コード例 #1
0
bool HierarchicalPathfinder::MakeGoalReachable(u16 i0, u16 j0, PathGoal& goal, pass_class_t passClass)
{
	RegionID source = Get(i0, j0, passClass);

	// Find everywhere that's reachable
	std::set<RegionID> reachableRegions;
	FindReachableRegions(source, reachableRegions, passClass);

	// Check whether any reachable region contains the goal
	for (const RegionID& region : reachableRegions)
	{
		// Skip region if its chunk doesn't contain the goal area
		entity_pos_t x0 = Pathfinding::NAVCELL_SIZE * (region.ci * CHUNK_SIZE);
		entity_pos_t z0 = Pathfinding::NAVCELL_SIZE * (region.cj * CHUNK_SIZE);
		entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		if (!goal.RectContainsGoal(x0, z0, x1, z1))
			continue;

		// If the region contains the goal area, the goal is reachable
		// and we don't need to move it
		if (GetChunk(region.ci, region.cj, passClass).RegionContainsGoal(region.r, goal))
			return false;
	}

	// The goal area wasn't reachable,
	// so find the navcell that's nearest to the goal's center

	u16 iGoal, jGoal;
	Pathfinding::NearestNavcell(goal.x, goal.z, iGoal, jGoal, m_W, m_H);

	FindNearestNavcellInRegions(reachableRegions, iGoal, jGoal, passClass);

	// Construct a new point goal at the nearest reachable navcell
	PathGoal newGoal;
	newGoal.type = PathGoal::POINT;
	Pathfinding::NavcellCenter(iGoal, jGoal, newGoal.x, newGoal.z);
	goal = newGoal;

	return true;
}
コード例 #2
0
void HierarchicalPathfinder::MakeGoalReachable(u16 i0, u16 j0, PathGoal& goal, pass_class_t passClass)
{
	PROFILE2("MakeGoalReachable");
	RegionID source = Get(i0, j0, passClass);

	// Find everywhere that's reachable
	std::set<RegionID> reachableRegions;
	FindReachableRegions(source, reachableRegions, passClass);

	// Check whether any reachable region contains the goal
	// And get the navcell that's the closest to the point
	
	u16 bestI = 0;
	u16 bestJ = 0;
	u32 dist2Best = std::numeric_limits<u32>::max();
	
	for (const RegionID& region : reachableRegions)
	{
		// Skip region if its chunk doesn't contain the goal area
		entity_pos_t x0 = Pathfinding::NAVCELL_SIZE * (region.ci * CHUNK_SIZE);
		entity_pos_t z0 = Pathfinding::NAVCELL_SIZE * (region.cj * CHUNK_SIZE);
		entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		if (!goal.RectContainsGoal(x0, z0, x1, z1))
			continue;

		u16 i,j;
		u32 dist2;
		
		// If the region contains the goal area, the goal is reachable
		// Remember the best point for optimization.
		if (GetChunk(region.ci, region.cj, passClass).RegionNearestNavcellInGoal(region.r, i0, j0, goal, i, j, dist2))
		{
			// If it's a point, no need to move it, we're done
			if (goal.type == PathGoal::POINT)
				return;
			if (dist2 < dist2Best)
			{
				bestI = i;
				bestJ = j;
				dist2Best = dist2;
			}
		}
	}

	// If the goal area wasn't reachable,
	// find the navcell that's nearest to the goal's center
	if (dist2Best == std::numeric_limits<u32>::max())
	{
		u16 iGoal, jGoal;
		Pathfinding::NearestNavcell(goal.x, goal.z, iGoal, jGoal, m_W, m_H);

		FindNearestNavcellInRegions(reachableRegions, iGoal, jGoal, passClass);

		// Construct a new point goal at the nearest reachable navcell
		PathGoal newGoal;
		newGoal.type = PathGoal::POINT;
		Pathfinding::NavcellCenter(iGoal, jGoal, newGoal.x, newGoal.z);
		goal = newGoal;
		return;
	}

	ENSURE(dist2Best != std::numeric_limits<u32>::max());
	PathGoal newGoal;
	newGoal.type = PathGoal::POINT;
	Pathfinding::NavcellCenter(bestI, bestJ, newGoal.x, newGoal.z);
	goal = newGoal;
}
コード例 #3
0
void HierarchicalPathfinder::MakeGoalReachable(u16 i0, u16 j0, PathGoal& goal, pass_class_t passClass)
{
	RegionID source = Get(i0, j0, passClass);

	// Find everywhere that's reachable
	std::set<RegionID> reachableRegions;
	FindReachableRegions(source, reachableRegions, passClass);

	// Check whether any reachable region contains the goal
	std::set<RegionID> reachableContainingGoal;
	for (const RegionID& region : reachableRegions)
	{
		// Skip region if its chunk doesn't contain the goal area
		entity_pos_t x0 = Pathfinding::NAVCELL_SIZE * (region.ci * CHUNK_SIZE);
		entity_pos_t z0 = Pathfinding::NAVCELL_SIZE * (region.cj * CHUNK_SIZE);
		entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE;
		if (!goal.RectContainsGoal(x0, z0, x1, z1))
			continue;

		// If the region contains the goal area, the goal is reachable
		if (GetChunk(region.ci, region.cj, passClass).RegionContainsGoal(region.r, goal))
		{
			// If it's a point, no need to move it, we're done
			if (goal.type == PathGoal::POINT)
				return;
			// Else remember this region
			reachableContainingGoal.insert(region);
		}
	}

	// If the goal area wasn't reachable,
	// find the navcell that's nearest to the goal's center
	if (reachableContainingGoal.empty())
	{
		u16 iGoal, jGoal;
		Pathfinding::NearestNavcell(goal.x, goal.z, iGoal, jGoal, m_W, m_H);

		FindNearestNavcellInRegions(reachableRegions, iGoal, jGoal, passClass);

		// Construct a new point goal at the nearest reachable navcell
		PathGoal newGoal;
		newGoal.type = PathGoal::POINT;
		Pathfinding::NavcellCenter(iGoal, jGoal, newGoal.x, newGoal.z);
		goal = newGoal;
		return;
	}

	// Non-point goals:
	// For each region, find the closest navcell to (i0,j0) which is also in the goal,
	// and use the best of all regions
	ENSURE(goal.type != PathGoal::POINT);

	u16 bestI, bestJ;
	u32 dist2Best = std::numeric_limits<u32>::max();

	for (const RegionID& region : reachableContainingGoal)
	{
		u16 i, j;
		u32 dist2;
		GetChunk(region.ci, region.cj, passClass).RegionNearestNavcellInGoal(region.r, i0, j0, goal, i, j, dist2);

		if (dist2 < dist2Best)
		{
			bestI = i;
			bestJ = j;
			dist2Best = dist2;
		}
	}

	PathGoal newGoal;
	newGoal.type = PathGoal::POINT;
	Pathfinding::NavcellCenter(bestI, bestJ, newGoal.x, newGoal.z);
	goal = newGoal;
}