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/// How many steps it's taken to get here from the start (currently pulling double duty as steps taken & cost to get here, since all moves incl diagonals cost 1 rn)
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var/number_tiles
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/// How many steps it took to get here from the last node
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var/jumps
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/// Nodes store the endgoal so they can process their heuristic without a reference to the pathfind datum
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var/turf/node_goal
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/datum/jps_node/New(turf/our_tile, datum/jps_node/incoming_previous_node, jumps_taken, turf/incoming_goal)
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tile = our_tile
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jumps = jumps_taken
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if(incoming_goal) // if we have the goal argument, this must be the first/starting node
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node_goal = incoming_goal
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else if(incoming_previous_node) // if we have the parent, this is from a direct lateral/diagonal scan, we can fill it all out now
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previous_node = incoming_previous_node
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number_tiles = previous_node.number_tiles + jumps
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node_goal = previous_node.node_goal
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heuristic = get_dist(tile, node_goal)
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f_value = number_tiles + heuristic
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// otherwise, no parent node means this is from a subscan lateral scan, so we just need the tile for now until we call [datum/jps/proc/update_parent] on it
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/datum/jps_node/Destroy(force, ...)
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previous_node = null
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return ..()
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/datum/jps_node/proc/update_parent(datum/jps_node/new_parent)
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previous_node = new_parent
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node_goal = previous_node.node_goal
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jumps = get_dist(tile, previous_node.tile)
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number_tiles = previous_node.number_tiles + jumps
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heuristic = get_dist(tile, node_goal)
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f_value = number_tiles + heuristic
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/// TODO: Macro this to reduce proc overhead
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/proc/HeapPathWeightCompare(datum/jps_node/a, datum/jps_node/b)
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return b.f_value - a.f_value
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/// The datum used to handle the JPS pathfinding, completely self-contained
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/datum/pathfind
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/// The thing that we're actually trying to path for
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var/atom/movable/caller
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/// The turf where we started at
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var/turf/start
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/// The turf we're trying to path to (note that this won't track a moving target)
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var/turf/end
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/// The open list/stack we pop nodes out from (TODO: make this a normal list and macro-ize the heap operations to reduce proc overhead)
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var/datum/heap/open
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///An assoc list that serves as the closed list & tracks what turfs came from where. Key is the turf, and the value is what turf it came from
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var/list/sources
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/// The list we compile at the end if successful to pass back
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var/list/path
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// general pathfinding vars/args
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/// An ID card representing what access we have and what doors we can open. Its location relative to the pathing atom is irrelevant
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var/obj/item/card/id/id
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/// How far away we have to get to the end target before we can call it quits
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var/mintargetdist = 0
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/// I don't know what this does vs , but they limit how far we can search before giving up on a path
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var/max_distance = 30
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/// Space is big and empty, if this is TRUE then we ignore pathing through unsimulated tiles
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var/simulated_only
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/// A specific turf we're avoiding, like if a mulebot is being blocked by someone t-posing in a doorway we're trying to get through
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var/turf/avoid
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/datum/pathfind/New(atom/movable/caller, atom/goal, id, max_distance, mintargetdist, simulated_only, avoid)
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src.caller = caller
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end = get_turf(goal)
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open = new /datum/heap(/proc/HeapPathWeightCompare)
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sources = new()
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src.id = id
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src.max_distance = max_distance
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src.mintargetdist = mintargetdist
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src.simulated_only = simulated_only
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src.avoid = avoid
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/// The proc you use to run the search, returns FALSE if it's invalid, an empty list if no path could be found, or a valid path to the target
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/datum/pathfind/proc/search()
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start = get_turf(caller)
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if(!start || !end)
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stack_trace("Invalid A* start or destination")
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return FALSE
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if(start.z != end.z || start == end ) //no pathfinding between z levels
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return FALSE
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if(max_distance && (max_distance < get_dist(start, end))) //if start turf is farther than max_distance from end turf, no need to do anything
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return FALSE
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//initialization
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var/datum/jps_node/current_processed_node = new (start, -1, 0, end)
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open.insert(current_processed_node)
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sources[start] = start // i'm sure this is fine
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//then run the main loop
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while(!open.is_empty() && !path)
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if(!caller)
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return
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current_processed_node = open.pop() //get the lower f_value turf in the open list
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if(max_distance && (current_processed_node.number_tiles > max_distance))//if too many steps, don't process that path
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continue
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var/turf/current_turf = current_processed_node.tile
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for(var/scan_direction in list(EAST, WEST, NORTH, SOUTH))
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lateral_scan_spec(current_turf, scan_direction, current_processed_node)
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for(var/scan_direction in list(NORTHEAST, SOUTHEAST, NORTHWEST, SOUTHWEST))
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diag_scan_spec(current_turf, scan_direction, current_processed_node)
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CHECK_TICK
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//we're done! reverse the path to get it from start to finish
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if(path)
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for(var/i = 1 to round(0.5 * length(path)))
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path.Swap(i, length(path) - i + 1)
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sources = null
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qdel(open)
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return path
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/// Called when we've hit the goal with the node that represents the last tile, then sets the path var to that path so it can be returned by [datum/pathfind/proc/search]
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/datum/pathfind/proc/unwind_path(datum/jps_node/unwind_node)
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path = new()
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var/turf/iter_turf = unwind_node.tile
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path.Add(iter_turf)
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while(unwind_node.previous_node)
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var/dir_goal = get_dir(iter_turf, unwind_node.previous_node.tile)
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for(var/i = 1 to unwind_node.jumps)
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iter_turf = get_step(iter_turf,dir_goal)
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path.Add(iter_turf)
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unwind_node = unwind_node.previous_node
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/**
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* For performing lateral scans from a given starting turf.
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*
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* These scans are called from both the main search loop, as well as subscans for diagonal scans, and they treat finding interesting turfs slightly differently.
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* If we're doing a normal lateral scan, we already have a parent node supplied, so we just create the new node and immediately insert it into the heap, ezpz.
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* If we're part of a subscan, we still need for the diagonal scan to generate a parent node, so we return a node datum with just the turf and let the diag scan
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* proc handle transferring the values and inserting them into the heap.
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*
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* Arguments:
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* * original_turf: What turf did we start this scan at?
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* * heading: What direction are we going in? Obviously, should be cardinal
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* * parent_node: Only given for normal lateral scans, if we don't have one, we're a diagonal subscan.
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*/
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/datum/pathfind/proc/lateral_scan_spec(turf/original_turf, heading, datum/jps_node/parent_node)
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var/steps_taken = 0
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var/turf/current_turf = original_turf
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var/turf/lag_turf = original_turf
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while(TRUE)
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if(path)
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return
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lag_turf = current_turf
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current_turf = get_step(current_turf, heading)
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steps_taken++
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if(!CAN_STEP(lag_turf, current_turf))
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return
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if(current_turf == end || (mintargetdist && (get_dist(current_turf, end) <= mintargetdist)))
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var/datum/jps_node/final_node = new(current_turf, parent_node, steps_taken)
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sources[current_turf] = original_turf
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if(parent_node) // if this is a direct lateral scan we can wrap up, if it's a subscan from a diag, we need to let the diag make their node first, then finish
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unwind_path(final_node)
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return final_node
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else if(sources[current_turf]) // already visited, essentially in the closed list
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return
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else
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sources[current_turf] = original_turf
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if(parent_node && parent_node.number_tiles + steps_taken > max_distance)
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return
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var/interesting = FALSE // have we found a forced neighbor that would make us add this turf to the open list?
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switch(heading)
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if(NORTH)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, WEST, NORTHWEST) || STEP_NOT_HERE_BUT_THERE(current_turf, EAST, NORTHEAST))
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interesting = TRUE
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if(SOUTH)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, WEST, SOUTHWEST) || STEP_NOT_HERE_BUT_THERE(current_turf, EAST, SOUTHEAST))
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interesting = TRUE
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if(EAST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, NORTH, NORTHEAST) || STEP_NOT_HERE_BUT_THERE(current_turf, SOUTH, SOUTHEAST))
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interesting = TRUE
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if(WEST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, NORTH, NORTHWEST) || STEP_NOT_HERE_BUT_THERE(current_turf, SOUTH, SOUTHWEST))
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interesting = TRUE
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if(interesting)
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var/datum/jps_node/newnode = new(current_turf, parent_node, steps_taken)
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if(parent_node) // if we're a diagonal subscan, we'll handle adding ourselves to the heap in the diag
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open.insert(newnode)
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return newnode
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/**
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* For performing diagonal scans from a given starting turf.
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*
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* Unlike lateral scans, these only are called from the main search loop, so we don't need to worry about returning anything,
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* though we do need to handle the return values of our lateral subscans of course.
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*
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* Arguments:
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* * original_turf: What turf did we start this scan at?
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* * heading: What direction are we going in? Obviously, should be diagonal
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* * parent_node: We should always have a parent node for diagonals
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*/
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/datum/pathfind/proc/diag_scan_spec(turf/original_turf, heading, datum/jps_node/parent_node)
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var/steps_taken = 0
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var/turf/current_turf = original_turf
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var/turf/lag_turf = original_turf
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while(TRUE)
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if(path)
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return
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lag_turf = current_turf
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current_turf = get_step(current_turf, heading)
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steps_taken++
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if(!CAN_STEP(lag_turf, current_turf))
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return
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if(current_turf == end || (mintargetdist && (get_dist(current_turf, end) <= mintargetdist)))
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var/datum/jps_node/final_node = new(current_turf, parent_node, steps_taken)
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sources[current_turf] = original_turf
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unwind_path(final_node)
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return
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else if(sources[current_turf]) // already visited, essentially in the closed list
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return
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else
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sources[current_turf] = original_turf
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if(parent_node.number_tiles + steps_taken > max_distance)
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return
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var/interesting = FALSE // have we found a forced neighbor that would make us add this turf to the open list?
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var/datum/jps_node/possible_child_node // otherwise, did one of our lateral subscans turn up something?
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switch(heading)
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if(NORTHWEST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, EAST, NORTHEAST) || STEP_NOT_HERE_BUT_THERE(current_turf, SOUTH, SOUTHWEST))
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interesting = TRUE
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else
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possible_child_node = (lateral_scan_spec(current_turf, WEST) || lateral_scan_spec(current_turf, NORTH))
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if(NORTHEAST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, WEST, NORTHWEST) || STEP_NOT_HERE_BUT_THERE(current_turf, SOUTH, SOUTHEAST))
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interesting = TRUE
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else
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possible_child_node = (lateral_scan_spec(current_turf, EAST) || lateral_scan_spec(current_turf, NORTH))
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if(SOUTHWEST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, EAST, SOUTHEAST) || STEP_NOT_HERE_BUT_THERE(current_turf, NORTH, NORTHWEST))
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interesting = TRUE
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else
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possible_child_node = (lateral_scan_spec(current_turf, SOUTH) || lateral_scan_spec(current_turf, WEST))
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if(SOUTHEAST)
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if(STEP_NOT_HERE_BUT_THERE(current_turf, WEST, SOUTHWEST) || STEP_NOT_HERE_BUT_THERE(current_turf, NORTH, NORTHEAST))
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interesting = TRUE
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else
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possible_child_node = (lateral_scan_spec(current_turf, SOUTH) || lateral_scan_spec(current_turf, EAST))
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if(interesting || possible_child_node)
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var/datum/jps_node/newnode = new(current_turf, parent_node, steps_taken)
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open.insert(newnode)
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if(possible_child_node)
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possible_child_node.update_parent(newnode)
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open.insert(possible_child_node)
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if(possible_child_node.tile == end || (mintargetdist && (get_dist(possible_child_node.tile, end) <= mintargetdist)))
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unwind_path(possible_child_node)
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return
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/**
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* For seeing if we can actually move between 2 given turfs while accounting for our access and the caller's pass_flags
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*
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* Arguments:
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* * caller: The movable, if one exists, being used for mobility checks to see what tiles it can reach
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* * ID: An ID card that decides if we can gain access to doors that would otherwise block a turf
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* * simulated_only: Do we only worry about turfs with simulated atmos, most notably things that aren't space?
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*/
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/turf/proc/LinkBlockedWithAccess(turf/destination_turf, caller, ID)
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var/actual_dir = get_dir(src, destination_turf)
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for(var/obj/structure/window/iter_window in src)
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if(!iter_window.CanAStarPass(ID, actual_dir))
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return TRUE
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for(var/obj/machinery/door/window/iter_windoor in src)
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if(!iter_windoor.CanAStarPass(ID, actual_dir))
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return TRUE
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var/reverse_dir = get_dir(destination_turf, src)
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for(var/obj/iter_object in destination_turf)
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if(!iter_object.CanAStarPass(ID, reverse_dir, caller))
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return TRUE
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return FALSE
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#undef CAN_STEP
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#undef STEP_NOT_HERE_BUT_THERE
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