Beispiel #1
0
uint8_t
path_get_next (vect_t *p)
{
    if (path.found)
      {
	assert (path.get != PATH_DST_NODE_INDEX);
	uint8_t prev = path.get;
	vect_t pp;
	path_pos (prev, &pp);
	uint8_t next = path.astar_nodes[path.get].prev;
	path.get = next;
	path_pos (next, p);
	while (next != 0xff)
	  {
	    /* Try to remove useless points. */
	    uint8_t next = path.astar_nodes[path.get].prev;
	    if (next == 0xff || next == PATH_DST_NODE_INDEX)
		break;
	    vect_t np;
	    path_pos (next, &np);
	    vect_t vnp = np; vect_sub (&vnp, &pp);
	    vect_t vp = *p; vect_sub (&vp, &pp);
	    if (vect_normal_dot_product (&vp, &vnp) == 0)
	      {
		path.get = next;
		*p = np;
	      }
	    else
		break;
	  }
	return 1;
      }
    else
	return 0;
}
Beispiel #2
0
/** Update the cache of blocked nodes. */
static void
path_blocked_update (void)
{
    uint8_t i, j;
    for (i = 0; i < PATH_GRID_NODES_NB; i++)
      {
	uint8_t valid = 1;
	/* First, gather information from tables. */
	if (!path_nodes[i].usable
	    || food_blocking (path_nodes[i].carry_corn))
	    valid = 0;
	else
	  {
	    vect_t pos;
	    path_pos (i, &pos);
	    /* Then, test for obstacles. */
	    for (j = 0; j < PATH_OBSTACLES_NB; j++)
	      {
		if (path.obstacles[j].valid)
		  {
		    vect_t v = pos; vect_sub (&v, &path.obstacles[j].c);
		    uint32_t dsq = vect_dot_product (&v, &v);
		    uint32_t r = path.obstacles[j].r;
		    if (dsq <= r * r)
		      {
			valid = 0;
			break;
		      }
		  }
	      }
	  }
	/* Update cache. */
	path.valid[i] = valid;
      }
}
Beispiel #3
0
uint16_t
path_astar_heuristic_callback (uint8_t node)
{
    /* TODO: a better and faster heuristic can be found, considering that
     * movement is only allowed on the grid. */
    vect_t pos;
    path_pos (node, &pos);
    return distance_point_point (&pos, &path.endpoints[0]);
}
Beispiel #4
0
void
path_update (void)
{
    path_blocked_update ();
    path.found = astar (path.astar_nodes, PATH_NODES_NB, PATH_DST_NODE_INDEX,
			PATH_SRC_NODE_INDEX);
    path.get = PATH_SRC_NODE_INDEX;
#if AC_PATH_REPORT
    if (path.found)
      {
	uint8_t n, len = 0;
	vect_t points[PATH_NODES_NB];
	for (n = path.get; n != PATH_DST_NODE_INDEX; n = path.astar_nodes[n].prev)
	    path_pos (n, &points[len++]);
	path_pos (n, &points[len++]);
	AC_PATH_REPORT_CALLBACK (points, len, path.obstacles,
				 PATH_OBSTACLES_NB);
      }
#endif
}
Beispiel #5
0
static uint8_t
path_element_blocking (uint8_t node, uint8_t escape)
{
    vect_t pos;
    path_pos (node, &pos);
    int16_t square_x = (pos.x - 450 - 1) / 350;
    int16_t square_y = (2100 - pos.y - 1) / 350;
    uint8_t element_id = ELEMENT_UNLOAD_START + square_x + 6 * square_y;
    if (element_blocking (element_id, escape))
	return 1;
    uint8_t intersection = ((pos.x - 450) / 350) != square_x;
    if (intersection)
      {
	if (element_blocking (element_id + 1, escape))
	    return 1;
	if (element_blocking (element_id + 6, escape))
	    return 1;
	if (element_blocking (element_id + 6 + 1, escape))
	    return 1;
      }
    return 0;
}
Beispiel #6
0
/** Return 1 if the direct path between a and b nodes is blocked, also compute
 * distance. */
static uint8_t
path_blocking (uint8_t a, uint8_t b, int16_t *dp)
{
    uint8_t i;
    vect_t va;
    vect_t vb;
    uint8_t escape_factor = 0;
    if (a == PATH_SRC_NODE_INDEX || b == PATH_SRC_NODE_INDEX)
	escape_factor = path.escape_factor;
    path_pos (a, &va);
    path_pos (b, &vb);
    /* Test for a blocking obstacle. */
    for (i = 0; i < PATH_OBSTACLES_NB; i++)
      {
	if (path.obstacles[i].valid)
	  {
	    uint16_t d = distance_segment_point (&va, &vb,
						 &path.obstacles[i].c);
	    if (d < path.obstacles[i].r)
	      {
		if (escape_factor)
		  {
		    int16_t d = distance_point_point (&va, &vb);
		    *dp = d * escape_factor;
		    return 0;
		  }
		else
		    return 1;
	      }
	  }
      }
    /* Test for a blocking food. */
    int16_t d = distance_point_point (&va, &vb);
    if (d == 0)
      {
	*dp = 0;
	return 0;
      }
    else if (food_blocking_path (va, vb, d))
      {
	if (escape_factor)
	  {
	    *dp = d * escape_factor;
	    return 0;
	  }
	else
	    return 1;
      }
    /* Test for the wall. */
    if (va.x < BOT_SIZE_RADIUS || va.x >= PG_WIDTH - BOT_SIZE_RADIUS
	|| vb.x < BOT_SIZE_RADIUS || vb.x >= PG_WIDTH - BOT_SIZE_RADIUS)
      {
	int16_t dx = va.x - vb.x;
	int16_t dy = va.y - vb.y;
	/* Do not authorise path going parallel to the wall. */
	if (UTILS_ABS (dx) < UTILS_ABS (dy))
	  {
	    if (escape_factor)
	      {
		*dp = d * escape_factor;
		return 0;
	      }
	    else
		return 1;
	  }
      }
    /* No blocking. */
    *dp = d;
    return 0;
}
Beispiel #7
0
/**
 * Build a path from #_path_builder xpos/ypos to the mouse cursor position.
 * @param mousexy Mouse position.
 */
void PathBuildManager::ComputeNewLongPath(const Point32 &mousexy)
{
	static const TrackSlope slope_prios_down[] = {TSL_DOWN, TSL_FLAT, TSL_UP,   TSL_INVALID}; // Order of preference when going down.
	static const TrackSlope slope_prios_flat[] = {TSL_FLAT, TSL_UP,   TSL_DOWN, TSL_INVALID}; // Order of preference when at the right height.
	static const TrackSlope slope_prios_up[]   = {TSL_UP,   TSL_FLAT, TSL_DOWN, TSL_INVALID}; // Order of preference when going up.

	Viewport *vp = GetViewport();
	if (vp == nullptr) return;

	int c1, c2, c3;
	switch (vp->orientation) {
		case VOR_NORTH: c1 =  1; c2 =  2; c3 =  2; break;
		case VOR_EAST:  c1 = -1; c2 = -2; c3 =  2; break;
		case VOR_SOUTH: c1 =  1; c2 = -2; c3 = -2; break;
		case VOR_WEST:  c1 = -1; c2 =  2; c3 = -2; break;
		default: NOT_REACHED();
	}

	XYZPoint16 path_pos(0, 0, 0);
	path_pos.y = this->pos.y * 256 + 128;
	int32 lambda_y = path_pos.y - mousexy.y; // Distance to constant Y plane at current tile cursor.
	path_pos.x = this->pos.x * 256 + 128;
	int32 lambda_x = path_pos.x - mousexy.x; // Distance to constant X plane at current tile cursor.

	if (abs(lambda_x) < abs(lambda_y)) {
		/* X constant. */
		path_pos.x /= 256;
		path_pos.y = Clamp<int32>(mousexy.y + c1 * lambda_x, 0, _world.GetYSize() * 256 - 1) / 256;
		path_pos.z = Clamp<int32>(vp->view_pos.z + c3 * lambda_x, 0, WORLD_Z_SIZE * 256 - 1) / 256;
	} else {
		/* Y constant. */
		path_pos.x = Clamp<int32>(mousexy.x + c1 * lambda_y, 0, _world.GetXSize() * 256 - 1) / 256;
		path_pos.y /= 256;
		path_pos.z = Clamp<int32>(vp->view_pos.z + c2 * lambda_y, 0, WORLD_Z_SIZE * 256 - 1) / 256;
	}

	if (this->long_pos != path_pos) {
		this->long_pos = path_pos;

		_additions.Clear();
		path_pos = this->pos;
		/* Find the right direction from the selected tile to the current cursor location. */
		TileEdge direction;
		Point16 dxy;
		for (direction = EDGE_BEGIN; direction < EDGE_COUNT; direction++) {
			dxy = _tile_dxy[direction];
			if (!GoodDirection(dxy.x, path_pos.x, this->long_pos.x) || !GoodDirection(dxy.y, path_pos.y, this->long_pos.y)) continue;
			break;
		}
		if (direction == EDGE_COUNT) return;

		/* 'Walk' to the cursor as long as possible. */
		while (path_pos.x != this->long_pos.x || path_pos.y != this->long_pos.y) {
			uint8 slopes = CanBuildPathFromEdge(path_pos, direction);
			const TrackSlope *slope_prio;
			/* Get order of slope preference. */
			if (path_pos.z > this->long_pos.z) {
				slope_prio = slope_prios_down;
			} else if (path_pos.z == this->long_pos.z) {
				slope_prio = slope_prios_flat;
			} else {
				slope_prio = slope_prios_up;
			}
			/* Find best slope, and take it. */
			while (*slope_prio != TSL_INVALID && (slopes & (1 << *slope_prio)) == 0) slope_prio++;
			if (*slope_prio == TSL_INVALID) break;

			path_pos.x += dxy.x;
			path_pos.y += dxy.y;

			const Voxel *v = _world.GetVoxel(path_pos);
			if (v != nullptr && HasValidPath(v)) {
				if (!ChangePath(path_pos, this->path_type, false)) break;

				if (*slope_prio == TSL_UP) path_pos.z++;
			} else {
				if (*slope_prio == TSL_UP) {
					if (!BuildUpwardPath(path_pos, static_cast<TileEdge>((direction + 2) & 3), this->path_type, false)) break;
					path_pos.z++;
				} else if (*slope_prio == TSL_DOWN) {
					v = _world.GetVoxel(path_pos + XYZPoint16(0, 0, -1));

					if (v != nullptr && HasValidPath(v)) {
						if (!ChangePath(path_pos + XYZPoint16(0, 0, -1), this->path_type, false)) break;
					} else {
						if (!BuildDownwardPath(path_pos, static_cast<TileEdge>((direction + 2) & 3), this->path_type, false)) break;
					}
					path_pos.z--;
				} else {
					if (!BuildFlatPath(path_pos, this->path_type, false)) break;
				}
			}
		}
		vp->EnableWorldAdditions();
		vp->EnsureAdditionsAreVisible();
	}
}
Beispiel #8
0
/** Return 1 if the direct path between a and b nodes is blocked, also compute
 * distance. */
static uint8_t
path_blocking (uint8_t a, uint8_t b, int16_t *dp)
{
    uint8_t i;
    vect_t va;
    vect_t vb;
    uint8_t escape_factor = 0;
    uint8_t factor = 1;
    uint8_t blocking = 0;
    if (a == PATH_SRC_NODE_INDEX || b == PATH_SRC_NODE_INDEX)
	escape_factor = path.escape_factor;
    path_pos (a, &va);
    path_pos (b, &vb);
    /* Test for green zone. */
    uint8_t a_green, b_green;
    a_green = va.x < PG_GREEN_WIDTH_MM || va.x > PG_WIDTH - PG_GREEN_WIDTH_MM;
    b_green = vb.x < PG_GREEN_WIDTH_MM || vb.x > PG_WIDTH - PG_GREEN_WIDTH_MM;
    if ((va.x < BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM
	 && vb.x > BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM)
	|| (va.x > BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM
	    && vb.x < BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM)
	|| (va.x > PG_WIDTH - BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM
	    && vb.x < PG_WIDTH - BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM)
	|| (va.x < PG_WIDTH - BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM
	    && vb.x > PG_WIDTH - BOT_GREEN_ELEMENT_PLACE_DISTANCE_MM))
	return 1;
    if (a_green && b_green)
	return 1;
    if (a_green || b_green)
	factor = 4;
    /* Test for protected zone. */
    if (va.y <= 350 && va.x > PG_WIDTH / 2 - 350 && va.y < PG_WIDTH / 2 + 350
	&& (vb.x < PG_WIDTH / 2 - 350 || vb.x > PG_WIDTH / 2 + 350))
	return 1;
    if (vb.y <= 350 && vb.x > PG_WIDTH / 2 - 350 && vb.y < PG_WIDTH / 2 + 350
	&& (va.x < PG_WIDTH / 2 - 350 || va.x > PG_WIDTH / 2 + 350))
	return 1;
    /* Test for a blocking obstacle. */
    for (i = 0; i < PATH_OBSTACLES_NB && !blocking; i++)
      {
	if (path.obstacles[i].valid)
	  {
	    uint16_t d = distance_segment_point (&va, &vb,
						 &path.obstacles[i].c);
	    if (d < path.obstacles[i].r)
		blocking = 1;
	  }
      }
    /* Compute distance. */
    int16_t d = distance_point_point (&va, &vb);
    if (d == 0)
      {
	*dp = 0;
	return 0;
      }
    /* Test for a blocking element. */
    if (element_blocking_path (va, vb, d, path.escape_factor))
	blocking = 1;
    /* Handle escaping. */
    if (blocking)
      {
	if (escape_factor)
	  {
	    *dp = d * escape_factor;
	    return 0;
	  }
	else
	    return 1;
      }
    /* No blocking. */
    *dp = d * factor;
    return 0;
}