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Fix pathfinding and increase player path limit

The previous implementation didn't behave quite like A-* is supposed to.

After trying to figure out what's causing it and giving up,
I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.

Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla
compatibility.
pull/7678/head
Gleb Mazovetskiy 1 year ago committed by Anders Jenbo
parent
commit
3e6b501d82
  1. 4
      Source/controls/plrctrls.cpp
  2. 494
      Source/engine/path.cpp
  3. 15
      Source/engine/path.h
  4. 13
      Source/loadsave.cpp
  5. 4
      Source/monster.cpp
  6. 10
      Source/player.cpp
  7. 2
      Source/player.h
  8. 5
      Source/utils/static_vector.hpp
  9. 4
      test/path_benchmark.cpp
  10. 26
      test/path_test.cpp
  11. 2
      test/player_test.cpp
  12. 2
      test/writehero_test.cpp

4
Source/controls/plrctrls.cpp

@ -126,9 +126,9 @@ int GetDistance(Point destination, int maxDistance)
return 0;
}
int8_t walkpath[MaxPathLength];
int8_t walkpath[MaxPathLengthPlayer];
Player &myPlayer = *MyPlayer;
int steps = FindPath(CanStep, [&myPlayer](Point position) { return PosOkPlayer(myPlayer, position); }, myPlayer.position.future, destination, walkpath);
int steps = FindPath(CanStep, [&myPlayer](Point position) { return PosOkPlayer(myPlayer, position); }, myPlayer.position.future, destination, walkpath, std::min<size_t>(maxDistance, MaxPathLengthPlayer));
if (steps > maxDistance)
return 0;

494
Source/engine/path.cpp

@ -5,297 +5,172 @@
*/
#include "engine/path.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <limits>
#include <optional>
#include <utility>
#include <function_ref.hpp>
#include "appfat.h"
#include "crawl.hpp"
#include "engine/direction.hpp"
#include "engine/displacement.hpp"
#include "engine/point.hpp"
#include "utils/algorithm/container.hpp"
#include "utils/static_vector.hpp"
namespace devilution {
namespace {
constexpr size_t MaxPathNodes = 300;
// The frame times for axis-aligned and diagonal steps are actually the same.
//
// However, we set the diagonal step cost a bit higher to avoid
// excessive diagonal movement. For example, the frame times for these
// two paths are the same: ↑↑ and ↗↖. However, ↑↑ looks more natural.
const int PathAxisAlignedStepCost = 100;
const int PathDiagonalStepCost = 101;
struct PathNode {
static constexpr uint16_t InvalidIndex = std::numeric_limits<uint16_t>::max();
static constexpr size_t MaxChildren = 8;
namespace {
int16_t x = 0;
int16_t y = 0;
uint16_t parentIndex = InvalidIndex;
uint16_t childIndices[MaxChildren] = { InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex };
uint16_t nextNodeIndex = InvalidIndex;
uint8_t f = 0;
uint8_t h = 0;
uint8_t g = 0;
constexpr size_t MaxPathNodes = 1024;
[[nodiscard]] Point position() const
{
return Point { x, y };
}
using NodeIndexType = uint16_t;
using CoordType = uint8_t;
using CostType = uint16_t;
using PointT = PointOf<CoordType>;
void addChild(uint16_t childIndex)
{
size_t index = 0;
for (; index < MaxChildren; ++index) {
if (childIndices[index] == InvalidIndex)
break;
}
assert(index < MaxChildren);
childIndices[index] = childIndex;
}
struct FrontierNode {
PointT position;
// Current best guess of the cost of the path to destination
// if it goes through this node.
CostType f;
};
PathNode PathNodes[MaxPathNodes];
struct ExploredNode {
// Preceding node (needed to reconstruct the path at the end).
PointT prev;
/** A linked list of the A* frontier, sorted by distance */
PathNode *Path2Nodes;
// The current lowest cost from start to this node (0 for the start node).
CostType g;
};
/**
* @brief return a node for a position on the frontier, or `PathNode::InvalidIndex` if not found
*/
uint16_t GetNode1(Point targetPosition)
{
uint16_t result = Path2Nodes->nextNodeIndex;
while (result != PathNode::InvalidIndex) {
if (PathNodes[result].position() == targetPosition)
return result;
result = PathNodes[result].nextNodeIndex;
}
return PathNode::InvalidIndex;
}
// A simple map with a fixed number of buckets and static storage.
class ExploredNodes {
static const size_t NumBuckets = 64;
static const size_t BucketCapacity = 3 * MaxPathNodes / NumBuckets;
using Entry = std::pair<uint16_t, ExploredNode>;
using Bucket = StaticVector<Entry, BucketCapacity>;
/**
* @brief insert `front` node into the frontier (keeping the frontier sorted by total distance)
*/
void NextNode(uint16_t front)
{
if (Path2Nodes->nextNodeIndex == PathNode::InvalidIndex) {
Path2Nodes->nextNodeIndex = front;
return;
}
public:
using value_type = Entry;
using iterator = value_type *;
using const_iterator = const value_type *;
PathNode *current = Path2Nodes;
uint16_t nextIndex = Path2Nodes->nextNodeIndex;
const uint8_t maxF = PathNodes[front].f;
while (nextIndex != PathNode::InvalidIndex && PathNodes[nextIndex].f < maxF) {
current = &PathNodes[nextIndex];
nextIndex = current->nextNodeIndex;
[[nodiscard]] const_iterator find(const PointT &point) const
{
const Bucket &b = bucket(point);
const auto it = c_find_if(b, [r = repr(point)](const Entry &e) { return e.first == r; });
if (it == b.end()) return nullptr;
return it;
}
[[nodiscard]] iterator find(const PointT &point)
{
Bucket &b = bucket(point);
auto it = c_find_if(b, [r = repr(point)](const Entry &e) { return e.first == r; });
if (it == b.end()) return nullptr;
return it;
}
PathNodes[front].nextNodeIndex = nextIndex;
current->nextNodeIndex = front;
}
/** A linked list of all visited nodes */
PathNode *VisitedNodes;
// NOLINTNEXTLINE(readability-convert-member-functions-to-static)
[[nodiscard]] const_iterator end() const { return nullptr; }
// NOLINTNEXTLINE(readability-convert-member-functions-to-static)
[[nodiscard]] iterator end() { return nullptr; }
/**
* @brief return a node for this position if it was visited, or NULL if not found
*/
uint16_t GetNode2(Point targetPosition)
{
uint16_t result = VisitedNodes->nextNodeIndex;
while (result != PathNode::InvalidIndex) {
if (PathNodes[result].position() == targetPosition)
return result;
result = PathNodes[result].nextNodeIndex;
void emplace(const PointT &point, const ExploredNode &exploredNode)
{
bucket(point).emplace_back(repr(point), exploredNode);
}
return result;
}
/**
* @brief get the next node on the A* frontier to explore (estimated to be closest to the goal), mark it as visited, and return it
*/
uint16_t GetNextPath()
{
uint16_t result = Path2Nodes->nextNodeIndex;
if (result == PathNode::InvalidIndex) {
return result;
[[nodiscard]] bool canInsert(const PointT &point) const
{
return bucket(point).size() < BucketCapacity;
}
Path2Nodes->nextNodeIndex = PathNodes[result].nextNodeIndex;
PathNodes[result].nextNodeIndex = VisitedNodes->nextNodeIndex;
VisitedNodes->nextNodeIndex = result;
return result;
}
/** the number of in-use nodes in path_nodes */
uint32_t gdwCurNodes;
/**
* @brief zero one of the preallocated nodes and return a pointer to it, or NULL if none are available
*/
uint16_t NewStep()
{
if (gdwCurNodes >= MaxPathNodes)
return PathNode::InvalidIndex;
private:
[[nodiscard]] const Bucket &bucket(const PointT &point) const { return buckets_[bucketIndex(point)]; }
[[nodiscard]] Bucket &bucket(const PointT &point) { return buckets_[bucketIndex(point)]; }
[[nodiscard]] static size_t bucketIndex(const PointT &point)
{
return ((point.x & 0b111) << 3) | (point.y & 0b111);
}
PathNodes[gdwCurNodes] = {};
return gdwCurNodes++;
}
[[nodiscard]] static uint16_t repr(const PointT &point)
{
return (point.x << 8) | point.y;
}
/** A stack for recursively searching nodes */
uint16_t pnode_tblptr[MaxPathNodes];
/** size of the pnode_tblptr stack */
uint32_t gdwCurPathStep;
/**
* @brief push pPath onto the pnode_tblptr stack
*/
void PushActiveStep(uint16_t pPath)
{
assert(gdwCurPathStep < MaxPathNodes);
pnode_tblptr[gdwCurPathStep] = pPath;
gdwCurPathStep++;
}
std::array<Bucket, NumBuckets> buckets_;
};
/**
* @brief pop and return a node from the pnode_tblptr stack
*/
uint16_t PopActiveStep()
bool IsDiagonalStep(const Point &a, const Point &b)
{
gdwCurPathStep--;
return pnode_tblptr[gdwCurPathStep];
return a.x != b.x && a.y != b.y;
}
/**
* @brief Returns the distance between 2 adjacent nodes.
*
* The distance is 2 for nodes in the same row or column,
* and 3 for diagonally adjacent nodes.
*
* This approximates that diagonal movement on a square grid should have a cost
* of sqrt(2). That's approximately 1.5, so they multiply all step costs by 2,
* except diagonal steps which are times 3
*/
int GetDistance(Point startPosition, Point destinationPosition)
CostType GetDistance(PointT startPosition, PointT destinationPosition)
{
if (startPosition.x == destinationPosition.x || startPosition.y == destinationPosition.y)
return 2;
return 3;
return IsDiagonalStep(startPosition, destinationPosition)
? PathDiagonalStepCost
: PathAxisAlignedStepCost;
}
/**
* @brief heuristic, estimated cost from startPosition to destinationPosition.
*/
int GetHeuristicCost(Point startPosition, Point destinationPosition)
{
// see GetDistance for why this is times 2
return 2 * startPosition.ManhattanDistance(destinationPosition);
}
/**
* @brief update all path costs using depth-first search starting at pPath
*/
void SetCoords(tl::function_ref<bool(Point, Point)> canStep, uint16_t pPath)
CostType GetHeuristicCost(PointT startPosition, PointT destinationPosition)
{
PushActiveStep(pPath);
// while there are path nodes to check
while (gdwCurPathStep > 0) {
uint16_t pathOldIndex = PopActiveStep();
const PathNode &pathOld = PathNodes[pathOldIndex];
for (uint16_t childIndex : pathOld.childIndices) {
if (childIndex == PathNode::InvalidIndex)
break;
PathNode &pathAct = PathNodes[childIndex];
if (pathOld.g + GetDistance(pathOld.position(), pathAct.position()) < pathAct.g) {
if (canStep(pathOld.position(), pathAct.position())) {
pathAct.parentIndex = pathOldIndex;
pathAct.g = pathOld.g + GetDistance(pathOld.position(), pathAct.position());
pathAct.f = pathAct.g + pathAct.h;
PushActiveStep(childIndex);
}
}
}
}
// This function needs to be admissible, i.e. it should never over-estimate
// the distance.
//
// This calculation assumes we can take diagonal steps until we reach
// the same row or column and then take the remaining axis-aligned steps.
const int dx = std::abs(static_cast<int>(startPosition.x) - static_cast<int>(destinationPosition.x));
const int dy = std::abs(static_cast<int>(startPosition.y) - static_cast<int>(destinationPosition.y));
const int diagSteps = std::min(dx, dy);
// After we've taken `diagSteps`, the remaining steps in one coordinate
// will be zero, and in the other coordinate it will be reduced by `diagSteps`.
// We then still need to take the remaining steps:
// max(dx, dy) - diagSteps = max(dx, dy) - min(dx, dy) = abs(dx - dy)
const int axisAlignedSteps = std::abs(dx - dy);
return diagSteps * PathDiagonalStepCost + axisAlignedSteps * PathAxisAlignedStepCost;
}
/**
* @brief add a step from pPath to destination, return 1 if successful, and update the frontier/visited nodes accordingly
*
* @param canStep specifies whether a step between two adjacent points is allowed
* @param pathIndex index of the current path node
* @param candidatePosition expected to be a neighbour of the current path node position
* @param destinationPosition where we hope to end up
* @return true if step successfully added, false if we ran out of nodes to use
*/
bool ExploreFrontier(tl::function_ref<bool(Point, Point)> canStep, uint16_t pathIndex, Point candidatePosition, Point destinationPosition)
int ReconstructPath(const ExploredNodes &explored, PointT dest, int8_t *path, size_t maxPathLength)
{
PathNode &path = PathNodes[pathIndex];
int nextG = path.g + GetDistance(path.position(), candidatePosition);
// 3 cases to consider
// case 1: (dx,dy) is already on the frontier
uint16_t dxdyIndex = GetNode1(candidatePosition);
if (dxdyIndex != PathNode::InvalidIndex) {
path.addChild(dxdyIndex);
PathNode &dxdy = PathNodes[dxdyIndex];
if (nextG < dxdy.g) {
if (canStep(path.position(), candidatePosition)) {
// we'll explore it later, just update
dxdy.parentIndex = pathIndex;
dxdy.g = nextG;
dxdy.f = nextG + dxdy.h;
}
}
} else {
// case 2: (dx,dy) was already visited
dxdyIndex = GetNode2(candidatePosition);
if (dxdyIndex != PathNode::InvalidIndex) {
path.addChild(dxdyIndex);
PathNode &dxdy = PathNodes[dxdyIndex];
if (nextG < dxdy.g && canStep(path.position(), candidatePosition)) {
// update the node
dxdy.parentIndex = pathIndex;
dxdy.g = nextG;
dxdy.f = nextG + dxdy.h;
// already explored, so re-update others starting from that node
SetCoords(canStep, dxdyIndex);
}
} else {
// case 3: (dx,dy) is totally new
dxdyIndex = NewStep();
if (dxdyIndex == PathNode::InvalidIndex)
return false;
PathNode &dxdy = PathNodes[dxdyIndex];
dxdy.parentIndex = pathIndex;
dxdy.g = nextG;
dxdy.h = GetHeuristicCost(candidatePosition, destinationPosition);
dxdy.f = nextG + dxdy.h;
dxdy.x = static_cast<int16_t>(candidatePosition.x);
dxdy.y = static_cast<int16_t>(candidatePosition.y);
// add it to the frontier
NextNode(dxdyIndex);
path.addChild(dxdyIndex);
size_t len = 0;
PointT cur = dest;
while (true) {
const auto it = explored.find(cur);
if (it == explored.end()) app_fatal("Failed to reconstruct path");
if (it->second.g == 0) break; // reached start
path[len++] = GetPathDirection(it->second.prev, cur);
cur = it->second.prev;
if (len == maxPathLength) {
// Path too long.
len = 0;
break;
}
}
return true;
}
/**
* @brief perform a single step of A* bread-first search by trying to step in every possible direction from pPath with goal (x,y). Check each step with PosOk
*
* @return false if we ran out of preallocated nodes to use, else true
*/
bool GetPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, uint16_t pathIndex, Point destination)
{
for (Displacement dir : PathDirs) {
const PathNode &path = PathNodes[pathIndex];
const Point tile = path.position() + dir;
const bool ok = posOk(tile);
if ((ok && canStep(path.position(), tile)) || (!ok && tile == destination)) {
if (!ExploreFrontier(canStep, pathIndex, tile, destination))
return false;
}
}
return true;
std::reverse(path, path + len);
std::fill(path + len, path + maxPathLength, -1);
return len;
}
} // namespace
@ -306,54 +181,105 @@ int8_t GetPathDirection(Point startPosition, Point destinationPosition)
return PathDirections[3 * (destinationPosition.y - startPosition.y) + 4 + destinationPosition.x - startPosition.x];
}
int FindPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t path[MaxPathLength])
int FindPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t *path, size_t maxPathLength)
{
/**
* for reconstructing the path after the A* search is done. The longest
* possible path is actually 24 steps, even though we can fit 25
*/
static int8_t pnodeVals[MaxPathLength];
// clear all nodes, create root nodes for the visited/frontier linked lists
gdwCurNodes = 0;
Path2Nodes = &PathNodes[NewStep()];
VisitedNodes = &PathNodes[NewStep()];
gdwCurPathStep = 0;
const uint16_t pathStartIndex = NewStep();
PathNode &pathStart = PathNodes[pathStartIndex];
pathStart.x = static_cast<int16_t>(startPosition.x);
pathStart.y = static_cast<int16_t>(startPosition.y);
pathStart.f = pathStart.h + pathStart.g;
pathStart.h = GetHeuristicCost(startPosition, destinationPosition);
pathStart.g = 0;
Path2Nodes->nextNodeIndex = pathStartIndex;
// A* search until we find (dx,dy) or fail
uint16_t nextNodeIndex;
while ((nextNodeIndex = GetNextPath()) != PathNode::InvalidIndex) {
// reached the end, success!
if (PathNodes[nextNodeIndex].position() == destinationPosition) {
const PathNode *current = &PathNodes[nextNodeIndex];
size_t pathLength = 0;
while (current->parentIndex != PathNode::InvalidIndex) {
if (pathLength >= MaxPathLength)
break;
pnodeVals[pathLength++] = GetPathDirection(PathNodes[current->parentIndex].position(), current->position());
current = &PathNodes[current->parentIndex];
const PointT start { startPosition };
const PointT dest { destinationPosition };
const CostType initialHeuristicCost = GetHeuristicCost(start, dest);
if (initialHeuristicCost > PathDiagonalStepCost * maxPathLength) {
// Heuristic cost never underestimates the true cost, so we can give up early.
return 0;
}
StaticVector<FrontierNode, MaxPathNodes> frontier;
ExploredNodes explored;
{
frontier.emplace_back(FrontierNode { .position = start, .f = initialHeuristicCost });
explored.emplace(start, ExploredNode { .prev = {}, .g = 0 });
}
const auto frontierComparator = [&explored, &dest](const FrontierNode &a, const FrontierNode &b) {
// We use heap functions from <algorithm> which form a max-heap.
// We reverse the comparison sign here to get a min-heap.
if (a.f != b.f) return a.f > b.f;
// For nodes with the same f-score, prefer the ones with lower
// heuristic cost (likely to be closer to the goal).
const CostType hA = GetHeuristicCost(a.position, dest);
const CostType hB = GetHeuristicCost(b.position, dest);
if (hA != hB) return hA > hB;
// Prefer diagonal steps first.
const ExploredNode &aInfo = explored.find(a.position)->second;
const ExploredNode &bInfo = explored.find(b.position)->second;
const bool isDiagonalA = IsDiagonalStep(aInfo.prev, a.position);
const bool isDiagonalB = IsDiagonalStep(bInfo.prev, b.position);
if (isDiagonalA != isDiagonalB) return isDiagonalB;
// Finally, disambiguate by coordinate:
if (a.position.x != b.position.x) return a.position.x > b.position.x;
return a.position.y > b.position.y;
};
while (!frontier.empty()) {
const FrontierNode cur = frontier.front(); // argmin(node.f) for node in openSet
if (cur.position == destinationPosition) {
return ReconstructPath(explored, cur.position, path, maxPathLength);
}
std::pop_heap(frontier.begin(), frontier.end(), frontierComparator);
frontier.pop_back();
const CostType curG = explored.find(cur.position)->second.g;
// Discard invalid nodes.
// If this node is already at the maximum number of steps, we can skip processing it.
// We don't keep track of the maximum number of steps, so we approximate it.
if (curG >= PathDiagonalStepCost * maxPathLength) continue;
// When we discover a better path to a node, we push the node to the heap
// with the new `f` value even if the node is already in the heap.
if (curG + GetHeuristicCost(cur.position, dest) > cur.f) continue;
for (const DisplacementOf<int8_t> d : PathDirs) {
// We're using `uint8_t` for coordinates. Avoid underflow:
if ((cur.position.x == 0 && d.deltaX < 0) || (cur.position.y == 0 && d.deltaY < 0)) continue;
const PointT neighborPos = cur.position + d;
const bool ok = posOk(neighborPos);
if (ok) {
if (!canStep(cur.position, neighborPos)) continue;
} else {
// We allow targeting a non-walkable node if it is the destination.
if (neighborPos != dest) continue;
}
if (pathLength != MaxPathLength) {
size_t i;
for (i = 0; i < pathLength; i++)
path[i] = pnodeVals[pathLength - i - 1];
return static_cast<int>(i);
const CostType g = curG + GetDistance(cur.position, neighborPos);
if (curG >= PathDiagonalStepCost * maxPathLength) continue;
bool improved = false;
if (auto it = explored.find(neighborPos); it == explored.end()) {
if (explored.canInsert(neighborPos)) {
explored.emplace(neighborPos, ExploredNode { .prev = cur.position, .g = g });
improved = true;
}
} else if (it->second.g > g) {
it->second.prev = cur.position;
it->second.g = g;
improved = true;
}
if (improved) {
const CostType f = g + GetHeuristicCost(neighborPos, dest);
if (frontier.size() < MaxPathNodes) {
// We always push the node to the heap, even if the same position already exists in it.
// When popping from the heap, we discard invalid nodes by checking that `g + h <= f`.
frontier.emplace_back(FrontierNode { .position = neighborPos, .f = f });
std::push_heap(frontier.begin(), frontier.end(), frontierComparator);
}
}
return 0;
}
// ran out of nodes, abort!
if (!GetPath(canStep, posOk, nextNodeIndex, destinationPosition))
return 0;
}
// frontier is empty, no path!
return 0;
return 0; // no path
}
std::optional<Point> FindClosestValidPosition(tl::function_ref<bool(Point)> posOk, Point startingPosition, unsigned int minimumRadius, unsigned int maximumRadius)

15
Source/engine/path.h

@ -5,6 +5,7 @@
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <optional>
@ -15,7 +16,14 @@
namespace devilution {
constexpr size_t MaxPathLength = 25;
constexpr size_t MaxPathLengthMonsters = 25;
constexpr size_t MaxPathLengthPlayer = 100;
// Cost for an axis-aligned step (up/down/left/right). Visible for testing.
extern const int PathAxisAlignedStepCost;
// Cost for a diagonal step. Visible for testing.
extern const int PathDiagonalStepCost;
/**
* @brief Find the shortest path from `startPosition` to `destinationPosition`.
@ -24,10 +32,11 @@ constexpr size_t MaxPathLength = 25;
* @param posOk specifies whether a position can be stepped on.
* @param startPosition
* @param destinationPosition
* @param path Resulting path represented as the step directions, which are indices in `PathDirs`. Must have room for `MaxPathLength` steps.
* @param path Resulting path represented as the step directions, which are indices in `PathDirs`. Must have room for `maxPathLength` steps.
* @param maxPathLength The maximum allowed length of the resulting path.
* @return The length of the resulting path, or 0 if there is no valid path.
*/
int FindPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t path[MaxPathLength]);
int FindPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t *path, size_t maxPathLength);
/** For iterating over the 8 possible movement directions */
const Displacement PathDirs[8] = {

13
Source/loadsave.cpp

@ -6,6 +6,7 @@
#include "loadsave.h"
#include <climits>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <numeric>
@ -50,6 +51,7 @@ uint8_t giNumberOfLevels;
namespace {
constexpr size_t MaxMissilesForSaveGame = 125;
constexpr size_t PlayerWalkPathSizeForSaveGame = 25;
uint8_t giNumberQuests;
uint8_t giNumberOfSmithPremiumItems;
@ -345,9 +347,11 @@ void LoadPlayer(LoadHelper &file, Player &player)
{
player._pmode = static_cast<PLR_MODE>(file.NextLE<int32_t>());
for (int8_t &step : player.walkpath) {
step = file.NextLE<int8_t>();
for (size_t i = 0; i < PlayerWalkPathSizeForSaveGame; ++i) {
player.walkpath[i] = file.NextLE<int8_t>();
}
player.walkpath[PlayerWalkPathSizeForSaveGame] = WALK_NONE;
player.plractive = file.NextBool8();
file.Skip(2); // Alignment
player.destAction = static_cast<action_id>(file.NextLE<int32_t>());
@ -1147,8 +1151,9 @@ void SaveItem(SaveHelper &file, const Item &item)
void SavePlayer(SaveHelper &file, const Player &player)
{
file.WriteLE<int32_t>(player._pmode);
for (int8_t step : player.walkpath)
file.WriteLE<int8_t>(step);
for (size_t i = 0; i < PlayerWalkPathSizeForSaveGame; ++i) {
file.WriteLE<int8_t>(player.walkpath[i]);
}
file.WriteLE<uint8_t>(player.plractive ? 1 : 0);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(player.destAction);

4
Source/monster.cpp

@ -1690,12 +1690,12 @@ bool IsTileAccessible(const Monster &monster, Point position)
bool AiPlanWalk(Monster &monster)
{
int8_t path[MaxPathLength];
int8_t path[MaxPathLengthMonsters];
/** Maps from walking path step to facing direction. */
const Direction plr2monst[9] = { Direction::South, Direction::NorthEast, Direction::NorthWest, Direction::SouthEast, Direction::SouthWest, Direction::North, Direction::East, Direction::South, Direction::West };
if (FindPath(CanStep, [&monster](Point position) { return IsTileAccessible(monster, position); }, monster.position.tile, monster.enemyPosition, path) == 0) {
if (FindPath(CanStep, [&monster](Point position) { return IsTileAccessible(monster, position); }, monster.position.tile, monster.enemyPosition, path, MaxPathLengthMonsters) == 0) {
return false;
}

10
Source/player.cpp

@ -1182,11 +1182,11 @@ void CheckNewPath(Player &player, bool pmWillBeCalled)
break;
}
for (size_t j = 1; j < MaxPathLength; j++) {
for (size_t j = 1; j < MaxPathLengthPlayer; j++) {
player.walkpath[j - 1] = player.walkpath[j];
}
player.walkpath[MaxPathLength - 1] = WALK_NONE;
player.walkpath[MaxPathLengthPlayer - 1] = WALK_NONE;
if (player._pmode == PM_STAND) {
StartStand(player, player._pdir);
@ -1923,8 +1923,8 @@ void Player::UpdatePreviewCelSprite(_cmd_id cmdId, Point point, uint16_t wParam1
}
if (minimalWalkDistance >= 0 && position.future != point) {
int8_t testWalkPath[MaxPathLength];
int steps = FindPath(CanStep, [this](Point position) { return PosOkPlayer(*this, position); }, position.future, point, testWalkPath);
int8_t testWalkPath[MaxPathLengthPlayer];
int steps = FindPath(CanStep, [this](Point position) { return PosOkPlayer(*this, position); }, position.future, point, testWalkPath, MaxPathLengthPlayer);
if (steps == 0) {
// Can't walk to desired location => stand still
return;
@ -3057,7 +3057,7 @@ void MakePlrPath(Player &player, Point targetPosition, bool endspace)
return;
}
int path = FindPath(CanStep, [&player](Point position) { return PosOkPlayer(player, position); }, player.position.future, targetPosition, player.walkpath);
int path = FindPath(CanStep, [&player](Point position) { return PosOkPlayer(player, position); }, player.position.future, targetPosition, player.walkpath, MaxPathLengthPlayer);
if (path == 0) {
return;
}

2
Source/player.h

@ -265,7 +265,7 @@ struct Player {
int _pILMaxDam;
uint32_t _pExperience;
PLR_MODE _pmode;
int8_t walkpath[MaxPathLength];
int8_t walkpath[MaxPathLengthPlayer];
bool plractive;
action_id destAction;
int destParam1;

5
Source/utils/static_vector.hpp

@ -22,7 +22,12 @@ public:
using value_type = T;
using reference = T &;
using const_reference = const T &;
using pointer = T *;
using const_pointer = const T *;
using size_type = size_t;
using iterator = T *;
using const_iterator = const T *;
using difference_type = std::ptrdiff_t;
StaticVector() = default;

4
test/path_benchmark.cpp

@ -1,3 +1,4 @@
#include <cstddef>
#include <cstdint>
#include <benchmark/benchmark.h>
@ -37,10 +38,11 @@ void BenchmarkMap(const Map &map, benchmark::State &state)
{
const auto [start, dest] = FindStartDest(map);
const auto posOk = /*posOk=*/[&map](Point p) { return map[p] != '#'; };
constexpr size_t MaxPathLength = 25;
for (auto _ : state) {
int8_t path[MaxPathLength];
int result = FindPath(/*canStep=*/[](Point, Point) { return true; },
posOk, start, dest, path);
posOk, start, dest, path, MaxPathLength);
benchmark::DoNotOptimize(result);
}
}

26
test/path_test.cpp

@ -2,6 +2,7 @@
#include <algorithm>
#include <array>
#include <cstddef>
#include <span>
#include <gmock/gmock.h>
@ -25,29 +26,29 @@ TEST(PathTest, Heuristics)
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 0) << "Wrong cost for travelling to the same tile";
destination = source + Direction::NorthEast;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 2) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathAxisAlignedStepCost) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
destination = source + Direction::SouthEast;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 2) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathAxisAlignedStepCost) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
destination = source + Direction::SouthWest;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 2) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathAxisAlignedStepCost) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
destination = source + Direction::NorthWest;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 2) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathAxisAlignedStepCost) << "Wrong cost for travelling to horizontal/vertical adjacent tile";
destination = source + Direction::North;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to diagonally adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathDiagonalStepCost) << "Wrong cost for travelling to diagonally adjacent tile";
destination = source + Direction::East;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to diagonally adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathDiagonalStepCost) << "Wrong cost for travelling to diagonally adjacent tile";
destination = source + Direction::South;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to diagonally adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathDiagonalStepCost) << "Wrong cost for travelling to diagonally adjacent tile";
destination = source + Direction::West;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to diagonally adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathDiagonalStepCost) << "Wrong cost for travelling to diagonally adjacent tile";
destination = source + Direction::SouthWest + Direction::SouthEast; // Effectively the same as Direction::South
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to diagonally adjacent tile";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathDiagonalStepCost) << "Wrong cost for travelling to diagonally adjacent tile";
destination = source + Direction::NorthEast + Direction::North;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 6) << "Wrong cost for travelling to a { 2, 1 } offset";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), PathAxisAlignedStepCost + PathDiagonalStepCost) << "Wrong cost for travelling to a { 2, 1 } offset";
destination = source + Direction::SouthEast + Direction::SouthEast;
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 4) << "Wrong cost for travelling to a { 2, 0 } offset";
EXPECT_EQ(TestPathGetHeuristicCost(source, destination), 2 * PathAxisAlignedStepCost) << "Wrong cost for travelling to a { 2, 0 } offset";
}
// These symbols are in terms of coordinates (not in terms of on-screen direction).
@ -90,11 +91,12 @@ std::vector<Dir> ToSyms(std::span<const int8_t> indices)
void CheckPath(Point startPosition, Point destinationPosition, std::vector<std::string> expectedSteps)
{
constexpr size_t MaxPathLength = 25;
int8_t pathSteps[MaxPathLength];
auto pathLength = FindPath(
/*canStep=*/[](Point, Point) { return true; },
/*posOk=*/[](Point) { return true; },
startPosition, destinationPosition, pathSteps);
startPosition, destinationPosition, pathSteps, MaxPathLength);
EXPECT_THAT(ToSyms(std::span<const int8_t>(pathSteps, pathLength)), ElementsAreArray(ToSyms(expectedSteps)))
<< "Path steps differs from expectation for a path from "
<< startPosition << " to " << destinationPosition;

2
test/player_test.cpp

@ -136,7 +136,7 @@ static void AssertPlayer(devilution::Player &player)
ASSERT_EQ(player.pDamAcFlags, ItemSpecialEffectHf::None);
ASSERT_EQ(player._pmode, 0);
ASSERT_EQ(Count8(player.walkpath, MaxPathLength), 0);
ASSERT_EQ(Count8(player.walkpath, MaxPathLengthPlayer), 0);
ASSERT_EQ(player.queuedSpell.spellId, SpellID::Null);
ASSERT_EQ(player.queuedSpell.spellType, SpellType::Skill);
ASSERT_EQ(player.queuedSpell.spellFrom, 0);

2
test/writehero_test.cpp

@ -303,7 +303,7 @@ void AssertPlayer(Player &player)
ASSERT_EQ(player.pDamAcFlags, ItemSpecialEffectHf::None);
ASSERT_EQ(player._pmode, 0);
ASSERT_EQ(Count8(player.walkpath, MaxPathLength), 25);
ASSERT_EQ(Count8(player.walkpath, MaxPathLengthPlayer), MaxPathLengthPlayer);
ASSERT_EQ(player._pgfxnum, 36);
ASSERT_EQ(player.AnimInfo.ticksPerFrame, 4);
ASSERT_EQ(player.AnimInfo.tickCounterOfCurrentFrame, 1);

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