AStar update

This commit is contained in:
Markolie
2015-10-01 20:18:05 +02:00
parent 7ae1022ee0
commit e9188f7f38
7 changed files with 45 additions and 104 deletions
-17
View File
@@ -169,23 +169,6 @@ Turf and target are seperate in case you want to teleport some distance from a t
return destination
///////////////////
//A* helpers procs
///////////////////
// Returns true if a link is blocked and neither location has something climbable on
// Used for inventory checks
/proc/LinkBlockedUnclimbable(turf/A, turf/B)
if (!A.LinkBlocked(A, B))
return 0
for (var/obj/structure/S in A.contents)
if(S.climbable)
return 0
for (var/obj/structure/S in B.contents)
if(S.climbable)
return 0
return 1
// Returns true if direction is blocked from loc
// Checks if doors are open
/proc/DirBlocked(turf/loc,var/dir)
+37 -77
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@@ -3,47 +3,25 @@ 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)
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.
your_list = AStar(start location, end location, moving atom, distance proc, max nodes, maximum node depth, minimum distance to target, adjacent proc, atom id, turfs to exclude, check only simulated)
Optional extras to add on (in order):
Distance proc : the distance used in every A* calculation (length of path and heuristic)
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.
Adjacent proc : returns the turfs to consider around the actually processed node
Simulated only : whether to consider unsimulated turfs or not (used by some Adjacent proc)
Also added 'exclude' turf to avoid travelling over; defaults to null
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
Actual Adjacent procs :
Also added 'exclude' turf to avoid travelling over; defaults to null
/turf/proc/reachableAdjacentTurfs : returns reachable turfs in cardinal directions (uses simulated_only)
Currently, there's four main ways to call AStar
/turf/proc/reachableAdjacentAtmosTurfs : returns turfs in cardinal directions reachable via atmos
1) adjacent = "/turf/proc/AdjacentTurfsWithAccess" and distance = "/turf/proc/Distance"
Seeks a path moving in all directions (including diagonal) and checking for the correct id to get through doors
2) adjacent = "/turf/proc/CardinalTurfsWithAccess" and distance = "/turf/proc/Distance_cardinal"
Seeks a path moving only in cardinal directions and checking if for the correct id to get through doors
Used by most bots, including Beepsky
3) adjacent = "/turf/proc/AdjacentTurfs" and distance = "/turf/proc/Distance"
Same as 1), but don't check for ID. Can get only get through open doors
4) adjacent = "/turf/proc/AdjacentTurfsSpace" and distance = "/turf/proc/Distance"
Same as 1), but check all turf, including unsimulated
*/
//////////////////////
@@ -83,26 +61,15 @@ length to avoid portals or something i guess?? Not that they're counted right no
/proc/HeapPathWeightCompare(PathNode/a, PathNode/b)
return b.f - a.f
//search if there's a PathNode that points to turf T in the Priority Queue
/proc/SeekTurf(var/PriorityQueue/Queue, turf/T)
var/i = 1
var/PathNode/PN
while(i < Queue.L.len + 1)
PN = Queue.L[i]
if(PN.source == T)
return i
i++
return 0
//wrapper that returns an empty list if A* failed to find a path
/proc/get_path_to(start, end, atom, dist, maxnodes, maxnodedepth = 30, mintargetdist, minnodedist, id=null, turf/exclude=null)
var/list/path = AStar(start, end, atom, dist, maxnodes, maxnodedepth, mintargetdist, minnodedist,id, exclude)
/proc/get_path_to(start, end, atom, dist, maxnodes, maxnodedepth = 30, mintargetdist, adjacent = /turf/proc/reachableAdjacentTurfs, id=null, turf/exclude=null, simulated_only = 1)
var/list/path = AStar(start, end, atom, dist, maxnodes, maxnodedepth, mintargetdist, adjacent,id, exclude, simulated_only)
if(!path)
path = list()
return path
//the actual algorithm
/proc/AStar(start, end, atom, dist, maxnodes, maxnodedepth = 30, mintargetdist, minnodedist, id=null, turf/exclude=null)
/proc/AStar(start, end, atom, dist, maxnodes, maxnodedepth = 30, mintargetdist, adjacent = /turf/proc/reachableAdjacentTurfs, id=null, turf/exclude=null, simulated_only = 1)
var/Heap/open = new /Heap(/proc/HeapPathWeightCompare) //the open list
var/list/closed = new() //the closed list
var/list/path = null //the returned path, if any
@@ -136,22 +103,15 @@ length to avoid portals or something i guess?? Not that they're counted right no
if(cur.source == end || closeenough)
path = new()
path.Add(cur.source)
while(cur.prevNode)
cur = cur.prevNode
path.Add(cur.source)
break
//IMPLEMENTATION TO FINISH
//do we really need this minnodedist ???
/*if(minnodedist && maxnodedepth)
if(call(cur.source,minnodedist)(end) + cur.nt >= maxnodedepth)
continue
*/
//get adjacents turfs using the adjacent proc, checking for access with id
//var/list/L = call(cur.source,adjacent)(id,closed)
var/list/L = cur.source.reachableAdjacentTurfs(atom, id)
var/list/L = call(cur.source,adjacent)(atom,id, simulated_only)
for(var/turf/T in L)
if(T == exclude || T in closed)
continue
@@ -186,33 +146,33 @@ length to avoid portals or something i guess?? Not that they're counted right no
return path
/turf/proc/reachableAdjacentTurfs(atom, ID)
//Returns adjacent turfs in cardinal directions that are reachable
//simulated_only controls whether only simulated turfs are considered or not
/turf/proc/reachableAdjacentTurfs(atom, ID, simulated_only)
var/list/L = new()
var/turf/simulated/T
if(ID)
for(var/dir in cardinal)
T = get_step(src,dir)
if(!istype(T) || T.density)
continue
if(!LinkBlockedWithAccess(T, ID))
L.Add(T)
else
for(var/dir in cardinal)
if(dir & atmos_adjacent_turfs)
T = get_step(src,dir)
if(!istype(T))
continue
if(!LinkBlocked(atom, T))
L.Add(T)
for(var/dir in cardinal)
T = get_step(src,dir)
if(simulated_only && !istype(T))
continue
if(!T.density && !LinkBlockedWithAccess(T, ID))
L.Add(T)
return L
/turf/proc/LinkBlocked(atom, turf/T)
if(istype(atom, /atom/movable))
for(var/obj/O in T)
if(!O.CanPass(atom, T, 1))
return 1
return 0
return 0
//Returns adjacent turfs in cardinal directions that are reachable via atmos
/turf/proc/reachableAdjacentAtmosTurfs()
var/list/L = new()
var/turf/simulated/T
for(var/dir in cardinal)
if(dir & atmos_adjacent_turfs)
T = get_step(src,dir)
if(!istype(T))
continue
if(CanAtmosPass(T))
L.Add(T)
return L
/turf/proc/LinkBlockedWithAccess(turf/T, obj/item/weapon/card/id/ID)
var/adir = get_dir(src, T)
@@ -237,4 +197,4 @@ length to avoid portals or something i guess?? Not that they're counted right no
for(var/obj/machinery/door/D in T)
if(!D.CanAStarPass(ID, dir))
return 1
return 0
return 0
@@ -39,9 +39,7 @@
return
if(!isturf(user.loc))
return
if(get_dist(user, target) > (user.mind.changeling.sting_range))
return //sanity check as AStar is still throwing insane stunts
if(!AStar(user.loc, target.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, user.mind.changeling.sting_range))
if(!AStar(user.loc, target.loc, null, /turf/proc/Distance, user.mind.changeling.sting_range, simulated_only = 0))
return //hope this ancient magic still works
if(target.mind && target.mind.changeling)
sting_feedback(user,target)
@@ -347,7 +347,7 @@
if(locs.len == 2) //we found 2 locations and thats all we need
break
var/turf/T = get_step(M.current,direction) //getting a loc in that direction
if(AStar(M.current.loc, T, /turf/proc/AdjacentTurfs, /turf/proc/Distance, 1)) // if a path exists, so no dense objects in the way its valid salid
if(AStar(M.current.loc, T, /turf/proc/AdjacentTurfs, /turf/proc/Distance, 1, simulated_only = 0)) // if a path exists, so no dense objects in the way its valid salid
locs += T
if(locs.len)
for(var/turf/tospawn in locs)
+2 -2
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@@ -272,9 +272,9 @@
if(path.len == 0)
if(!istype(target, /turf/))
var/turf/TL = get_turf(target)
path = get_path_to(loc, TL, src, /turf/proc/Distance_cardinal, 0, 30, id=botcard)
path = get_path_to(loc, TL, src, /turf/proc/Distance_cardinal, 0, 30, id=botcard, simulated_only = 0)
else
path = get_path_to(loc, target, src, /turf/proc/Distance_cardinal, 0, 30, id=botcard)
path = get_path_to(loc, target, src, /turf/proc/Distance_cardinal, 0, 30, id=botcard, simulated_only = 0)
if(!bot_move(target))
add_to_ignore(target)
+3 -3
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@@ -273,7 +273,7 @@
for(var/dir in cardinal)
T = get_step(src, dir)
if(istype(T) && !T.density)
if(!LinkBlocked(src, T))
if(!CanAtmosPass(T))
L.Add(T)
return L
@@ -304,7 +304,7 @@
if(T in closed) //turf already proceeded by A*
continue
if(istype(T) && !T.density)
if(!LinkBlocked(src, T))
if(!CanAtmosPass(T))
L.Add(T)
return L
@@ -318,7 +318,7 @@
continue
if(istype(T) && !T.density)
if(!ID)
if(!LinkBlocked(src, T))
if(!CanAtmosPass(T))
L.Add(T)
else
if(!LinkBlockedWithAccess(src, T, ID))
@@ -618,7 +618,7 @@ It can still be worn/put on as normal.
if(!source || !target) return //Target or source no longer exist
if(source.loc != s_loc) return //source has moved
if(target.loc != t_loc) return //target has moved
if (LinkBlockedUnclimbable(t_loc, s_loc)) return
if(!in_range(source, target)) return
if(item && source.get_active_hand() != item) return //Swapped hands / removed item from the active one
if ((source.restrained() || source.stat)) return //Source restrained or unconscious / dead
if(target.frozen)