Example #1
0
/*
Removes and return the next waypoint in the multipath corresponding to given id.
*/
float3 CPathManager::NextWaypoint(unsigned int pathId, float3 callerPos, float minDistance,
		int numRetries, int ownerId) const
{
	SCOPED_TIMER("PFS");

	//0 indicate a no-path id.
	if(pathId == 0)
		return float3(-1,-1,-1);

	if(numRetries>4)
		return float3(-1,-1,-1);

	//Find corresponding multipath.
	std::map<unsigned int, MultiPath*>::const_iterator pi = pathMap.find(pathId);
	if(pi == pathMap.end())
		return float3(-1,-1,-1);
	MultiPath* multiPath = pi->second;

	if(callerPos==ZeroVector){
		if(!multiPath->detailedPath.path.empty())
			callerPos=multiPath->detailedPath.path.back();
	}

	//check if detailed path need bettering
	if(!multiPath->estimatedPath.path.empty()
	&& (multiPath->estimatedPath.path.back().SqDistance2D(callerPos) < Square(MIN_DETAILED_DISTANCE * SQUARE_SIZE)
	|| multiPath->detailedPath.path.size() <= 2)){

		if(!multiPath->estimatedPath2.path.empty()		//if so check if estimated path also need bettering
			&& (multiPath->estimatedPath2.path.back().SqDistance2D(callerPos) < Square(MIN_ESTIMATE_DISTANCE * SQUARE_SIZE)
			|| multiPath->estimatedPath.path.size() <= 2)){
				Estimate2ToEstimate(*multiPath, callerPos, ownerId);
		}

		if(multiPath->caller)
			multiPath->caller->UnBlock();
		EstimateToDetailed(*multiPath, callerPos, ownerId);
		if(multiPath->caller)
			multiPath->caller->Block();
	}

	//Repeat until a waypoint distant enought are found.
	float3 waypoint;
	do {
		//Get next waypoint.
		if(multiPath->detailedPath.path.empty()) {
			if(multiPath->estimatedPath2.path.empty() && multiPath->estimatedPath.path.empty())
				return multiPath->finalGoal;
			else
				return NextWaypoint(pathId,callerPos,minDistance,numRetries+1,ownerId);
		} else {
			waypoint = multiPath->detailedPath.path.back();
			multiPath->detailedPath.path.pop_back();
		}
	} while(callerPos.SqDistance2D(waypoint) < Square(minDistance) && waypoint != multiPath->detailedPath.pathGoal);

	return waypoint;
}
/*
Request a new multipath, store the result and return an handle-id to it.
*/
unsigned int CPathManager::RequestPath(const MoveData* moveData, float3 startPos, CPathFinderDef* peDef, float3 goalPos, CSolidObject* caller) {
	SCOPED_TIMER("AI:PFS");

	// Creates a new multipath.
	MultiPath* newPath = SAFE_NEW MultiPath(startPos, peDef, moveData);
	newPath->finalGoal = goalPos;
	newPath->caller = caller;

	if (caller) {
		caller->UnBlock();
	}

	unsigned int retValue = 0;
	// Choose finder dependent on distance to goal.
	float distanceToGoal = peDef->Heuristic(int(startPos.x / SQUARE_SIZE), int(startPos.z / SQUARE_SIZE));

	if (distanceToGoal < DETAILED_DISTANCE) {
		// Get a detailed path.
		IPath::SearchResult result = pf->GetPath(*moveData, startPos, *peDef, newPath->detailedPath, true);

		if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
			retValue = Store(newPath);
		} else {
			delete newPath;
		}
	} else if (distanceToGoal < ESTIMATE_DISTANCE) {
		// Get an estimate path.
		IPath::SearchResult result = pe->GetPath(*moveData, startPos, *peDef, newPath->estimatedPath);

		if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
			// Turn a part of it into detailed path.
			EstimateToDetailed(*newPath, startPos);
			// Store the path.
			retValue = Store(newPath);
		} else {
			// if we fail see if it can work find a better block to start from
			float3 sp = pe->FindBestBlockCenter(moveData, startPos);

			if (sp.x != 0 &&
				(((int) sp.x) / (SQUARE_SIZE * 8) != ((int) startPos.x) / (SQUARE_SIZE * 8) ||
				((int) sp.z) / (SQUARE_SIZE * 8) != ((int) startPos.z) / (SQUARE_SIZE * 8))) {
				IPath::SearchResult result = pe->GetPath(*moveData, sp, *peDef, newPath->estimatedPath);

				if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
					EstimateToDetailed(*newPath, startPos);
					retValue = Store(newPath);
				} else {
					delete newPath;
				}
			} else {
				delete newPath;
			}
		}
	} else {
		// Get a low-res. estimate path.
		IPath::SearchResult result = pe2->GetPath(*moveData, startPos, *peDef, newPath->estimatedPath2);

		if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
			// Turn a part of it into hi-res. estimate path.
			Estimate2ToEstimate(*newPath, startPos);
			// And estimate into detailed.
			EstimateToDetailed(*newPath, startPos);
			// Store the path.
			retValue = Store(newPath);
		} else {
			// sometimes the 32*32 squares can be wrong so if it fails to get a path also try with 8*8 squares
			IPath::SearchResult result = pe->GetPath(*moveData, startPos, *peDef, newPath->estimatedPath);

			if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
				EstimateToDetailed(*newPath, startPos);
				retValue = Store(newPath);
			} else {
				// 8*8 can also fail rarely, so see if we can find a better 8*8 to start from
				float3 sp = pe->FindBestBlockCenter(moveData, startPos);

				if (sp.x != 0 &&
					(((int) sp.x) / (SQUARE_SIZE * 8) != ((int) startPos.x) / (SQUARE_SIZE * 8) ||
					((int) sp.z) / (SQUARE_SIZE * 8) != ((int) startPos.z) / (SQUARE_SIZE * 8))) {
					IPath::SearchResult result = pe->GetPath(*moveData, sp, *peDef, newPath->estimatedPath);

					if (result == IPath::Ok || result == IPath::GoalOutOfRange) {
						EstimateToDetailed(*newPath, startPos);
						retValue = Store(newPath);
					} else {
						delete newPath;
					}
				} else {
					delete newPath;
				}
			}
		}
	}
	if (caller) {
		caller->Block();
	}
	return retValue;
}
Example #3
0
/*
Removes and return the next waypoint in the multipath corresponding to given id.
*/
float3 CPathManager::NextWaypoint(unsigned int pathId, float3 callerPos, float minDistance,
		int numRetries, int ownerId, bool synced) const
{
	SCOPED_TIMER("PFS");

	// 0 indicates a no-path id
	if (pathId == 0)
		return float3(-1.0f, -1.0f, -1.0f);

	if (numRetries > 4)
		return float3(-1.0f, -1.0f, -1.0f);

	//Find corresponding multipath.
	std::map<unsigned int, MultiPath*>::const_iterator pi = pathMap.find(pathId);
	if (pi == pathMap.end())
		return float3(-1.0f, -1.0f, -1.0f);
	MultiPath* multiPath = pi->second;

	if (callerPos == ZeroVector) {
		if (!multiPath->detailedPath.path.empty())
			callerPos = multiPath->detailedPath.path.back();
	}

	// check if detailed path needs bettering
	if (!multiPath->estimatedPath.path.empty() &&
		(multiPath->estimatedPath.path.back().SqDistance2D(callerPos) < Square(MIN_DETAILED_DISTANCE * SQUARE_SIZE) ||
		multiPath->detailedPath.path.size() <= 2)) {

		if (!multiPath->estimatedPath2.path.empty() &&  // if so, check if estimated path also needs bettering
			(multiPath->estimatedPath2.path.back().SqDistance2D(callerPos) < Square(MIN_ESTIMATE_DISTANCE * SQUARE_SIZE) ||
			multiPath->estimatedPath.path.size() <= 2)) {

			Estimate2ToEstimate(*multiPath, callerPos, ownerId, synced);
		}

		if (multiPath->caller) {
			multiPath->caller->UnBlock();
		}

		EstimateToDetailed(*multiPath, callerPos, ownerId);

		if (multiPath->caller) {
			multiPath->caller->Block();
		}
	}

	float3 waypoint;
	do {
		// get the next waypoint from the high-res path
		//
		// if this is not possible, then either we are
		// at the goal OR the path could not reach all
		// the way to it (ie. a GoalOutOfRange result)
		if (multiPath->detailedPath.path.empty()) {
			if (multiPath->estimatedPath2.path.empty() && multiPath->estimatedPath.path.empty()) {
				if (multiPath->searchResult == IPath::Ok) {
					return multiPath->finalGoal;
				} else {
					return float3(-1.0f, -1.0f, -1.0f);
				}
			} else {
				return NextWaypoint(pathId, callerPos, minDistance, numRetries + 1, ownerId, synced);
			}
		} else {
			waypoint = multiPath->detailedPath.path.back();
			multiPath->detailedPath.path.pop_back();
		}
	} while (callerPos.SqDistance2D(waypoint) < Square(minDistance) && waypoint != multiPath->detailedPath.pathGoal);

	return waypoint;
}
/*
Removes and return the next waypoint in the multipath corresponding to given id.
*/
float3 CPathManager::NextWaypoint(unsigned int pathId, float3 callerPos, float minDistance, int numRetries) {
	#ifdef PROFILE_TIME
		LARGE_INTEGER starttime;
		QueryPerformanceCounter(&starttime);
	#endif

	//0 indicate a no-path id.
	if(pathId == 0)
		return float3(-1,-1,-1);

	if(numRetries>4)
		return float3(-1,-1,-1);

	//Find corresponding multipath.
	map<unsigned int, MultiPath*>::iterator pi = pathMap.find(pathId);
	if(pi == pathMap.end())
		return float3(-1,-1,-1);
	MultiPath* multiPath = pi->second;
	
	if(callerPos==ZeroVector){
		if(!multiPath->detailedPath.path.empty())
			callerPos=multiPath->detailedPath.path.back();
	}

	//check if detailed path need bettering
	if(!multiPath->estimatedPath.path.empty()
	&& (multiPath->estimatedPath.path.back().distance2D(callerPos) < MIN_DETAILED_DISTANCE * SQUARE_SIZE
	|| multiPath->detailedPath.path.size() <= 2)){

		if(!multiPath->estimatedPath2.path.empty()		//if so check if estimated path also need bettering
			&& (multiPath->estimatedPath2.path.back().distance2D(callerPos) < MIN_ESTIMATE_DISTANCE * SQUARE_SIZE
			|| multiPath->estimatedPath.path.size() <= 2)){
				Estimate2ToEstimate(*multiPath, callerPos);
		}

		if(multiPath->caller)
			multiPath->caller->UnBlock();
		EstimateToDetailed(*multiPath, callerPos);
		if(multiPath->caller)
			multiPath->caller->Block();
	}

	//Repeat until a waypoint distant enought are found.
	float3 waypoint;
	do {
		//Get next waypoint.
		if(multiPath->detailedPath.path.empty()) {
			if(multiPath->estimatedPath2.path.empty() && multiPath->estimatedPath.path.empty())
				return multiPath->finalGoal;
			else 
				return NextWaypoint(pathId,callerPos,minDistance,numRetries+1);
		} else {
			waypoint = multiPath->detailedPath.path.back();
			multiPath->detailedPath.path.pop_back();
		}
	} while(callerPos.distance2D(waypoint) < minDistance && waypoint != multiPath->detailedPath.pathGoal);

	//Return the result.
	#ifdef PROFILE_TIME
		LARGE_INTEGER stop;
		QueryPerformanceCounter(&stop);
		profiler.AddTime("AI:PFS",stop.QuadPart - starttime.QuadPart);
	#endif
	return waypoint;
}