Pathfinding algorithm start. Currently freezes in pathfinding loop

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
pull/28/head
parent fac52ec521
commit 408c1d3950
  1. 2
      Crawler/Class.cpp
  2. 6
      Crawler/Crawler.cpp
  3. 109
      Crawler/Pathfinding.cpp
  4. 24
      Crawler/Pathfinding.h
  5. 4
      Crawler/Player.cpp
  6. 3
      Crawler/Player.h

@ -309,7 +309,7 @@ bool Wizard::RightClickAbility(){
dist--; dist--;
teleportPoint=p.GetPos()+pointTowardsMouse*dist; teleportPoint=p.GetPos()+pointTowardsMouse*dist;
} }
if(dist>0){ if(dist>0&&p.CanPathfindTo(p.GetPos(),teleportPoint)){
p.SetState(State::TELEPORT); p.SetState(State::TELEPORT);
p.teleportAnimationTimer=0.35; p.teleportAnimationTimer=0.35;
p.teleportTarget=teleportPoint; p.teleportTarget=teleportPoint;

@ -30,6 +30,9 @@ Crawler::Crawler()
} }
bool Crawler::OnUserCreate(){ bool Crawler::OnUserCreate(){
ConsoleCaptureStdOut(true);
InitializeLevel("assets/maps/Level1.tmx",LEVEL1); InitializeLevel("assets/maps/Level1.tmx",LEVEL1);
InitializeLevel("assets/maps/Level2.tmx",LEVEL2); InitializeLevel("assets/maps/Level2.tmx",LEVEL2);
InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1); InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1);
@ -390,6 +393,9 @@ bool Crawler::DownReleased(){
void Crawler::HandleUserInput(float fElapsedTime){ void Crawler::HandleUserInput(float fElapsedTime){
bool setIdleAnimation=true; bool setIdleAnimation=true;
if(GetKey(F1).bPressed){
ConsoleShow(F1);
}
if(GetMouseWheel()>0){ if(GetMouseWheel()>0){
switch(player.cl){ switch(player.cl){
case WARRIOR:{ case WARRIOR:{

@ -0,0 +1,109 @@
#include "Pathfinding.h"
#include "DEFINES.h"
#include "Crawler.h"
INCLUDE_game
void Pathfinding::Initialize(){
nodes = new sNode[game->WORLD_SIZE.x * game->WORLD_SIZE.y];
for (int x = 0; x < game->WORLD_SIZE.x; x++)
for (int y = 0; y < game->WORLD_SIZE.y; y++)
{
nodes[y * game->WORLD_SIZE.x + x].x = x; // ...because we give each node its own coordinates
nodes[y * game->WORLD_SIZE.x + x].y = y;
geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x),float(y)});
nodes[y * game->WORLD_SIZE.x + x].bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
nodes[y * game->WORLD_SIZE.x + x].parent = nullptr;
nodes[y * game->WORLD_SIZE.x + x].bVisited = false;
}
for (int x = 0; x < game->WORLD_SIZE.x; x++)
for (int y = 0; y < game->WORLD_SIZE.y; y++)
{
if(y>0)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x + 0)]);
if(y<game->WORLD_SIZE.y-1)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x + 0)]);
if (x>0)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x - 1)]);
if(x<game->WORLD_SIZE.x-1)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x + 1)]);
}
// Manually positio the start and end markers so they are not nullptr
nodeStart = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + 1];
nodeEnd = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + game->WORLD_SIZE.x-2];
}
int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos){
nodeStart=&nodes[int(startPos.y/24)*game->WORLD_SIZE.x+int(startPos.x/24)];
nodeEnd=&nodes[int(endPos.y/24)*game->WORLD_SIZE.x+int(endPos.x/24)];
std::cout<<"Path Start:"<<nodeStart<<std::endl;
std::cout<<"Path End:"<<nodeEnd<<std::endl;
for (int x = 0; x < game->WORLD_SIZE.x; x++){
for (int y = 0; y < game->WORLD_SIZE.y; y++){
nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
nodes[y*game->WORLD_SIZE.x + x].fGlobalGoal = INFINITY;
nodes[y*game->WORLD_SIZE.x + x].fLocalGoal = INFINITY;
nodes[y*game->WORLD_SIZE.x + x].parent = nullptr; // No parents
}
}
auto distance = [](sNode* a, sNode* b) // For convenience
{
return sqrtf((a->x - b->x)*(a->x - b->x) + (a->y - b->y)*(a->y - b->y));
};
auto heuristic = [distance](sNode* a, sNode* b)
{
return distance(a, b);
};
sNode *nodeCurrent = nodeStart;
nodeStart->fLocalGoal = 0.0f;
nodeStart->fGlobalGoal = heuristic(nodeStart, nodeEnd);
std::list<sNode*> listNotTestedNodes;
listNotTestedNodes.push_back(nodeStart);
while (!listNotTestedNodes.empty() && nodeCurrent != nodeEnd)
{
listNotTestedNodes.sort([](const sNode* lhs, const sNode* rhs){ return lhs->fGlobalGoal < rhs->fGlobalGoal; } );
while(!listNotTestedNodes.empty() && listNotTestedNodes.front()->bVisited)
listNotTestedNodes.pop_front();
if (listNotTestedNodes.empty())
break;
nodeCurrent = listNotTestedNodes.front();
nodeCurrent->bVisited = true;
for (auto nodeNeighbour : nodeCurrent->vecNeighbours)
{
if (!nodeNeighbour->bVisited && nodeNeighbour->bObstacle == 0)
listNotTestedNodes.push_back(nodeNeighbour);
float fPossiblyLowerGoal = nodeCurrent->fLocalGoal + distance(nodeCurrent, nodeNeighbour);
if (fPossiblyLowerGoal < nodeNeighbour->fLocalGoal)
{
nodeNeighbour->parent = nodeCurrent;
nodeNeighbour->fLocalGoal = fPossiblyLowerGoal;
nodeNeighbour->fGlobalGoal = nodeNeighbour->fLocalGoal + heuristic(nodeNeighbour, nodeEnd);
}
}
}
int pathLength=0;
if (nodeEnd != nullptr)
{
sNode *p = nodeEnd;
while (p->parent != nullptr)
{
pathLength++;
p = p->parent;
}
}
std::cout<<"Path Length:"<<pathLength<<std::endl;
return pathLength;
}

@ -0,0 +1,24 @@
#pragma once
#include "olcPixelGameEngine.h"
struct Pathfinding{
struct sNode
{
bool bObstacle = false; // Is the node an obstruction?
bool bVisited = false; // Have we searched this node before?
float fGlobalGoal; // Distance to goal so far
float fLocalGoal; // Distance to goal if we took the alternative route
int x; // Nodes position in 2D space
int y;
std::vector<sNode*> vecNeighbours; // Connections to neighbours
sNode* parent; // Node connecting to this node that offers shortest parent
};
sNode *nodes = nullptr;
sNode *nodeStart = nullptr;
sNode *nodeEnd = nullptr;
void Initialize();
int Solve_AStar(vf2d startPos,vf2d endPos);
};

@ -432,4 +432,8 @@ std::vector<Buff>Player::GetBuffs(BuffType buff){
std::vector<Buff>filteredBuffs; std::vector<Buff>filteredBuffs;
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;}); std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
return filteredBuffs; return filteredBuffs;
}
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos){
return path.Solve_AStar(pos,targetPos)<8;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
} }

@ -6,6 +6,7 @@
#include "Ability.h" #include "Ability.h"
#include "Class.h" #include "Class.h"
#include "Buff.h" #include "Buff.h"
#include "Pathfinding.h"
struct Player{ struct Player{
friend class Crawler; friend class Crawler;
@ -63,6 +64,7 @@ struct Player{
bool SetPos(vf2d pos); bool SetPos(vf2d pos);
void SetClass(Class cl); void SetClass(Class cl);
std::vector<Buff>buffList; std::vector<Buff>buffList;
Pathfinding path;
protected: protected:
public: public:
Player(); Player();
@ -86,6 +88,7 @@ struct Player{
bool HasIframes(); bool HasIframes();
void UpdateWalkingAnimation(Key direction); void UpdateWalkingAnimation(Key direction);
void UpdateIdleAnimation(Key direction); void UpdateIdleAnimation(Key direction);
bool CanPathfindTo(vf2d pos,vf2d targetPos);
void AddBuff(BuffType type,float duration,float intensity); void AddBuff(BuffType type,float duration,float intensity);
std::vector<Buff>GetBuffs(BuffType buff); std::vector<Buff>GetBuffs(BuffType buff);

Loading…
Cancel
Save