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457 lines
13 KiB
457 lines
13 KiB
/** |
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* @file path.cpp |
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* |
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* Implementation of the path finding algorithms. |
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*/ |
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#include "engine/path.h" |
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#include <array> |
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#include <cstdint> |
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#include <function_ref.hpp> |
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#include "levels/gendung.h" |
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#include "lighting.h" |
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#include "objects.h" |
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namespace devilution { |
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namespace { |
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constexpr size_t MaxPathNodes = 300; |
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struct PathNode { |
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static constexpr uint16_t InvalidIndex = std::numeric_limits<uint16_t>::max(); |
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static constexpr size_t MaxChildren = 8; |
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int16_t x = 0; |
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int16_t y = 0; |
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uint16_t parentIndex = InvalidIndex; |
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uint16_t childIndices[MaxChildren] = { InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex, InvalidIndex }; |
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uint16_t nextNodeIndex = InvalidIndex; |
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uint8_t f = 0; |
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uint8_t h = 0; |
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uint8_t g = 0; |
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[[nodiscard]] Point position() const |
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{ |
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return Point { x, y }; |
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} |
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void addChild(uint16_t childIndex) |
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{ |
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size_t index = 0; |
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for (; index < MaxChildren; ++index) { |
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if (childIndices[index] == InvalidIndex) |
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break; |
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} |
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assert(index < MaxChildren); |
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childIndices[index] = childIndex; |
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} |
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}; |
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PathNode PathNodes[MaxPathNodes]; |
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/** A linked list of the A* frontier, sorted by distance */ |
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PathNode *Path2Nodes; |
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/** |
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* @brief return a node for a position on the frontier, or NULL if not found |
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*/ |
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uint16_t GetNode1(Point targetPosition) |
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{ |
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uint16_t result = Path2Nodes->nextNodeIndex; |
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while (result != PathNode::InvalidIndex) { |
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if (PathNodes[result].position() == targetPosition) |
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return result; |
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result = PathNodes[result].nextNodeIndex; |
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} |
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return PathNode::InvalidIndex; |
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} |
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/** |
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* @brief insert `front` node into the frontier (keeping the frontier sorted by total distance) |
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*/ |
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void NextNode(uint16_t front) |
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{ |
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if (Path2Nodes->nextNodeIndex == PathNode::InvalidIndex) { |
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Path2Nodes->nextNodeIndex = front; |
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return; |
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} |
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PathNode *current = Path2Nodes; |
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uint16_t nextIndex = Path2Nodes->nextNodeIndex; |
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const uint8_t maxF = PathNodes[front].f; |
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while (nextIndex != PathNode::InvalidIndex && PathNodes[nextIndex].f < maxF) { |
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current = &PathNodes[nextIndex]; |
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nextIndex = current->nextNodeIndex; |
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} |
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PathNodes[front].nextNodeIndex = nextIndex; |
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current->nextNodeIndex = front; |
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} |
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/** A linked list of all visited nodes */ |
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PathNode *VisitedNodes; |
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/** |
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* @brief return a node for this position if it was visited, or NULL if not found |
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*/ |
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uint16_t GetNode2(Point targetPosition) |
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{ |
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uint16_t result = VisitedNodes->nextNodeIndex; |
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while (result != PathNode::InvalidIndex) { |
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if (PathNodes[result].position() == targetPosition) |
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return result; |
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result = PathNodes[result].nextNodeIndex; |
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} |
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return result; |
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} |
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/** |
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* @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 |
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*/ |
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uint16_t GetNextPath() |
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{ |
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uint16_t result = Path2Nodes->nextNodeIndex; |
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if (result == PathNode::InvalidIndex) { |
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return result; |
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} |
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Path2Nodes->nextNodeIndex = PathNodes[result].nextNodeIndex; |
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PathNodes[result].nextNodeIndex = VisitedNodes->nextNodeIndex; |
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VisitedNodes->nextNodeIndex = result; |
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return result; |
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} |
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/** the number of in-use nodes in path_nodes */ |
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uint32_t gdwCurNodes; |
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/** |
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* @brief zero one of the preallocated nodes and return a pointer to it, or NULL if none are available |
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*/ |
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uint16_t NewStep() |
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{ |
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if (gdwCurNodes >= MaxPathNodes) |
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return PathNode::InvalidIndex; |
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PathNodes[gdwCurNodes] = {}; |
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return gdwCurNodes++; |
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} |
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/** A stack for recursively searching nodes */ |
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uint16_t pnode_tblptr[MaxPathNodes]; |
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/** size of the pnode_tblptr stack */ |
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uint32_t gdwCurPathStep; |
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/** |
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* @brief push pPath onto the pnode_tblptr stack |
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*/ |
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void PushActiveStep(uint16_t pPath) |
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{ |
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assert(gdwCurPathStep < MaxPathNodes); |
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pnode_tblptr[gdwCurPathStep] = pPath; |
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gdwCurPathStep++; |
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} |
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/** |
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* @brief pop and return a node from the pnode_tblptr stack |
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*/ |
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uint16_t PopActiveStep() |
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{ |
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gdwCurPathStep--; |
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return pnode_tblptr[gdwCurPathStep]; |
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} |
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/** |
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* @brief return 2 if pPath is horizontally/vertically aligned with (dx,dy), else 3 |
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* |
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* This approximates that diagonal movement on a square grid should have a cost |
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* of sqrt(2). That's approximately 1.5, so they multiply all step costs by 2, |
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* except diagonal steps which are times 3 |
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*/ |
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int CheckEqual(Point startPosition, Point destinationPosition) |
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{ |
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if (startPosition.x == destinationPosition.x || startPosition.y == destinationPosition.y) |
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return 2; |
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return 3; |
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} |
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/** |
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* @brief update all path costs using depth-first search starting at pPath |
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*/ |
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void SetCoords(uint16_t pPath) |
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{ |
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PushActiveStep(pPath); |
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// while there are path nodes to check |
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while (gdwCurPathStep > 0) { |
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uint16_t pathOldIndex = PopActiveStep(); |
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const PathNode &pathOld = PathNodes[pathOldIndex]; |
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for (uint16_t childIndex : pathOld.childIndices) { |
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if (childIndex == PathNode::InvalidIndex) |
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break; |
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PathNode &pathAct = PathNodes[childIndex]; |
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if (pathOld.g + CheckEqual(pathOld.position(), pathAct.position()) < pathAct.g) { |
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if (path_solid_pieces(pathOld.position(), pathAct.position())) { |
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pathAct.parentIndex = pathOldIndex; |
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pathAct.g = pathOld.g + CheckEqual(pathOld.position(), pathAct.position()); |
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pathAct.f = pathAct.g + pathAct.h; |
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PushActiveStep(childIndex); |
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} |
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} |
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} |
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} |
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} |
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/** |
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* Returns a number representing the direction from a starting tile to a neighbouring tile. |
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* |
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* Used in the pathfinding code, each step direction is assigned a number like this: |
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* dx |
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* -1 0 1 |
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* +----- |
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* -1|5 1 6 |
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* dy 0|2 0 3 |
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* 1|8 4 7 |
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*/ |
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int8_t GetPathDirection(Point startPosition, Point destinationPosition) |
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{ |
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constexpr int8_t PathDirections[9] = { 5, 1, 6, 2, 0, 3, 8, 4, 7 }; |
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return PathDirections[3 * (destinationPosition.y - startPosition.y) + 4 + destinationPosition.x - startPosition.x]; |
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} |
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/** |
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* @brief heuristic, estimated cost from startPosition to destinationPosition. |
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*/ |
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int GetHeuristicCost(Point startPosition, Point destinationPosition) |
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{ |
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// see path_check_equal for why this is times 2 |
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return 2 * startPosition.ManhattanDistance(destinationPosition); |
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} |
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/** |
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* @brief add a step from pPath to destination, return 1 if successful, and update the frontier/visited nodes accordingly |
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* |
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* @param pathIndex index of the current path node |
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* @param candidatePosition expected to be a neighbour of the current path node position |
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* @param destinationPosition where we hope to end up |
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* @return true if step successfully added, false if we ran out of nodes to use |
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*/ |
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bool ParentPath(uint16_t pathIndex, Point candidatePosition, Point destinationPosition) |
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{ |
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PathNode &path = PathNodes[pathIndex]; |
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int nextG = path.g + CheckEqual(path.position(), candidatePosition); |
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// 3 cases to consider |
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// case 1: (dx,dy) is already on the frontier |
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uint16_t dxdyIndex = GetNode1(candidatePosition); |
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if (dxdyIndex != PathNode::InvalidIndex) { |
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path.addChild(dxdyIndex); |
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PathNode &dxdy = PathNodes[dxdyIndex]; |
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if (nextG < dxdy.g) { |
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if (path_solid_pieces(path.position(), candidatePosition)) { |
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// we'll explore it later, just update |
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dxdy.parentIndex = pathIndex; |
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dxdy.g = nextG; |
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dxdy.f = nextG + dxdy.h; |
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} |
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} |
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} else { |
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// case 2: (dx,dy) was already visited |
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dxdyIndex = GetNode2(candidatePosition); |
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if (dxdyIndex != PathNode::InvalidIndex) { |
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path.addChild(dxdyIndex); |
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PathNode &dxdy = PathNodes[dxdyIndex]; |
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if (nextG < dxdy.g && path_solid_pieces(path.position(), candidatePosition)) { |
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// update the node |
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dxdy.parentIndex = pathIndex; |
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dxdy.g = nextG; |
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dxdy.f = nextG + dxdy.h; |
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// already explored, so re-update others starting from that node |
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SetCoords(dxdyIndex); |
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} |
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} else { |
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// case 3: (dx,dy) is totally new |
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dxdyIndex = NewStep(); |
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if (dxdyIndex == PathNode::InvalidIndex) |
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return false; |
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PathNode &dxdy = PathNodes[dxdyIndex]; |
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dxdy.parentIndex = pathIndex; |
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dxdy.g = nextG; |
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dxdy.h = GetHeuristicCost(candidatePosition, destinationPosition); |
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dxdy.f = nextG + dxdy.h; |
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dxdy.x = static_cast<int16_t>(candidatePosition.x); |
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dxdy.y = static_cast<int16_t>(candidatePosition.y); |
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// add it to the frontier |
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NextNode(dxdyIndex); |
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path.addChild(dxdyIndex); |
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} |
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} |
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return true; |
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} |
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/** |
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* @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 |
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* |
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* @return false if we ran out of preallocated nodes to use, else true |
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*/ |
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bool GetPath(tl::function_ref<bool(Point)> posOk, uint16_t pathIndex, Point destination) |
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{ |
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for (Displacement dir : PathDirs) { |
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const PathNode &path = PathNodes[pathIndex]; |
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const Point tile = path.position() + dir; |
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const bool ok = posOk(tile); |
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if ((ok && path_solid_pieces(path.position(), tile)) || (!ok && tile == destination)) { |
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if (!ParentPath(pathIndex, tile, destination)) |
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return false; |
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} |
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} |
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return true; |
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} |
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} // namespace |
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bool IsTileNotSolid(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return false; |
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} |
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return !TileHasAny(dPiece[position.x][position.y], TileProperties::Solid); |
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} |
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bool IsTileSolid(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return false; |
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} |
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return TileHasAny(dPiece[position.x][position.y], TileProperties::Solid); |
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} |
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bool IsTileWalkable(Point position, bool ignoreDoors) |
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{ |
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Object *object = FindObjectAtPosition(position); |
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if (object != nullptr) { |
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if (ignoreDoors && object->isDoor()) { |
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return true; |
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} |
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if (object->_oSolidFlag) { |
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return false; |
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} |
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} |
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return IsTileNotSolid(position); |
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} |
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bool IsTileOccupied(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return true; // OOB positions are considered occupied. |
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} |
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if (IsTileSolid(position)) { |
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return true; |
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} |
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if (dMonster[position.x][position.y] != 0) { |
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return true; |
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} |
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if (dPlayer[position.x][position.y] != 0) { |
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return true; |
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} |
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if (IsObjectAtPosition(position)) { |
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return true; |
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} |
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return false; |
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} |
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int FindPath(tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t path[MaxPathLength]) |
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{ |
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/** |
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* for reconstructing the path after the A* search is done. The longest |
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* possible path is actually 24 steps, even though we can fit 25 |
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*/ |
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static int8_t pnodeVals[MaxPathLength]; |
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// clear all nodes, create root nodes for the visited/frontier linked lists |
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gdwCurNodes = 0; |
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Path2Nodes = &PathNodes[NewStep()]; |
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VisitedNodes = &PathNodes[NewStep()]; |
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gdwCurPathStep = 0; |
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const uint16_t pathStartIndex = NewStep(); |
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PathNode &pathStart = PathNodes[pathStartIndex]; |
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pathStart.x = static_cast<int16_t>(startPosition.x); |
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pathStart.y = static_cast<int16_t>(startPosition.y); |
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pathStart.f = pathStart.h + pathStart.g; |
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pathStart.h = GetHeuristicCost(startPosition, destinationPosition); |
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pathStart.g = 0; |
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Path2Nodes->nextNodeIndex = pathStartIndex; |
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// A* search until we find (dx,dy) or fail |
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uint16_t nextNodeIndex; |
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while ((nextNodeIndex = GetNextPath()) != PathNode::InvalidIndex) { |
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// reached the end, success! |
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if (PathNodes[nextNodeIndex].position() == destinationPosition) { |
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const PathNode *current = &PathNodes[nextNodeIndex]; |
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size_t pathLength = 0; |
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while (current->parentIndex != PathNode::InvalidIndex) { |
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if (pathLength >= MaxPathLength) |
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break; |
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pnodeVals[pathLength++] = GetPathDirection(PathNodes[current->parentIndex].position(), current->position()); |
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current = &PathNodes[current->parentIndex]; |
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} |
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if (pathLength != MaxPathLength) { |
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size_t i; |
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for (i = 0; i < pathLength; i++) |
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path[i] = pnodeVals[pathLength - i - 1]; |
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return static_cast<int>(i); |
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} |
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return 0; |
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} |
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// ran out of nodes, abort! |
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if (!GetPath(posOk, nextNodeIndex, destinationPosition)) |
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return 0; |
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} |
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// frontier is empty, no path! |
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return 0; |
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} |
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bool path_solid_pieces(Point startPosition, Point destinationPosition) |
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{ |
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// These checks are written as if working backwards from the destination to the source, given |
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// both tiles are expected to be adjacent this doesn't matter beyond being a bit confusing |
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bool rv = true; |
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switch (GetPathDirection(startPosition, destinationPosition)) { |
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case 5: // Stepping north |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::SouthEast); |
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break; |
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case 6: // Stepping east |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 7: // Stepping south |
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rv = IsTileNotSolid(destinationPosition + Direction::NorthEast) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 8: // Stepping west |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthEast) && IsTileNotSolid(destinationPosition + Direction::NorthEast); |
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break; |
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} |
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return rv; |
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} |
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std::optional<Point> FindClosestValidPosition(tl::function_ref<bool(Point)> posOk, Point startingPosition, unsigned int minimumRadius, unsigned int maximumRadius) |
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{ |
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return Crawl(minimumRadius, maximumRadius, [&](Displacement displacement) -> std::optional<Point> { |
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Point candidatePosition = startingPosition + displacement; |
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if (posOk(candidatePosition)) |
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return candidatePosition; |
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return {}; |
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}); |
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} |
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#ifdef BUILD_TESTING |
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int TestPathGetHeuristicCost(Point startPosition, Point destinationPosition) |
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{ |
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return GetHeuristicCost(startPosition, destinationPosition); |
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} |
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#endif |
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} // namespace devilution
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