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vgstation13/code/defines/procs/AStar.dm
baloh.matevz@gmail.com c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
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/L[]
var/cmp
New(compare)
L = new()
cmp = compare
proc
IsEmpty()
return !L.len
Enqueue(d)
var/i
var/j
L.Add(d)
i = L.len
j = i>>1
while(i > 1 && call(cmp)(L[j],L[i]) > 0)
L.Swap(i,j)
i = j
j >>= 1
Dequeue()
if(!L.len) return 0
. = L[1]
Remove(1)
Remove(i)
if(i > L.len) return 0
L.Swap(i,L.len)
L.Cut(L.len)
if(i < L.len)
_Fix(i)
_Fix(i)
var/child = i + i
var/item = L[i]
while(child <= L.len)
if(child + 1 <= L.len && call(cmp)(L[child],L[child + 1]) > 0)
child++
if(call(cmp)(item,L[child]) > 0)
L[i] = L[child]
i = child
else
break
child = i + i
L[i] = item
List()
var/ret[] = new()
var/copy = L.Copy()
while(!IsEmpty())
ret.Add(Dequeue())
L = copy
return ret
RemoveItem(i)
var/ind = L.Find(i)
if(ind)
Remove(ind)
PathNode
var/datum/source
var/PathNode/prevNode
var/f
var/g
var/h
var/nt // Nodes traversed
New(s,p,pg,ph,pnt)
source = s
prevNode = p
g = pg
h = ph
f = g + h
source.bestF = f
nt = pnt
datum
var/bestF
proc
PathWeightCompare(PathNode/a, PathNode/b)
return a.f - b.f
AStar(start,end,adjacent,dist,maxnodes,maxnodedepth = 30,mintargetdist,minnodedist,id=null, var/turf/exclude=null)
// world << "A*: [start] [end] [adjacent] [dist] [maxnodes] [maxnodedepth] [mintargetdist], [minnodedist] [id]"
var/PriorityQueue/open = new /PriorityQueue(/proc/PathWeightCompare)
var/closed[] = new()
var/path[]
start = get_turf(start)
if(!start) return 0
open.Enqueue(new /PathNode(start,null,0,call(start,dist)(end)))
while(!open.IsEmpty() && !path)
{
var/PathNode/cur = open.Dequeue()
closed.Add(cur.source)
var/closeenough
if(mintargetdist)
closeenough = call(cur.source,dist)(end) <= mintargetdist
if(cur.source == end || closeenough)
path = new()
path.Add(cur.source)
while(cur.prevNode)
cur = cur.prevNode
path.Add(cur.source)
break
var/L[] = call(cur.source,adjacent)(id)
if(minnodedist && maxnodedepth)
if(call(cur.source,minnodedist)(end) + cur.nt >= maxnodedepth)
continue
else if(maxnodedepth)
if(cur.nt >= maxnodedepth)
continue
for(var/datum/d in L)
if(d == exclude)
continue
var/ng = cur.g + call(cur.source,dist)(d)
if(d.bestF)
if(ng + call(d,dist)(end) < d.bestF)
for(var/i = 1; i <= open.L.len; i++)
var/PathNode/n = open.L[i]
if(n.source == d)
open.Remove(i)
break
else
continue
open.Enqueue(new /PathNode(d,cur,ng,call(d,dist)(end),cur.nt+1))
if(maxnodes && open.L.len > maxnodes)
open.L.Cut(open.L.len)
}
var/PathNode/temp
while(!open.IsEmpty())
temp = open.Dequeue()
temp.source.bestF = 0
while(closed.len)
temp = closed[closed.len]
temp.bestF = 0
closed.Cut(closed.len)
if(path)
for(var/i = 1; i <= path.len/2; i++)
path.Swap(i,path.len-i+1)
return path