Human AI with pathfinding and room hazard avoidance
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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@@ -76,6 +77,9 @@ namespace Barotrauma
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class PathFinder
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{
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public delegate float GetNodePenaltyHandler(PathNode node, PathNode prevNode);
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public GetNodePenaltyHandler GetNodePriority;
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List<PathNode> nodes;
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private bool insideSubmarine;
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@@ -89,6 +93,9 @@ namespace Barotrauma
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public SteeringPath FindPath(Vector2 start, Vector2 end)
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{
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System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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float closestDist = 0.0f;
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PathNode startNode = null;
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foreach (PathNode node in nodes)
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@@ -96,11 +103,19 @@ namespace Barotrauma
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float dist = Vector2.Distance(start,node.Position);
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if (dist<closestDist || startNode==null)
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{
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if (insideSubmarine && Submarine.CheckVisibility(start, node.Position) != null) continue;
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closestDist = dist;
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startNode = node;
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}
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}
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if (startNode == null)
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{
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DebugConsole.ThrowError("Pathfinding error, couldn't find a start node");
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return new SteeringPath();
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}
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closestDist = 0.0f;
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PathNode endNode = null;
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foreach (PathNode node in nodes)
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@@ -108,18 +123,26 @@ namespace Barotrauma
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float dist = Vector2.Distance(end, node.Position);
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if (dist < closestDist || endNode == null)
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{
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if (insideSubmarine && Submarine.CheckVisibility(end, node.Waypoint.SimPosition) != null) continue;
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closestDist = dist;
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endNode = node;
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}
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}
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if (startNode == null || endNode == null)
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if (endNode == null)
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{
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DebugConsole.ThrowError("Pathfinding error, couldn't find pathnodes");
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DebugConsole.ThrowError("Pathfinding error, couldn't find an end node");
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return new SteeringPath();
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}
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return FindPath(startNode,endNode);
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var path = FindPath(startNode,endNode);
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sw.Stop();
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System.Diagnostics.Debug.WriteLine("findpath: " + sw.ElapsedTicks);
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return path;
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}
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public SteeringPath FindPath(WayPoint start, WayPoint end)
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@@ -157,7 +180,7 @@ namespace Barotrauma
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node.G = 0.0f;
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node.H = 0.0f;
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}
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start.state = 1;
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while (true)
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{
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@@ -185,7 +208,10 @@ namespace Barotrauma
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//a node that hasn't been searched yet
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if (nextNode.state==0)
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{
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nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
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nextNode.H = Vector2.DistanceSquared(nextNode.Position,end.Position);
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if (GetNodePriority != null) nextNode.H += GetNodePriority(currNode, nextNode);
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nextNode.G = currNode.G + currNode.distances[i];
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nextNode.F = nextNode.G + nextNode.H;
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nextNode.Parent = currNode;
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