Example #1
0
bool MapSearchNode::GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node )
{
	int parent_x = -1; 
	int parent_y = -1; 
	if(parent_node)
	{
		parent_x = parent_node->x;
		parent_y = parent_node->y;
	}
	MapSearchNode NewNode;
	// push each possible move except allowing the search to go backwards
	if( (Astar::GetMap(x - 1, y) == Map::mi_FloorValue) && !((parent_x == x - 1) && (parent_y == y))) 
	{
		NewNode = MapSearchNode(x - 1, y);
		astarsearch->AddSuccessor(NewNode);
	}	
	if( (Astar::GetMap(x, y - 1) == Map::mi_FloorValue) && !((parent_x == x) && (parent_y == y - 1))) 
	{
		NewNode = MapSearchNode(x, y - 1);
		astarsearch->AddSuccessor(NewNode);
	}	
	if( (Astar::GetMap( x + 1, y ) == Map::mi_FloorValue) && !((parent_x == x + 1) && (parent_y == y))) 
	{
		NewNode = MapSearchNode(x + 1, y);
		astarsearch->AddSuccessor(NewNode);
	}
	if( (Astar::GetMap(x, y + 1) == Map::mi_FloorValue) && !((parent_x == x) && (parent_y == y + 1)))
	{
		NewNode = MapSearchNode(x, y + 1);
		astarsearch->AddSuccessor(NewNode);
	}
	return true;
}
// This generates the successors to the given Node. It uses a helper function called
// AddSuccessor to give the successors to the AStar class. The A* specific initialisation
// is done for each node internally, so here you just set the state information that
// is specific to the application
bool MapSearchNode::GetSuccessors(AStarSearch<MapSearchNode>* astarsearch, MapSearchNode *parent_node, Map* map)
{

	int parent_x = -1;
	int parent_y = -1;

	if( parent_node )
	{
		parent_x = parent_node->x;
		parent_y = parent_node->y;
	}


	MapSearchNode NewNode;

	// push each possible move except allowing the search to go backwards
	Cell* LeftCell = map->getCell(x - 1, y);
	if (LeftCell != NULL && LeftCell->isCellWalkable() && !(parent_x == x - 1 && parent_y == y))
	{
		NewNode = MapSearchNode(x - 1, y);
		astarsearch->AddSuccessor(NewNode);
	}

	Cell* AboveCell = map->getCell(x, y - 1);
	if (AboveCell != NULL && AboveCell->isCellWalkable() && !(parent_x == x && parent_y == y - 1))
	{
		NewNode = MapSearchNode(x, y - 1);
		astarsearch->AddSuccessor(NewNode);
	}

	Cell* rightCell = map->getCell(x + 1, y);
	if (rightCell != NULL && rightCell->isCellWalkable() && !(parent_x == x + 1 && parent_y == y))
	{
		NewNode = MapSearchNode(x + 1, y);
		astarsearch->AddSuccessor(NewNode);
	}

	Cell* bottomCell = map->getCell(x, y + 1);
	if (bottomCell != NULL && bottomCell->isCellWalkable() && !(parent_x == x && parent_y == y + 1))
	{
		NewNode = MapSearchNode(x, y + 1);
		astarsearch->AddSuccessor(NewNode);
	}

	return true;
}
Example #3
0
bool MapSearchNode::GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node ) {

    int parent_x = -1;
    int parent_y = -1;

    if( parent_node ) {
        parent_x = parent_node->x;
        parent_y = parent_node->y;
    }


    MapSearchNode NewNode;

    if(!mystery->isCollision(x - 1, y)
            && !((parent_x == x-1) && (parent_y == y))
      ) {
        NewNode = MapSearchNode( x-1, y, mystery );
        astarsearch->AddSuccessor( NewNode );
    }

    if(!mystery->isCollision(x, y -1)
            && !((parent_x == x) && (parent_y == y-1))
      ) {
        NewNode = MapSearchNode( x, y-1, mystery );
        astarsearch->AddSuccessor( NewNode );
    }

    if(!mystery->isCollision(x + 1, y)
            && !((parent_x == x+1) && (parent_y == y))
      ) {
        NewNode = MapSearchNode( x+1, y, mystery );
        astarsearch->AddSuccessor( NewNode );
    }


    if(!mystery->isCollision(x, y + 1)
            && !((parent_x == x) && (parent_y == y+1))
      ) {
        NewNode = MapSearchNode( x, y+1, mystery );
        astarsearch->AddSuccessor( NewNode );
    }

    return true;
}
Example #4
0
//-------------------------------------------------------------------------------------
void NavTileHandle::bresenhamLine(int x0, int y0, int x1, int y1, std::vector<MapSearchNode>& results)
{
	// Optimization: it would be preferable to calculate in
	// advance the size of "result" and to use a fixed-size array
	// instead of a list.

	bool steep = abs(y1 - y0) > abs(x1 - x0);
	if (steep) {
		swap(x0, y0);
		swap(x1, y1);
	}
	if (x0 > x1) {
		swap(x0, x1);
		swap(y0, y1);
	}

	int deltax = x1 - x0;
	int deltay = abs(y1 - y0);
	int error = 0;
	int ystep;
	int y = y0;

	if (y0 < y1) ystep = 1; 
		else ystep = -1;

	for (int x = x0; x <= x1; x++) 
	{
		if (steep) 
			results.push_back(MapSearchNode(y, x));
		else 
			results.push_back(MapSearchNode(x, y));

		error += deltay;
		if (2 * error >= deltax) {
			y += ystep;
			error -= deltax;
		}
	}
}
Example #5
0
bool MapSearchNode::addSuccessor(AStarSearch<MapSearchNode>* astarsearch,
	int16_t x_, int16_t y_, int16_t parent_x, int16_t parent_y)
{
	const auto& map = *((PathFinder*)astarsearch)->map;

	if ((map.isMapCoordValid(x_, y_) == true) &&
		(map[(int32_t)x_][(int32_t)y_].Passable() == true) &&
		!((parent_x == x_) && (parent_y == y_)))
	{
		auto direction_ = getPlayerDirection(
			PairFloat((float)parent_x, (float)parent_y),
			PairFloat((float)x_, (float)y_));
		auto searchNode = MapSearchNode(map, x_, y_, direction_);
		astarsearch->AddSuccessor(searchNode);
		return true;
	}
	return false;
}
Example #6
0
//-------------------------------------------------------------------------------------
// This generates the successors to the given Node. It uses a helper function called
// AddSuccessor to give the successors to the AStar class. The A* specific initialisation
// is done for each node internally, so here you just set the state information that
// is specific to the application
bool NavTileHandle::MapSearchNode::GetSuccessors(AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node)
{
	int parent_x = -1; 
	int parent_y = -1; 

	if( parent_node )
	{
		parent_x = parent_node->x;
		parent_y = parent_node->y;
	}
	
	MapSearchNode NewNode;

	// push each possible move except allowing the search to go backwards

	if( (NavTileHandle::pCurrNavTileHandle->getMap( x-1, y ) < TILE_STATE_CLOSED) 
		&& !((parent_x == x-1) && (parent_y == y))
	  ) 
	{
		NewNode = MapSearchNode( x-1, y );
		astarsearch->AddSuccessor( NewNode );
	}	

	if( (NavTileHandle::pCurrNavTileHandle->getMap( x, y-1 ) < TILE_STATE_CLOSED) 
		&& !((parent_x == x) && (parent_y == y-1))
	  ) 
	{
		NewNode = MapSearchNode( x, y-1 );
		astarsearch->AddSuccessor( NewNode );
	}	

	if( (NavTileHandle::pCurrNavTileHandle->getMap( x+1, y ) < TILE_STATE_CLOSED)
		&& !((parent_x == x+1) && (parent_y == y))
	  ) 
	{
		NewNode = MapSearchNode( x+1, y );
		astarsearch->AddSuccessor( NewNode );
	}
		
	if( (NavTileHandle::pCurrNavTileHandle->getMap( x, y+1 ) < TILE_STATE_CLOSED) 
		&& !((parent_x == x) && (parent_y == y+1))
		)
	{
		NewNode = MapSearchNode( x, y+1 );
		astarsearch->AddSuccessor( NewNode );
	}	

	// 如果是8方向移动
	if(NavTileHandle::pCurrNavTileHandle->direction8())
	{
		if( (NavTileHandle::pCurrNavTileHandle->getMap( x + 1, y + 1 ) < TILE_STATE_CLOSED) 
			&& !((parent_x == x + 1) && (parent_y == y + 1))
		  ) 
		{
			NewNode = MapSearchNode( x + 1, y + 1 );
			astarsearch->AddSuccessor( NewNode );
		}	

		if( (NavTileHandle::pCurrNavTileHandle->getMap( x + 1, y-1 ) < TILE_STATE_CLOSED) 
			&& !((parent_x == x + 1) && (parent_y == y-1))
		  ) 
		{
			NewNode = MapSearchNode( x + 1, y-1 );
			astarsearch->AddSuccessor( NewNode );
		}	

		if( (NavTileHandle::pCurrNavTileHandle->getMap( x - 1, y + 1) < TILE_STATE_CLOSED)
			&& !((parent_x == x - 1) && (parent_y == y + 1))
		  ) 
		{
			NewNode = MapSearchNode( x - 1, y + 1);
			astarsearch->AddSuccessor( NewNode );
		}	

		if( (NavTileHandle::pCurrNavTileHandle->getMap( x - 1, y - 1 ) < TILE_STATE_CLOSED) 
			&& !((parent_x == x - 1) && (parent_y == y - 1))
			)
		{
			NewNode = MapSearchNode( x - 1, y - 1 );
			astarsearch->AddSuccessor( NewNode );
		}	
	}

	return true;
}