ModernUO/Projects/UOContent/Engines/Pathing/FastAStarAlgorithm.cs
Kamron Batman fd440f29ce
fix: Fixes FastAStar (#788)
* Fixes FastAStar algorithm, thanks @nullptr-w8
* Cleans up the code a little
* Removes SlowAStar
* Changes [Path recall runes to waypoints
2021-09-16 23:38:51 -07:00

352 lines
9.5 KiB
C#

using System.Collections;
using Server.Mobiles;
using CalcMoves = Server.Movement.Movement;
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 class FastAStarAlgorithm : PathAlgorithm
{
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 readonly Direction[] _path = new Direction[AreaSize * AreaSize];
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
private static readonly BitArray _touched = new(NodeCount);
private static readonly BitArray _onOpen = new(NodeCount);
private static readonly int[] _successors = new int[8];
private static int _xOffset;
private static int _yOffset;
private static int _openList;
private Point3D _goal;
public int Heuristic(int x, int y, int z)
{
x -= _goal.X - _xOffset;
y -= _goal.Y - _yOffset;
z -= _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 is < 0 or >= NodeCount)
{
return;
}
if (!_touched[node] || !_onOpen[node])
{
return;
}
var prev = _nodes[node].prev;
var next = _nodes[node].next;
if (_openList == node)
{
_openList = next;
}
if (prev != -1)
{
_nodes[prev].next = next;
}
if (next != -1)
{
_nodes[next].prev = prev;
}
_nodes[node].prev = -1;
_nodes[node].next = -1;
}
private void AddToChain(int node)
{
if (node is < 0 or >= NodeCount)
{
return;
}
RemoveFromChain(node);
if (_openList != -1)
{
_nodes[_openList].prev = node;
}
_nodes[node].next = _openList;
_nodes[node].prev = -1;
_openList = node;
_touched[node] = true;
_onOpen[node] = true;
}
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
{
if (!Utility.InRange(start, goal, AreaSize))
{
return null;
}
_touched.SetAll(false);
_onOpen.SetAll(false);
_goal = goal;
_xOffset = (start.X + goal.X - AreaSize) / 2;
_yOffset = (start.Y + goal.Y - AreaSize) / 2;
var fromNode = GetIndex(start.X, start.Y, start.Z);
var destNode = GetIndex(goal.X, goal.Y, goal.Z);
_openList = fromNode;
_nodes[_openList].cost = 0;
_nodes[_openList].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
_nodes[_openList].parent = -1;
_nodes[_openList].next = -1;
_nodes[_openList].prev = -1;
_nodes[_openList].z = start.Z;
_onOpen[_openList] = true;
_touched[_openList] = true;
var bc = m as BaseCreature;
int backtrack = 0, depth = 0;
var path = _path;
while (_openList != -1)
{
var bestNode = FindBest(_openList);
if (++depth > MaxDepth)
{
break;
}
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
var vals = _successors;
var count = GetSuccessors(bestNode, m, map);
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
if (count == 0)
{
break;
}
for (var i = 0; i < count; ++i)
{
var newNode = vals[i];
var wasTouched = _touched[newNode];
if (wasTouched)
{
continue;
}
var newCost = _nodes[bestNode].cost + 1;
var newTotal = newCost + Heuristic(
newNode % AreaSize,
newNode / AreaSize % AreaSize,
_nodes[newNode].z
);
_nodes[newNode].parent = bestNode;
_nodes[newNode].cost = newCost;
_nodes[newNode].total = newTotal;
if (_onOpen[newNode])
{
continue;
}
AddToChain(newNode);
if (newNode != destNode)
{
continue;
}
var pathCount = 0;
var parent = _nodes[newNode].parent;
while (parent != -1)
{
path[pathCount++] = GetDirection(
parent % AreaSize,
parent / AreaSize % AreaSize,
newNode % AreaSize,
newNode / AreaSize % AreaSize
);
newNode = parent;
parent = _nodes[newNode].parent;
if (newNode == fromNode)
{
break;
}
}
var 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 -= _xOffset;
y -= _yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + y * AreaSize + z * AreaSize * AreaSize;
}
private int FindBest(int node)
{
var least = _nodes[node].total;
var leastNode = node;
while (node != -1)
{
if (_nodes[node].total < least)
{
least = _nodes[node].total;
leastNode = node;
}
node = _nodes[node].next;
}
RemoveFromChain(leastNode);
_touched[leastNode] = true;
_onOpen[leastNode] = false;
return leastNode;
}
public int GetSuccessors(int p, Mobile m, Map map)
{
var px = p % AreaSize;
var py = p / AreaSize % AreaSize;
var pz = _nodes[p].z;
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
var vals = _successors;
var count = 0;
for (var i = 0; i < 8; ++i)
{
int x;
int y;
switch (i)
{
default: // 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 is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
{
continue;
}
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
{
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
}
}