Exemple #1
0
void Pathfinding::calculate(BattleUnit *unit, Position endPosition)
{
	Position startPosition = unit->getPosition();
	_movementType = unit->getArmor()->getMovementType();
	_unit = unit;

	Tile *destinationTile = _save->getTile(endPosition);

	// check if destination is not blocked
	if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return;

	// the following check avoids that the unit walks behind the stairs if we click behind the stairs to make it go up the stairs.
	// it only works if the unit is on one of the 2 tiles on the stairs, or on the tile right in front of the stairs.
	if (isOnStairs(startPosition, endPosition))
	{
		endPosition.z++;
		destinationTile = _save->getTile(endPosition);
	}

	// check if we have floor, else lower destination (for non flying units only, because otherwise they never reached this place)
	while (canFallDown(destinationTile) && 	_movementType != MT_FLY)
	{
		endPosition.z--;
		destinationTile = _save->getTile(endPosition);
	}

	_path.clear();

	// look for a possible fast and accurate bresenham path and skip A*
	if (startPosition.z == endPosition.z && bresenhamPath(startPosition,endPosition))
	{
		std::reverse(_path.begin(), _path.end()); //paths are stored in reverse order
		return;
	}

	// Now try through A*.
	aStarPath(startPosition, endPosition);
}
Exemple #2
0
void Pathfinding::calculate(BattleUnit *unit, Position &endPosition)
{
	std::list<PathfindingNode*> openList;
	Position currentPos, nextPos, startPosition = unit->getPosition();
	int tuCost;

	_movementType = MT_WALK; // should be parameter
	_unit = unit;

	Tile *destinationTile = _save->getTile(endPosition);

	// check if destination is not blocked
	if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return;

	// the following check avoids that the unit walks behind the stairs if we click behind the stairs to make it go up the stairs.
	// it only works if the unit is on one of the 2 tiles on the stairs, or on the tile right in front of the stairs.
	if (isOnStairs(startPosition, endPosition))
	{
		endPosition.z++;
		destinationTile = _save->getTile(endPosition);
	}

	// check if we have floor, else lower destination (for non flying units only, because otherwise they never reached this place)
	while (canFallDown(destinationTile))
	{
		endPosition.z--;
		destinationTile = _save->getTile(endPosition);
	}


	_path.clear();

	// reset every node, so we have to check them all
	for (int i = 0; i < _size; ++i)
		_nodes[i]->reset();

	// start position is the first one in our "open" list
    openList.push_back(getNode(startPosition));
    openList.front()->check(0, 0, 0, 0);

	// if the open list is empty, we've reached the end
    while(!openList.empty())
	{
		// this algorithm expands in all directions
        for (int direction = 0; direction < 8; direction++)
		{
			currentPos = openList.front()->getPosition();
            tuCost = getTUCost(currentPos, direction, &nextPos, unit);
            if(tuCost < 255)
			{
				if( (!getNode(nextPos)->isChecked() ||
                getNode(nextPos)->getTUCost() > getNode(currentPos)->getTUCost() + tuCost) &&
                (!getNode(endPosition)->isChecked() ||
                getNode(endPosition)->getTUCost() > getNode(currentPos)->getTUCost() + tuCost)
                )
				{
					getNode(nextPos)->check(getNode(currentPos)->getTUCost() + tuCost,
											getNode(currentPos)->getStepsNum() + 1,
											getNode(currentPos),
											direction);
					openList.push_back(getNode(nextPos));
                }
            }
        }
		openList.pop_front();
    }

    if(!getNode(endPosition)->isChecked()) return;

    //Backward tracking of the path
    PathfindingNode* pf = getNode(endPosition);
    for (int i = getNode(endPosition)->getStepsNum(); i > 0; i--)
	{
		_path.push_back(pf->getPrevDir());
        pf=pf->getPrevNode();
    }

}
Exemple #3
0
void Pathfinding::calculate(BattleUnit *unit, Position endPosition)
{
	std::list<PathfindingNode*> openList;
	PathfindingNode *currentNode, *nextNode;
	Position currentPos, nextPos, startPosition = unit->getPosition();
	int tuCost, totalTuCost = 0;

	_movementType = unit->getUnit()->getArmor()->getMovementType();
	_unit = unit;

	Tile *destinationTile = _save->getTile(endPosition);

	// check if destination is not blocked
	if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return;

	// the following check avoids that the unit walks behind the stairs if we click behind the stairs to make it go up the stairs.
	// it only works if the unit is on one of the 2 tiles on the stairs, or on the tile right in front of the stairs.
	if (isOnStairs(startPosition, endPosition))
	{
		endPosition.z++;
		destinationTile = _save->getTile(endPosition);
	}

	// check if we have floor, else lower destination (for non flying units only, because otherwise they never reached this place)
	while (canFallDown(destinationTile) && 	_movementType != MT_FLY)
	{
		endPosition.z--;
		destinationTile = _save->getTile(endPosition);
	}

	_path.clear();

	if (startPosition.z == endPosition.z && bresenhamPath(startPosition, endPosition))
		return;

	_path.clear();

	// reset every node, so we have to check them all
	for (int i = 0; i < _size; ++i)
		_nodes[i]->reset();

	// start position is the first one in our "open" list
	openList.push_back(getNode(startPosition));
	openList.front()->check(0, 0, 0, 0);

	// if the open list is empty, we've reached the end
	while(!openList.empty())
	{
		currentPos = openList.front()->getPosition();
		currentNode = getNode(currentPos);
		// this algorithm expands in all directions
		for (int direction = 0; direction < 10; direction++)
		{
			tuCost = getTUCost(currentPos, direction, &nextPos, unit);
			if(tuCost < 255) // check if we can go to this node (ie is not blocked)
			{
				nextNode = getNode(nextPos);
				totalTuCost = currentNode->getTUCost() + tuCost;
				// if we haven't checked this node, or the current cost tu cost is lower than our previous path, push this node in the open list to visit later.
				if( (!nextNode->isChecked() || nextNode->getTUCost() > totalTuCost)
					&& // this will keep pushing back nodes, as long as we did not reach the end position or there are still possible shorter paths
					(!getNode(endPosition)->isChecked() || getNode(endPosition)->getTUCost() > totalTuCost)
				)
				{
					nextNode->check(totalTuCost,
									currentNode->getStepsNum() + 1,
									currentNode,
									direction);
					openList.push_back(nextNode);
				}
			}
		}
		openList.pop_front();
	}

	if(!getNode(endPosition)->isChecked()) return;

	//Backward tracking of the path
	PathfindingNode* pf = getNode(endPosition);
	for (int i = getNode(endPosition)->getStepsNum(); i > 0; i--)
	{
		_path.push_back(pf->getPrevDir());
		pf=pf->getPrevNode();
	}

}