Update A* pathfinding to use higher tile precision.

pull/29/head
sigonasr2 11 months ago
parent 5f1b07d8b5
commit 49a5f1dfe6
  1. 2
      Adventures in Lestoria/Monster.cpp
  2. 86
      Adventures in Lestoria/Pathfinding.cpp
  3. 8
      Adventures in Lestoria/Pathfinding.h
  4. 2
      Adventures in Lestoria/Version.h

@ -414,7 +414,7 @@ void Monster::StartPathfinding(float pathingTime){
void Monster::PathAroundBehavior(float fElapsedTime){
if(path.points.size()>0){
//Move towards the new path.
geom2d::line moveTowardsLine=geom2d::line(pos,path.GetSplinePoint(pathIndex).pos*float(game->GetCurrentMapData().tilewidth));
geom2d::line moveTowardsLine=geom2d::line(pos,path.GetSplinePoint(pathIndex).pos);
if(moveTowardsLine.length()>2){
SetPos(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult());
if(moveTowardsLine.vector().x>0){

@ -44,16 +44,15 @@ INCLUDE_game
void Pathfinding::Initialize(){
nodes.clear();
sNode*lastNodeAdded=nullptr;
for (int x = 0; x < game->GetCurrentMapData().width; x++)
for (int y = 0; y < game->GetCurrentMapData().height; y++)
for (int x = 0; x < game->GetCurrentMapData().width; x+=gridSpacing.x)
for (int y = 0; y < game->GetCurrentMapData().height; y+=gridSpacing.y)
{
nodes.insert({x,y});
sNode node=*nodes.find({x,y});
sNode&node=nodes[{x,y}];
node.x = x; // ...because we give each node its own coordinates
node.y = y; // ...because we give each node its own coordinates
geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*game->GetCurrentMapData().tilewidth),float(y*game->GetCurrentMapData().tilewidth)});
geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*gridSpacing.x),float(y*gridSpacing.y)});
node.bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*game->GetCurrentMapData().tilewidth),float(y*game->GetCurrentMapData().tilewidth)},true);
tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*gridSpacing.x),float(y*gridSpacing.y)},true);
node.bObstacleUpper = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
node.parent = nullptr;
node.bVisited = false;
@ -63,58 +62,44 @@ void Pathfinding::Initialize(){
nodeEnd=&node;
}
for (int x = 0; x < game->GetCurrentMapData().width; x++)
for (int y = 0; y < game->GetCurrentMapData().height; y++)
{
sNode&node=const_cast<sNode&>(*nodes.find({x,y}));
if(y>0){
if(nodes.find({x,y-1})!=nodes.end()){
node.vecNeighbours.push_back(&*nodes.find({x,y-1}));
}
}
if(y<game->GetCurrentMapData().height-1){
if(nodes.find({x,y+1})!=nodes.end()){
node.vecNeighbours.push_back(&*nodes.find({x,y+1}));
}
}
if(x>0){
if(nodes.find({x-1,y})!=nodes.end()){
node.vecNeighbours.push_back(&*nodes.find({x-1,y}));
}
}
if(x<game->GetCurrentMapData().width-1){
if(nodes.find({x+1,y})!=nodes.end()){
node.vecNeighbours.push_back(&*nodes.find({x+1,y}));
}
}
}
for (auto&[key,node]:nodes){
if(nodes.find({node.x,node.y-1})!=nodes.end()){
node.vecNeighbours.push_back(&node);
}
if(nodes.find({node.x,node.y+1})!=nodes.end()){
node.vecNeighbours.push_back(&node);
}
if(nodes.find({node.x-1,node.y})!=nodes.end()){
node.vecNeighbours.push_back(&node);
}
if(nodes.find({node.x+1,node.y})!=nodes.end()){
node.vecNeighbours.push_back(&node);
}
}
}
std::vector<vf2d> Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos,float maxRange,bool upperLevel){
float dist=float(sqrt(pow(endPos.x-startPos.x,2)+pow(endPos.y-startPos.y,2)));
if(dist>maxRange*game->GetCurrentMapData().tilewidth)return {};
if(nodes.find(sNode{int(startPos.x),int(startPos.y)})==nodes.end())return{};
if(nodes.find(sNode{int(endPos.x),int(endPos.y)})==nodes.end())return{};
nodeStart=const_cast<sNode*>(&*nodes.find(sNode{int(startPos.x),int(startPos.y)}));
nodeEnd=const_cast<sNode*>(&*nodes.find(sNode{int(endPos.x),int(endPos.y)}));
if(nodes.find(startPos)==nodes.end())return{};
if(nodes.find(endPos)==nodes.end())return{};
nodeStart=&nodes[startPos];
nodeEnd=&nodes[endPos];
geom2d::rect<int>posPerimeter{{int(std::min(startPos.x,endPos.x)),int(std::min(startPos.y,endPos.y))},{int(abs(endPos.x-startPos.x)),int(abs(endPos.y-startPos.y))}};
posPerimeter.pos={int(std::clamp(posPerimeter.pos.x-maxRange*game->GetCurrentMapData().tilewidth,0.f,game->GetCurrentMapData().width*float(game->GetCurrentMapData().tilewidth))),int(std::clamp(posPerimeter.pos.y-maxRange*game->GetCurrentMapData().tilewidth,0.f,game->GetCurrentMapData().height*float(game->GetCurrentMapData().tilewidth)))};
posPerimeter.size={int(std::clamp(posPerimeter.size.x+maxRange*game->GetCurrentMapData().tilewidth*2,0.f,game->GetCurrentMapData().width*float(game->GetCurrentMapData().tilewidth)-posPerimeter.pos.x)),int(std::clamp(posPerimeter.size.y+maxRange*game->GetCurrentMapData().tilewidth*2,0.f,game->GetCurrentMapData().height*float(game->GetCurrentMapData().tilewidth)-posPerimeter.pos.y))};
for (int x = 0; x < game->GetCurrentMapData().width; x++){
for (int y = 0; y < game->GetCurrentMapData().height; y++){
if(geom2d::overlaps(posPerimeter,vi2d{x*game->GetCurrentMapData().tilewidth,y*game->GetCurrentMapData().tilewidth})){
nodes[y*game->GetCurrentMapData().width + x].bVisited = false;
} else {
nodes[y*game->GetCurrentMapData().width + x].bVisited = true;
}
nodes[y*game->GetCurrentMapData().width + x].fGlobalGoal = INFINITY;
nodes[y*game->GetCurrentMapData().width + x].fLocalGoal = INFINITY;
nodes[y*game->GetCurrentMapData().width + x].parent = nullptr; // No parents
for (auto&[key,node]:nodes){
if(geom2d::overlaps(posPerimeter,vi2d{node.x,node.y})){
node.bVisited = false;
}else{
node.bVisited = true;
}
node.fGlobalGoal = INFINITY;
node.fLocalGoal = INFINITY;
node.parent = nullptr; // No parents
}
auto distance = [](sNode* a, sNode* b) // For convenience
@ -299,9 +284,4 @@ float Pathfinding::sSpline::GetNormalisedOffset(float p){
// The fractional is the offset
return (float)i + (p / points[i].length);
}
inline bool operator < (const Pathfinding::sNode& lhs, const Pathfinding::sNode& rhs)
{ return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); }
inline bool operator > (const Pathfinding::sNode& lhs, const Pathfinding::sNode& rhs)
{ return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); }
}

@ -37,6 +37,7 @@ All rights reserved.
#pragma endregion
#pragma once
#include "olcPixelGameEngine.h"
#include <set>
struct Pathfinding{
struct sNode
@ -48,7 +49,7 @@ struct Pathfinding{
bool bVisited = false; // Have we searched this node before?
float fGlobalGoal=0; // Distance to goal so far
float fLocalGoal=0; // Distance to goal if we took the alternative route
std::vector<const sNode*> vecNeighbours; // Connections to neighbours
std::vector<sNode*> vecNeighbours; // Connections to neighbours
sNode* parent=nullptr; // Node connecting to this node that offers shortest parent
};
@ -69,13 +70,16 @@ struct Pathfinding{
float GetNormalisedOffset(float p);
};
std::set<sNode>nodes;
std::map<vi2d,sNode>nodes;
sNode *nodeStart = nullptr;
sNode *nodeEnd = nullptr;
const vi2d gridSpacing = {12,12}; //Decrease this for more precision
void Initialize();
//maxRange in tiles. Returns the path as points.
[[nodiscard]]
std::vector<vf2d> Solve_AStar(vf2d startPos,vf2d endPos,float maxRange=8,bool upperLevel=false);
sSpline Solve_WalkPath(vf2d startPos,vf2d endPos,float maxRange=8,bool upperLevel=false);
};

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 5582
#define VERSION_BUILD 5583
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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