ModernUO/Projects/Scripts/Engines/Pathing/FastAStarAlgorithm.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

312 lines
7.4 KiB
C#

using System.Collections;
using Server.Mobiles;
namespace Server.PathAlgorithms
{
public class FastAStarAlgorithm : PathAlgorithm
{
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
private const int MaxDepth = 300;
private const int AreaSize = 38;
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 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 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;
x *= 11;
y *= 11;
return x * x + y * y + z * z;
}
public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal) => Utility.InRange(start, goal, AreaSize);
private void RemoveFromChain(int node)
{
if (node < 0 || node >= NodeCount)
return;
if (!m_Touched[node] || !m_OnOpen[node])
return;
int prev = m_Nodes[node].prev;
int next = m_Nodes[node].next;
if (m_OpenList == node)
m_OpenList = next;
if (prev != -1)
m_Nodes[prev].next = next;
if (next != -1)
m_Nodes[next].prev = prev;
m_Nodes[node].prev = -1;
m_Nodes[node].next = -1;
}
private void AddToChain(int node)
{
if (node < 0 || node >= NodeCount)
return;
RemoveFromChain(node);
if (m_OpenList != -1)
m_Nodes[m_OpenList].prev = node;
m_Nodes[node].next = m_OpenList;
m_Nodes[node].prev = -1;
m_OpenList = node;
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;
m_Touched.SetAll(false);
m_Goal = goal;
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);
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_OnOpen[m_OpenList] = true;
m_Touched[m_OpenList] = true;
BaseCreature bc = m as BaseCreature;
int backtrack = 0, depth = 0;
Direction[] path = m_Path;
while (m_OpenList != -1)
{
int bestNode = FindBest(m_OpenList);
if (++depth > MaxDepth)
break;
if (bc != null)
{
MovementImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MovementImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MovementImpl.Goal = goal;
int[] vals = m_Successors;
int count = GetSuccessors(bestNode, m, map);
MovementImpl.AlwaysIgnoreDoors = false;
MovementImpl.IgnoreMovableImpassables = false;
MovementImpl.Goal = Point3D.Zero;
if (count == 0)
break;
for (int i = 0; i < count; ++i)
{
int newNode = vals[i];
bool wasTouched = m_Touched[newNode];
if (wasTouched)
continue;
int newCost = m_Nodes[bestNode].cost + 1;
int newTotal = newCost + Heuristic(newNode % AreaSize, newNode / AreaSize % AreaSize,
m_Nodes[newNode].z);
if (m_Nodes[newNode].total <= newTotal)
continue;
m_Nodes[newNode].parent = bestNode;
m_Nodes[newNode].cost = newCost;
m_Nodes[newNode].total = newTotal;
if (m_OnOpen[newNode])
continue;
AddToChain(newNode);
if (newNode != destNode)
continue;
int pathCount = 0;
int 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;
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)
{
int x;
int y;
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 (Movement.CheckMovement(m, map, p3D, (Direction)i, out int 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;
}
}
}