The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/Pathfinding.cpp

141 lines
6.3 KiB

#include "Pathfinding.h"
#include "DEFINES.h"
#include "Crawler.h"
INCLUDE_game
void Pathfinding::Initialize(){
if(nodes!=nullptr){
delete[] nodes;
}
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*24),float(y*24)});
nodes[y * game->WORLD_SIZE.x + x].bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*24),float(y*24)},true);
nodes[y * game->WORLD_SIZE.x + x].bObstacleUpper = 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)]);
if (y>0 && x>0)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x - 1)]);
if (y<game->WORLD_SIZE.y-1 && x>0)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x - 1)]);
if (y>0 && x<game->WORLD_SIZE.x-1)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y - 1) * game->WORLD_SIZE.x + (x + 1)]);
if (y<game->WORLD_SIZE.y - 1 && x<game->WORLD_SIZE.x-1)
nodes[y*game->WORLD_SIZE.x + x].vecNeighbours.push_back(&nodes[(y + 1) * game->WORLD_SIZE.x + (x + 1)]);
}
// Manually position 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];
}
std::vector<vf2d> Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos,float maxRange,bool upperLevel){
float dist=sqrt(pow(endPos.x-startPos.x,2)+pow(endPos.y-startPos.y,2));
if(dist>maxRange*24)return {};
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)];
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*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))};
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))};
for (int x = 0; x < game->WORLD_SIZE.x; x++){
for (int y = 0; y < game->WORLD_SIZE.y; y++){
if(geom2d::overlaps(posPerimeter,vi2d{x*24,y*24})){
nodes[y*game->WORLD_SIZE.x + x].bVisited = false;
} else {
nodes[y*game->WORLD_SIZE.x + x].bVisited = true;
}
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;
//if((!upperLevel && nodeStart->bObstacle)||(upperLevel && nodeStart->bObstacleUpper))return {};
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 && ((!upperLevel && nodeNeighbour->bObstacle == 0)||(upperLevel && nodeNeighbour->bObstacleUpper==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);
}
}
}
if (nodeEnd != nullptr)
{
int pathLength=INFINITE;
sNode *p = nodeEnd;
std::vector<vf2d>finalPath;
while (p->parent != nullptr)
{
if(pathLength==INFINITE){
pathLength=1;
} else {
pathLength++;
}
finalPath.push_back({float((*p).x),float((*p).y)});
p = p->parent;
}
std::reverse(finalPath.begin(),finalPath.end());
return finalPath;
} else {
return {};
}
}