Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -5,288 +5,313 @@ using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.FastAStar
{
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
public class FastAStarAlgorithm : PathAlgorithm
{
public static PathAlgorithm Instance = new FastAStarAlgorithm();
public class FastAStarAlgorithm : PathAlgorithm
{
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
public static PathAlgorithm Instance = new FastAStarAlgorithm();
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
private static Direction[] m_Path = new Direction[AreaSize * AreaSize];
private static PathNode[] m_Nodes = new PathNode[NodeCount];
private static BitArray m_Touched = new BitArray(NodeCount);
private static BitArray m_OnOpen = new BitArray(NodeCount);
private static int[] m_Successors = new int[8];
private static Direction[] m_Path = new Direction[AreaSize * AreaSize];
private static PathNode[] m_Nodes = new PathNode[NodeCount];
private static BitArray m_Touched = new BitArray( NodeCount );
private static BitArray m_OnOpen = new BitArray( NodeCount );
private static int[] m_Successors = new int[8];
private static int m_xOffset, m_yOffset;
private static int m_OpenList;
private static int m_xOffset, m_yOffset;
private static int m_OpenList;
private Point3D m_Goal;
private Point3D m_Goal;
public int Heuristic(int x, int y, int z)
{
x -= m_Goal.X - m_xOffset;
y -= m_Goal.Y - m_yOffset;
z -= m_Goal.Z;
public int Heuristic( int x, int y, int z )
{
x -= m_Goal.X - m_xOffset;
y -= m_Goal.Y - m_yOffset;
z -= m_Goal.Z;
x *= 11;
y *= 11;
x *= 11;
y *= 11;
return x * x + y * y + z * z;
}
return (x*x)+(y*y)+(z*z);
}
public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal)
{
return Utility.InRange(start, goal, AreaSize);
}
public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
{
return Utility.InRange( start, goal, AreaSize );
}
private void RemoveFromChain(int node)
{
if (node < 0 || node >= NodeCount)
return;
private void RemoveFromChain( int node )
{
if ( node < 0 || node >= NodeCount )
return;
if (!m_Touched[node] || !m_OnOpen[node])
return;
if ( !m_Touched[node] || !m_OnOpen[node] )
return;
int prev = m_Nodes[node].prev;
int next = m_Nodes[node].next;
int prev = m_Nodes[node].prev;
int next = m_Nodes[node].next;
if (m_OpenList == node)
m_OpenList = next;
if ( m_OpenList == node )
m_OpenList = next;
if (prev != -1)
m_Nodes[prev].next = next;
if ( prev != -1 )
m_Nodes[prev].next = next;
if (next != -1)
m_Nodes[next].prev = prev;
if ( next != -1 )
m_Nodes[next].prev = prev;
m_Nodes[node].prev = -1;
m_Nodes[node].next = -1;
}
m_Nodes[node].prev = -1;
m_Nodes[node].next = -1;
}
private void AddToChain(int node)
{
if (node < 0 || node >= NodeCount)
return;
private void AddToChain( int node )
{
if ( node < 0 || node >= NodeCount )
return;
RemoveFromChain(node);
RemoveFromChain( node );
if (m_OpenList != -1)
m_Nodes[m_OpenList].prev = node;
if ( m_OpenList != -1 )
m_Nodes[m_OpenList].prev = node;
m_Nodes[node].next = m_OpenList;
m_Nodes[node].prev = -1;
m_Nodes[node].next = m_OpenList;
m_Nodes[node].prev = -1;
m_OpenList = node;
m_OpenList = node;
m_Touched[node] = true;
m_OnOpen[node] = true;
}
m_Touched[node] = true;
m_OnOpen[node] = true;
}
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
{
if (!Utility.InRange(start, goal, AreaSize))
return null;
public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
{
if ( !Utility.InRange( start, goal, AreaSize ) )
return null;
m_Touched.SetAll(false);
m_Touched.SetAll( false );
m_Goal = goal;
m_Goal = goal;
m_xOffset = (start.X + goal.X - AreaSize) / 2;
m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
m_xOffset = (start.X + goal.X - AreaSize) / 2;
m_yOffset = (start.Y + goal.Y - AreaSize) / 2;
int fromNode = GetIndex(start.X, start.Y, start.Z);
int destNode = GetIndex(goal.X, goal.Y, goal.Z);
int fromNode = GetIndex( start.X, start.Y, start.Z );
int destNode = GetIndex( goal.X, goal.Y, goal.Z );
m_OpenList = fromNode;
m_OpenList = fromNode;
m_Nodes[m_OpenList].cost = 0;
m_Nodes[m_OpenList].total = Heuristic(start.X - m_xOffset, start.Y - m_yOffset, start.Z);
m_Nodes[m_OpenList].parent = -1;
m_Nodes[m_OpenList].next = -1;
m_Nodes[m_OpenList].prev = -1;
m_Nodes[m_OpenList].z = start.Z;
m_Nodes[m_OpenList].cost = 0;
m_Nodes[m_OpenList].total = Heuristic( start.X - m_xOffset, start.Y - m_yOffset, start.Z );
m_Nodes[m_OpenList].parent = -1;
m_Nodes[m_OpenList].next = -1;
m_Nodes[m_OpenList].prev = -1;
m_Nodes[m_OpenList].z = start.Z;
m_OnOpen[m_OpenList] = true;
m_Touched[m_OpenList] = true;
m_OnOpen[m_OpenList] = true;
m_Touched[m_OpenList] = true;
BaseCreature bc = m as BaseCreature;
BaseCreature bc = m as BaseCreature;
int pathCount, parent;
int backtrack = 0, depth = 0;
int pathCount, parent;
int backtrack = 0, depth = 0;
Direction[] path = m_Path;
Direction[] path = m_Path;
while (m_OpenList != -1)
{
int bestNode = FindBest(m_OpenList);
while ( m_OpenList != -1 )
{
int bestNode = FindBest( m_OpenList );
if (++depth > MaxDepth)
break;
if ( ++depth > MaxDepth )
break;
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
if ( bc != null )
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
MoveImpl.Goal = goal;
int[] vals = m_Successors;
int count = GetSuccessors(bestNode, m, map);
int[] vals = m_Successors;
int count = GetSuccessors( bestNode, m, map );
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
if (count == 0)
break;
if ( count == 0 )
break;
for (int i = 0; i < count; ++i)
{
int newNode = vals[i];
for ( int i = 0; i < count; ++i )
{
int newNode = vals[i];
bool wasTouched = m_Touched[newNode];
bool wasTouched = m_Touched[newNode];
if (!wasTouched)
{
int newCost = m_Nodes[bestNode].cost + 1;
int newTotal = newCost + Heuristic(newNode % AreaSize, newNode / AreaSize % AreaSize,
m_Nodes[newNode].z);
if ( !wasTouched )
{
int newCost = m_Nodes[bestNode].cost + 1;
int newTotal = newCost + Heuristic( newNode % AreaSize, (newNode / AreaSize) % AreaSize, m_Nodes[newNode].z );
if ( !wasTouched || m_Nodes[newNode].total > newTotal )
{
m_Nodes[newNode].parent = bestNode;
m_Nodes[newNode].cost = newCost;
m_Nodes[newNode].total = newTotal;
if ( !wasTouched || !m_OnOpen[newNode] )
{
AddToChain( newNode );
if ( newNode == destNode )
{
pathCount = 0;
parent = m_Nodes[newNode].parent;
while ( parent != -1 )
{
path[pathCount++] = GetDirection( parent % AreaSize, (parent / AreaSize) % AreaSize, newNode % AreaSize, (newNode / AreaSize) % AreaSize );
newNode = parent;
parent = m_Nodes[newNode].parent;
if ( newNode == fromNode )
break;
}
Direction[] dirs = new Direction[pathCount];
while ( pathCount > 0 )
dirs[backtrack++] = path[--pathCount];
return dirs;
}
}
}
}
}
}
return null;
}
private int GetIndex( int x, int y, int z )
{
x -= m_xOffset;
y -= m_yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + (y * AreaSize) + (z * AreaSize * AreaSize);
}
private int FindBest( int node )
{
int least = m_Nodes[node].total;
int leastNode = node;
while ( node != -1 )
{
if ( m_Nodes[node].total < least )
{
least = m_Nodes[node].total;
leastNode = node;
}
node = m_Nodes[node].next;
}
RemoveFromChain( leastNode );
m_Touched[leastNode] = true;
m_OnOpen[leastNode] = false;
return leastNode;
}
public int GetSuccessors( int p, Mobile m, Map map )
{
int px = p % AreaSize;
int py = (p / AreaSize) % AreaSize;
int pz = m_Nodes[p].z;
int x, y, z;
Point3D p3D = new Point3D( px + m_xOffset, py + m_yOffset, pz );
int[] vals = m_Successors;
int count = 0;
for ( int i = 0; i < 8; ++i )
{
switch ( i )
{
default:
case 0: x = 0; y = -1; break;
case 1: x = 1; y = -1; break;
case 2: x = 1; y = 0; break;
case 3: x = 1; y = 1; break;
case 4: x = 0; y = 1; break;
case 5: x = -1; y = 1; break;
case 6: x = -1; y = 0; break;
case 7: x = -1; y = -1; break;
}
x += px;
y += py;
if ( x < 0 || x >= AreaSize || y < 0 || y >= AreaSize )
continue;
if ( CalcMoves.CheckMovement( m, map, p3D, (Direction)i, out z ) )
{
int idx = GetIndex( x + m_xOffset, y + m_yOffset, z );
if ( idx >= 0 && idx < NodeCount )
{
m_Nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
}
}
if (!wasTouched || m_Nodes[newNode].total > newTotal)
{
m_Nodes[newNode].parent = bestNode;
m_Nodes[newNode].cost = newCost;
m_Nodes[newNode].total = newTotal;
if (!wasTouched || !m_OnOpen[newNode])
{
AddToChain(newNode);
if (newNode == destNode)
{
pathCount = 0;
parent = m_Nodes[newNode].parent;
while (parent != -1)
{
path[pathCount++] = GetDirection(parent % AreaSize, parent / AreaSize % AreaSize,
newNode % AreaSize, newNode / AreaSize % AreaSize);
newNode = parent;
parent = m_Nodes[newNode].parent;
if (newNode == fromNode)
break;
}
Direction[] dirs = new Direction[pathCount];
while (pathCount > 0)
dirs[backtrack++] = path[--pathCount];
return dirs;
}
}
}
}
}
}
return null;
}
private int GetIndex(int x, int y, int z)
{
x -= m_xOffset;
y -= m_yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + y * AreaSize + z * AreaSize * AreaSize;
}
private int FindBest(int node)
{
int least = m_Nodes[node].total;
int leastNode = node;
while (node != -1)
{
if (m_Nodes[node].total < least)
{
least = m_Nodes[node].total;
leastNode = node;
}
node = m_Nodes[node].next;
}
RemoveFromChain(leastNode);
m_Touched[leastNode] = true;
m_OnOpen[leastNode] = false;
return leastNode;
}
public int GetSuccessors(int p, Mobile m, Map map)
{
int px = p % AreaSize;
int py = p / AreaSize % AreaSize;
int pz = m_Nodes[p].z;
int x, y, z;
Point3D p3D = new Point3D(px + m_xOffset, py + m_yOffset, pz);
int[] vals = m_Successors;
int count = 0;
for (int i = 0; i < 8; ++i)
{
switch (i)
{
default:
case 0:
x = 0;
y = -1;
break;
case 1:
x = 1;
y = -1;
break;
case 2:
x = 1;
y = 0;
break;
case 3:
x = 1;
y = 1;
break;
case 4:
x = 0;
y = 1;
break;
case 5:
x = -1;
y = 1;
break;
case 6:
x = -1;
y = 0;
break;
case 7:
x = -1;
y = -1;
break;
}
x += px;
y += py;
if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
continue;
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out z))
{
int idx = GetIndex(x + m_xOffset, y + m_yOffset, z);
if (idx >= 0 && idx < NodeCount)
{
m_Nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
}
}