/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "common/system.h"
#include "crab/crab.h"
#include "crab/PathfindingAgent.h"
namespace Crab {
// This keeps the PriorityQueue organized based on the cost of the paths.
static bool compareNodes(PlannerNode const *nodeA, PlannerNode const *nodeB) {
return nodeA->getFinalCost() > nodeB->getFinalCost();
}
PathfindingAgent::PathfindingAgent() : _nodeQueue(compareNodes) {
_grid = nullptr;
_destinationSet = false;
_destinationReachable = false;
_nodeBufferDistance = 1.0f;
_solutionFound = _noSolution = false;
_startTile = nullptr;
_goalTile = nullptr;
_clickedTile = nullptr;
}
PathfindingAgent::~PathfindingAgent() {
}
void PathfindingAgent::initialize(PathfindingGrid *g) {
_grid = g;
_nodeBufferDistance = _grid->getCellSize().x / 2.0f;
_nodeBufferDistance *= _nodeBufferDistance;
}
void PathfindingAgent::setDestination(Vector2i d, bool r) {
Vector2f iVec = Vector2f((float)d.x, (float)d.y);
setDestination(iVec, r);
}
void PathfindingAgent::setDestination(Vector2i d) {
setDestination(d, true);
}
void PathfindingAgent::setDestination(Vector2f d) {
setDestination(d, true);
}
void PathfindingAgent::setDestination(Vector2f d, bool r) {
if (_grid == nullptr)
return;
_destination = d;
// TODO: This could be optimized to cache the route somehow... (SZ)
reset();
_startTile = _grid->getNodeAtPoint(_position);
// m_pGoalTile = grid->GetNodeAtPoint(d);
// I am now tracking the goal node and the clicked tile separately to solve problems
// with hangups and trying to reach un-reachable destinations.
_clickedTile = _grid->getNodeAtPoint(d);
_goalTile = _grid->getNearestOpenNode(d, _position);
PlannerNode *startingNode = new PlannerNode();
startingNode->setLocation(_startTile);
startingNode->setHCost((_position - _destination).magnitude());
startingNode->setFinalCost((_position - _destination).magnitude());
startingNode->setGivenCost(0.0);
_nodeQueue.push(startingNode);
_createdList[_startTile] = (startingNode);
_destinationSet = true;
_solutionFound = _noSolution = false;
_destinationReachable = r;
}
void PathfindingAgent::update(uint32 timeslice) {
uint32 prevTime = g_system->getMillis();
uint32 timeLeft = timeslice;
double dTempCost;
if (_solutionFound) {
if (_vSolution.size() > 0) {
float distSqr = (_position - _vSolution.back()->getPosition()).magSqr();
if (distSqr < _nodeBufferDistance) { // Have to find the right deadzone buffer
_vSolution.pop_back();
}
}
if (_vSolution.size() > 0) {
_immediateDest = Vector2i(_vSolution.back()->getPosition().x, _vSolution.back()->getPosition().y);
} else {
if (_destinationReachable)
_immediateDest = Vector2i((int)_destination.x, (int)_destination.y);
else
_immediateDest = Vector2i((int)_position.x, (int)_position.y);
}
return;
}
// No nodes, no pathing.
if (_nodeQueue.empty()) {
return;
}
Common::StableMap::iterator currentIter;
do {
PlannerNode *current = _nodeQueue.front();
_nodeQueue.pop();
if (current->getLocation() == _goalTile) { // We're done.
// m_vSolution = getSolution();
_vSolution = getPrunedSolution(nullptr);
_solutionFound = true;
return;
} else if (current->getLocation()->getMovementCost() > 0 && current->getLocation()->adjacentToNode(_clickedTile) && _clickedTile->getMovementCost() < 0) {
_vSolution = getPrunedSolution(current->getLocation());
_solutionFound = true;
return;
}
for (auto &i : current->_location->_neighborNodes) {
if (i->getMovementCost() > 0) {
// Compute the temp given cost
dTempCost = current->getGivenCost() + i->getMovementCost() * distExact(i, current->getLocation());
// If it's a duplicate...
currentIter = _createdList.find(i);
if (currentIter != _createdList.end()) {
if (dTempCost < currentIter->second->getGivenCost()) {
// If the current planner node has already been added, but the current path is cheaper,
// replace it.
_nodeQueue.remove(currentIter->second);
currentIter->second->setGivenCost(dTempCost);
currentIter->second->setFinalCost(
currentIter->second->getHCost() * 1.1 +
currentIter->second->getGivenCost());
currentIter->second->setParent(current);
_nodeQueue.push(currentIter->second);
}
} else { // Otherwise...
PlannerNode *successor = new PlannerNode();
successor->setLocation(i);
// Set the new heuristic (distance from node to the goal)
successor->setHCost(distExact(i, _goalTile));
successor->setGivenCost(dTempCost);
// Final cost is the distance to goal (scaled by 10%) plus the distance of the path.
successor->setFinalCost(successor->getHCost() * 1.1 + successor->getGivenCost());
successor->setParent(current);
_createdList[i] = (successor);
_nodeQueue.push(successor); // When the node is pushed onto the PriorityQueue it ends up beings sorted cheapest -> most expensive
}
}
}
// Update the time
if (timeslice != 0) {
timeLeft -= (g_system->getMillis() - prevTime);
prevTime = g_system->getMillis();
}
} while (!isDone() && ((int32)timeLeft >= 0 || timeslice == 0));
_noSolution = true; // You can't get there from here (SZ)
}
bool PathfindingAgent::isDone() const {
if (_nodeQueue.empty())
return true;
return false;
}
// Clear everything.
void PathfindingAgent::reset() {
for (auto &iter : _createdList)
delete iter.second;
_nodeQueue.clear();
_createdList.clear();
_vSolution.clear();
_solutionFound = false;
_goalTile = nullptr;
_startTile = nullptr;
}
void PathfindingAgent::shutdown() {
reset();
_grid = nullptr;
}
Common::Array const PathfindingAgent::getSolution(PathfindingGraphNode *destNode) const {
Common::Array temp;
PlannerNode *current = nullptr;
if (_createdList.find(_goalTile) != _createdList.end()) {
current = _createdList.find(_goalTile)->second;
} else if (destNode != nullptr) {
// If the dest node passed in is not null, that means we did not reach the goal but came close
// so we should start with that node instead when we are constructing our path
current = _createdList.find(destNode)->second;
}
// Iterate through the planner nodes to create a vector to return.
while (current) {
if (current->getLocation() != _startTile) {
// You don't have to path to the start
if (current->getLocation() != _startTile)
temp.push_back(current->getLocation());
}
current = current->getParent();
}
return temp;
}
Common::Array const PathfindingAgent::getPrunedSolution(PathfindingGraphNode *destNode) {
Common::Array temp = getSolution(destNode);
Common::Array returnVec = temp;
// Any node that is not adjacent to an obstacle or an obstacle corner can be removed.
for (int i = 0; (uint)i < temp.size(); ++i) {
if (!temp[i]->adjacentToObstacle()) {
if (i > 0 && (uint)i < temp.size() - 1) {
// This check to see if the node is a "corner" to an obstacle that should not be pruned
// to prevent hanging on corners.
Common::Array corners = _grid->cornerCheck(temp[i - 1], temp[i + 1]);
if (corners.size() == 0) {
Common::Array::iterator theEnd = Common::remove(returnVec.begin(), returnVec.end(), temp[i]);
returnVec.erase(theEnd);
}
}
}
}
return returnVec;
}
double PathfindingAgent::distSquared(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB) {
Vector2f vecTo = tileA->getPosition() - tileB->getPosition();
return vecTo.magSqr();
}
double PathfindingAgent::distExact(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB) {
Vector2f vecTo = tileA->getPosition() - tileB->getPosition();
return vecTo.magnitude();
}
bool PathfindingAgent::adjacentToGoal(PathfindingGraphNode *node) {
for (const auto &iter : node->_neighborNodes) {
if (iter == _goalTile) {
return true;
}
}
return false;
}
} // End of namespace Crab