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Citadel-Station-13-RP/code/game/AStar.dm
Zandario ed05e01a95 __HELPERS Cleaning and other things I decided to do. (#4584)
* Schizoposting

* The Crungly

* Tabbin' the JSON y'all

* Strings
2022-10-21 01:56:59 -07:00

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/**
* A Star pathfinding algorithm
*
* Returns a list of tiles forming a path from A to B, taking dense objects as well as walls, and the orientation of
* windows along the route into account.
*
*
* Use:
* your_list = AStar(start location, end location, adjacent turf proc, distance proc)
* For the adjacent turf proc i wrote:
* /turf/proc/AdjacentTurfs
* And for the distance one i wrote:
* /turf/proc/Distance
*
* So an example use might be:
*
* src.path_list = AStar(src.loc, target.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance)
*
* Note: The path is returned starting at the END node, so i wrote reverselist to reverse it for ease of use.
*
* src.path_list = reverselist(src.pathlist)
*
* Then to start on the path, all you need to do it:
* Step_to(src, src.path_list[1])
* src.path_list -= src.path_list[1] or equivilent to remove that node from the list.
*
* Optional extras to add on (in order):
* MaxNodes: The maximum number of nodes the returned path can be (0 = infinite)
* Maxnodedepth: The maximum number of nodes to search (default: 30, 0 = infinite)
* Mintargetdist: 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.
* Minnodedist: Minimum number of nodes to return in the path, could be used to give a path a minimum
* length to avoid portals or something i guess?? Not that they're counted right now but w/e.
*/
// Modified to provide ID argument - supplied to 'adjacent' proc, defaults to null
// Used for checking if route exists through a door which can be opened
// Also added 'exclude' turf to avoid travelling over; defaults to null
/PriorityQueue
var/list/queue
var/comparison_function
/PriorityQueue/New(compare)
queue = list()
comparison_function = compare
/PriorityQueue/proc/IsEmpty()
return !queue.len
/PriorityQueue/proc/Enqueue(data)
queue.Add(data)
var/index = queue.len
//From what I can tell, this automagically sorts the added data into the correct location.
while(index > 2 && call(comparison_function)(queue[index / 2], queue[index]) > 0)
queue.Swap(index, index / 2)
index /= 2
/PriorityQueue/proc/Dequeue()
if(!queue.len)
return 0
return Remove(1)
/PriorityQueue/proc/Remove(index)
if(index > queue.len)
return 0
var/thing = queue[index]
queue.Swap(index, queue.len)
queue.Cut(queue.len)
if(index < queue.len)
FixQueue(index)
return thing
/PriorityQueue/proc/FixQueue(index)
var/child = 2 * index
var/item = queue[index]
while(child <= queue.len)
if(child < queue.len && call(comparison_function)(queue[child], queue[child + 1]) > 0)
child++
if(call(comparison_function)(item, queue[child]) > 0)
queue[index] = queue[child]
index = child
else
break
child = 2 * index
queue[index] = item
/PriorityQueue/proc/List()
return queue.Copy()
/PriorityQueue/proc/Length()
return queue.len
/PriorityQueue/proc/RemoveItem(data)
var/index = queue.Find(data)
if(index)
return Remove(index)
/PathNode
var/datum/position
var/PathNode/previous_node
var/best_estimated_cost
var/estimated_cost
var/known_cost
var/cost
var/nodes_traversed
/PathNode/New(_position, _previous_node, _known_cost, _cost, _nodes_traversed)
position = _position
previous_node = _previous_node
known_cost = _known_cost
cost = _cost
estimated_cost = cost + known_cost
best_estimated_cost = estimated_cost
nodes_traversed = _nodes_traversed
/proc/PathWeightCompare(PathNode/a, PathNode/b)
return a.estimated_cost - b.estimated_cost
/proc/AStar(start, end, adjacent, dist, max_nodes, max_node_depth = 30, min_target_dist = 0, min_node_dist, id, datum/exclude)
var/PriorityQueue/open = new /PriorityQueue(/proc/PathWeightCompare)
var/list/closed = list()
var/list/path
var/list/path_node_by_position = list()
start = get_turf(start)
if(!start)
return 0
open.Enqueue(new /PathNode(start, null, 0, call(start, dist)(end), 0))
while(!open.IsEmpty() && !path)
var/PathNode/current = open.Dequeue()
closed.Add(current.position)
if(current.position == end || call(current.position, dist)(end) <= min_target_dist)
path = new /list(current.nodes_traversed + 1)
path[path.len] = current.position
var/index = path.len - 1
while(current.previous_node)
current = current.previous_node
path[index--] = current.position
break
if(min_node_dist && max_node_depth)
if(call(current.position, min_node_dist)(end) + current.nodes_traversed >= max_node_depth)
continue
if(max_node_depth)
if(current.nodes_traversed >= max_node_depth)
continue
for(var/datum/datum in call(current.position, adjacent)(id))
if(datum == exclude)
continue
var/best_estimated_cost = current.estimated_cost + call(current.position, dist)(datum)
//handle removal of sub-par positions
if(datum in path_node_by_position)
var/PathNode/target = path_node_by_position[datum]
if(target.best_estimated_cost)
if(best_estimated_cost + call(datum, dist)(end) < target.best_estimated_cost)
open.RemoveItem(target)
else
continue
var/PathNode/next_node = new (datum, current, best_estimated_cost, call(datum, dist)(end), current.nodes_traversed + 1)
path_node_by_position[datum] = next_node
open.Enqueue(next_node)
if(max_nodes && open.Length() > max_nodes)
open.Remove(open.Length())
return path