The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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132 lines
5.7 KiB
132 lines
5.7 KiB
#include "Pathfinding.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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INCLUDE_game
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void Pathfinding::Initialize(){
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nodes = new sNode[game->WORLD_SIZE.x * game->WORLD_SIZE.y];
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for (int x = 0; x < game->WORLD_SIZE.x; x++)
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for (int y = 0; y < game->WORLD_SIZE.y; y++)
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{
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nodes[y * game->WORLD_SIZE.x + x].x = x; // ...because we give each node its own coordinates
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nodes[y * game->WORLD_SIZE.x + x].y = y;
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geom2d::rect<int>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*24),float(y*24)});
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nodes[y * game->WORLD_SIZE.x + x].bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
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nodes[y * game->WORLD_SIZE.x + x].parent = nullptr;
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nodes[y * game->WORLD_SIZE.x + x].bVisited = false;
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}
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for (int x = 0; x < game->WORLD_SIZE.x; x++)
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for (int y = 0; y < game->WORLD_SIZE.y; y++)
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{
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if(y>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x + 0)]);
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if(y<game->WORLD_SIZE.y-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x + 0)]);
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if (x>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x - 1)]);
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if(x<game->WORLD_SIZE.x-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 0) * game->WORLD_SIZE.x + (x + 1)]);
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if (y>0 && x>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x - 1)]);
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if (y<game->WORLD_SIZE.y-1 && x>0)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x - 1)]);
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if (y>0 && x<game->WORLD_SIZE.x-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x + 1)]);
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if (y<game->WORLD_SIZE.y - 1 && x<game->WORLD_SIZE.x-1)
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nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x + 1)]);
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}
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// Manually positio the start and end markers so they are not nullptr
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nodeStart = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + 1];
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nodeEnd = &nodes[(game->WORLD_SIZE.y / 2) * game->WORLD_SIZE.x + game->WORLD_SIZE.x-2];
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}
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int Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos,float maxRange){
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float dist=sqrt(pow(endPos.x-startPos.x,2)+pow(endPos.y-startPos.y,2));
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if(dist>maxRange*24)return maxRange;
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nodeStart=&nodes[int(startPos.y/24)*game->WORLD_SIZE.x+int(startPos.x/24)];
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nodeEnd=&nodes[int(endPos.y/24)*game->WORLD_SIZE.x+int(endPos.x/24)];
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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))}};
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posPerimeter.pos={int(std::clamp(posPerimeter.pos.x-maxRange*24,0.f,game->WORLD_SIZE.x*24.f)),int(std::clamp(posPerimeter.pos.y-maxRange*24,0.f,game->WORLD_SIZE.y*24.f))};
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posPerimeter.size={int(std::clamp(posPerimeter.size.x+maxRange*24*2,0.f,game->WORLD_SIZE.x*24.f-posPerimeter.pos.x)),int(std::clamp(posPerimeter.size.y+maxRange*24*2,0.f,game->WORLD_SIZE.y*24.f-posPerimeter.pos.y))};
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for (int x = 0; x < game->WORLD_SIZE.x; x++){
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for (int y = 0; y < game->WORLD_SIZE.y; y++){
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if(geom2d::overlaps(posPerimeter,vi2d{x*24,y*24})){
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nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
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} else {
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nodes[y*game->WORLD_SIZE.x + x].bVisited = true;
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}
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nodes[y*game->WORLD_SIZE.x + x].fGlobalGoal = INFINITY;
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nodes[y*game->WORLD_SIZE.x + x].fLocalGoal = INFINITY;
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nodes[y*game->WORLD_SIZE.x + x].parent = nullptr; // No parents
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}
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}
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auto distance = [](sNode* a, sNode* b) // For convenience
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{
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return sqrtf((a->x - b->x)*(a->x - b->x) + (a->y - b->y)*(a->y - b->y));
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};
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auto heuristic = [distance](sNode* a, sNode* b)
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{
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return distance(a, b);
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};
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sNode *nodeCurrent = nodeStart;
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nodeStart->fLocalGoal = 0.0f;
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nodeStart->fGlobalGoal = heuristic(nodeStart, nodeEnd);
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std::list<sNode*> listNotTestedNodes;
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listNotTestedNodes.push_back(nodeStart);
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while (!listNotTestedNodes.empty() && nodeCurrent != nodeEnd)
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{
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listNotTestedNodes.sort([](const sNode* lhs, const sNode* rhs){ return lhs->fGlobalGoal < rhs->fGlobalGoal; } );
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while(!listNotTestedNodes.empty() && listNotTestedNodes.front()->bVisited)
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listNotTestedNodes.pop_front();
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if (listNotTestedNodes.empty())
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break;
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nodeCurrent = listNotTestedNodes.front();
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nodeCurrent->bVisited = true;
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for (auto nodeNeighbour : nodeCurrent->vecNeighbours)
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{
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if (!nodeNeighbour->bVisited && nodeNeighbour->bObstacle == 0)
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listNotTestedNodes.push_back(nodeNeighbour);
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float fPossiblyLowerGoal = nodeCurrent->fLocalGoal + distance(nodeCurrent, nodeNeighbour);
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if (fPossiblyLowerGoal < nodeNeighbour->fLocalGoal)
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{
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nodeNeighbour->parent = nodeCurrent;
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nodeNeighbour->fLocalGoal = fPossiblyLowerGoal;
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nodeNeighbour->fGlobalGoal = nodeNeighbour->fLocalGoal + heuristic(nodeNeighbour, nodeEnd);
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}
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}
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}
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if (nodeEnd != nullptr)
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{
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int pathLength=INFINITE;
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sNode *p = nodeEnd;
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while (p->parent != nullptr)
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{
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if(pathLength==INFINITE){
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pathLength=1;
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} else {
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pathLength++;
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}
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p = p->parent;
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}
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return pathLength;
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} else {
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return INFINITE;
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}
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} |