Copied waypoints used to stay in the waypoint list, causing an exception to be thrown in PathFinder.GenerateNodes due to duplicate IDs.
388 lines
13 KiB
C#
388 lines
13 KiB
C#
using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class PathNode
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{
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private WayPoint wayPoint;
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private int wayPointID;
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public int state;
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public PathNode Parent;
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private Vector2 position;
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public float F,G,H;
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public List<PathNode> connections;
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public List<float> distances;
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public WayPoint Waypoint
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{
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get { return wayPoint; }
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}
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public Vector2 Position
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{
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get {return position;}
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}
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public PathNode(WayPoint wayPoint)
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{
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this.wayPoint = wayPoint;
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this.position = wayPoint.SimPosition;
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wayPointID = wayPoint.ID;
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connections = new List<PathNode>();
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}
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public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
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{
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var nodes = new Dictionary<int, PathNode>();
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foreach (WayPoint wayPoint in wayPoints)
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{
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if (wayPoint == null) continue;
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if (nodes.ContainsKey(wayPoint.ID))
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{
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DebugConsole.ThrowError("Error in PathFinder.GenerateNodes (duplicate ID \"" + wayPoint.ID + "\")");
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continue;
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}
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nodes.Add(wayPoint.ID, new PathNode(wayPoint));
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}
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foreach (KeyValuePair<int,PathNode> node in nodes)
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{
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foreach (MapEntity linked in node.Value.wayPoint.linkedTo)
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{
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PathNode connectedNode = null;
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nodes.TryGetValue(linked.ID, out connectedNode);
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if (connectedNode == null) continue;
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node.Value.connections.Add(connectedNode);
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}
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}
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var nodeList = nodes.Values.ToList();
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nodeList.RemoveAll(n => n.connections.Count == 0);
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foreach (PathNode node in nodeList)
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{
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node.distances = new List<float>();
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for (int i = 0; i< node.connections.Count; i++)
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{
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node.distances.Add(Vector2.Distance(node.position, node.connections[i].position));
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}
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}
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return nodeList;
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}
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}
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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 GetNodePenalty;
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private List<PathNode> nodes;
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private bool insideSubmarine;
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public PathFinder(List<WayPoint> wayPoints, bool insideSubmarine = false)
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{
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nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.MoveWithLevel != insideSubmarine));
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foreach (WayPoint wp in wayPoints)
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{
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wp.linkedTo.CollectionChanged += WaypointLinksChanged;
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}
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this.insideSubmarine = insideSubmarine;
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}
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void WaypointLinksChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
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{
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if (Submarine.Unloading) return;
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var waypoints = sender as IEnumerable<MapEntity>;
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foreach (MapEntity me in waypoints)
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{
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WayPoint wp = me as WayPoint;
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if (me == null) continue;
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var node = nodes.Find(n => n.Waypoint == wp);
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if (node == null) return;
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if (e.Action == System.Collections.Specialized.NotifyCollectionChangedAction.Remove)
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{
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for (int i = node.connections.Count - 1; i >= 0; i--)
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{
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//remove connection if the waypoint isn't connected anymore
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if (wp.linkedTo.FirstOrDefault(l => l == node.connections[i].Waypoint) == null)
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{
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node.connections.RemoveAt(i);
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node.distances.RemoveAt(i);
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}
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}
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}
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else if (e.Action == System.Collections.Specialized.NotifyCollectionChangedAction.Add)
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{
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for (int i = 0; i < wp.linkedTo.Count; i++)
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{
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WayPoint connected = wp.linkedTo[i] as WayPoint;
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if (connected == null) continue;
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//already connected, continue
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if (node.connections.Any(n => n.Waypoint == connected)) continue;
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var matchingNode = nodes.Find(n => n.Waypoint == connected);
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if (matchingNode == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("Waypoint connections were changed, no matching path node found in PathFinder");
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#endif
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return;
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}
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node.connections.Add(matchingNode);
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node.distances.Add(Vector2.Distance(node.Position, matchingNode.Position));
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}
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}
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}
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}
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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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{
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Vector2 nodePos = node.Position;
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float dist = System.Math.Abs(start.X - nodePos.X) +
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System.Math.Abs(start.Y - nodePos.Y) * 10.0f; //higher cost for vertical movement
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//prefer nodes that are closer to the end position
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dist += Vector2.Distance(end, nodePos) / 10.0f;
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if (dist<closestDist || startNode==null)
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{
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (insideSubmarine)
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{
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var body = Submarine.PickBody(
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start, node.Waypoint.SimPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
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if (body != null)
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{
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if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
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if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
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}
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}
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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.NewMessage("Pathfinding error, couldn't find a start node", Color.DarkRed);
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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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{
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Vector2 nodePos = node.Position;
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float dist = Vector2.Distance(end, nodePos);
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if (dist < closestDist || endNode == null)
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{
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (insideSubmarine)
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{
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var body = Submarine.CheckVisibility(end, node.Waypoint.SimPosition);
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if (body != null && body.UserData is Structure) continue;
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}
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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 (endNode == null)
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{
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DebugConsole.NewMessage("Pathfinding error, couldn't find an end node", Color.DarkRed);
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return new SteeringPath();
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}
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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.ElapsedMilliseconds+" ms");
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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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{
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PathNode startNode=null, endNode=null;
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foreach (PathNode node in nodes)
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{
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if (node.Waypoint == start)
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{
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startNode = node;
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if (endNode != null) break;
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}
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if (node.Waypoint == end)
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{
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endNode = node;
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if (startNode != null) break;
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}
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}
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if (startNode == null || endNode == null)
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{
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DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints", Color.DarkRed);
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return new SteeringPath();
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}
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return FindPath(startNode, endNode);
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}
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private SteeringPath FindPath(PathNode start, PathNode end)
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{
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if (start == end)
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{
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var path1 = new SteeringPath();
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path1.AddNode(start.Waypoint);
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return path1;
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}
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foreach (PathNode node in nodes)
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{
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node.state = 0;
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node.F = 0.0f;
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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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PathNode currNode = null;
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float dist = 10000.0f;
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foreach (PathNode node in nodes)
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{
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if (node.state != 1) continue;
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if (node.F < dist)
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{
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dist = node.F;
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currNode = node;
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}
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}
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if (currNode == null || currNode == end) break;
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currNode.state = 2;
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for (int i = 0; i < currNode.connections.Count; i++)
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{
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PathNode nextNode = currNode.connections[i];
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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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if (GetNodePenalty != null)
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{
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float? nodePenalty =GetNodePenalty(currNode, nextNode);
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if (nodePenalty == null)
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{
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nextNode.state = -1;
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continue;
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}
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nextNode.H += (float)nodePenalty;
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}
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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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nextNode.state = 1;
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}
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//node that has been searched
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else if (nextNode.state==1)
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{
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float tempG = currNode.G + currNode.distances[i];
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//only use if this new route is better than the
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//route the node was a part of
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if (tempG < nextNode.G)
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{
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nextNode.G = tempG;
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nextNode.F = nextNode.G + nextNode.H;
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nextNode.Parent = currNode;
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}
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}
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}
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}
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if (end.state == 0 || end.Parent == null)
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{
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//path not found
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return new SteeringPath(true);
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}
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SteeringPath path = new SteeringPath();
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List<WayPoint> finalPath = new List<WayPoint>();
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PathNode pathNode = end;
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while (pathNode != start && pathNode != null)
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{
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finalPath.Add(pathNode.Waypoint);
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//there was one bug report that seems to have been caused by this loop never terminating:
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//couldn't reproduce or figure out what caused it, but here's a workaround that prevents the game from crashing in case it happens again
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if (finalPath.Count > nodes.Count)
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{
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DebugConsole.ThrowError("Pathfinding error: constructing final path failed");
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return new SteeringPath(true);
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}
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path.Cost += pathNode.F;
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pathNode = pathNode.Parent;
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}
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finalPath.Add(start.Waypoint);
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finalPath.Reverse();
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foreach (WayPoint wayPoint in finalPath)
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{
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path.AddNode(wayPoint);
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}
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return path;
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}
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}
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}
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