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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/nav_pathfind.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/nav_pathfind.h')
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diff --git a/mp/src/game/server/nav_pathfind.h b/mp/src/game/server/nav_pathfind.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// nav_pathfind.h
+// Path-finding mechanisms using the Navigation Mesh
+// Author: Michael S. Booth ([email protected]), January 2003
+
+#ifndef _NAV_PATHFIND_H_
+#define _NAV_PATHFIND_H_
+
+#include "tier0/vprof.h"
+#include "mathlib/ssemath.h"
+#include "nav_area.h"
+
+extern int g_DebugPathfindCounter;
+
+
+//-------------------------------------------------------------------------------------------------------------------
+/**
+ * Used when building a path to determine the kind of path to build
+ */
+enum RouteType
+{
+ DEFAULT_ROUTE,
+ FASTEST_ROUTE,
+ SAFEST_ROUTE,
+ RETREAT_ROUTE,
+};
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Functor used with NavAreaBuildPath()
+ */
+class ShortestPathCost
+{
+public:
+ float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length )
+ {
+ if ( fromArea == NULL )
+ {
+ // first area in path, no cost
+ return 0.0f;
+ }
+ else
+ {
+ // compute distance traveled along path so far
+ float dist;
+
+ if ( ladder )
+ {
+ dist = ladder->m_length;
+ }
+ else if ( length > 0.0 )
+ {
+ dist = length;
+ }
+ else
+ {
+ dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
+ }
+
+ float cost = dist + fromArea->GetCostSoFar();
+
+ // if this is a "crouch" area, add penalty
+ if ( area->GetAttributes() & NAV_MESH_CROUCH )
+ {
+ const float crouchPenalty = 20.0f; // 10
+ cost += crouchPenalty * dist;
+ }
+
+ // if this is a "jump" area, add penalty
+ if ( area->GetAttributes() & NAV_MESH_JUMP )
+ {
+ const float jumpPenalty = 5.0f;
+ cost += jumpPenalty * dist;
+ }
+
+ return cost;
+ }
+ }
+};
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Find path from startArea to goalArea via an A* search, using supplied cost heuristic.
+ * If cost functor returns -1 for an area, that area is considered a dead end.
+ * This doesn't actually build a path, but the path is defined by following parent
+ * pointers back from goalArea to startArea.
+ * If 'closestArea' is non-NULL, the closest area to the goal is returned (useful if the path fails).
+ * If 'goalArea' is NULL, will compute a path as close as possible to 'goalPos'.
+ * If 'goalPos' is NULL, will use the center of 'goalArea' as the goal position.
+ * If 'maxPathLength' is nonzero, path building will stop when this length is reached.
+ * Returns true if a path exists.
+ */
+#define IGNORE_NAV_BLOCKERS true
+template< typename CostFunctor >
+bool NavAreaBuildPath( CNavArea *startArea, CNavArea *goalArea, const Vector *goalPos, CostFunctor &costFunc, CNavArea **closestArea = NULL, float maxPathLength = 0.0f, int teamID = TEAM_ANY, bool ignoreNavBlockers = false )
+{
+ VPROF_BUDGET( "NavAreaBuildPath", "NextBotSpiky" );
+
+ if ( closestArea )
+ {
+ *closestArea = startArea;
+ }
+
+ bool isDebug = ( g_DebugPathfindCounter-- > 0 );
+
+ if (startArea == NULL)
+ return false;
+
+ startArea->SetParent( NULL );
+
+ if (goalArea != NULL && goalArea->IsBlocked( teamID, ignoreNavBlockers ))
+ goalArea = NULL;
+
+ if (goalArea == NULL && goalPos == NULL)
+ return false;
+
+ // if we are already in the goal area, build trivial path
+ if (startArea == goalArea)
+ {
+ return true;
+ }
+
+ // determine actual goal position
+ Vector actualGoalPos = (goalPos) ? *goalPos : goalArea->GetCenter();
+
+ // start search
+ CNavArea::ClearSearchLists();
+
+ // compute estimate of path length
+ /// @todo Cost might work as "manhattan distance"
+ startArea->SetTotalCost( (startArea->GetCenter() - actualGoalPos).Length() );
+
+ float initCost = costFunc( startArea, NULL, NULL, NULL, -1.0f );
+ if (initCost < 0.0f)
+ return false;
+ startArea->SetCostSoFar( initCost );
+ startArea->SetPathLengthSoFar( 0.0 );
+
+ startArea->AddToOpenList();
+
+ // keep track of the area we visit that is closest to the goal
+ float closestAreaDist = startArea->GetTotalCost();
+
+ // do A* search
+ while( !CNavArea::IsOpenListEmpty() )
+ {
+ // get next area to check
+ CNavArea *area = CNavArea::PopOpenList();
+
+ if ( isDebug )
+ {
+ area->DrawFilled( 0, 255, 0, 128, 30.0f );
+ }
+
+ // don't consider blocked areas
+ if ( area->IsBlocked( teamID, ignoreNavBlockers ) )
+ continue;
+
+ // check if we have found the goal area or position
+ if (area == goalArea || (goalArea == NULL && goalPos && area->Contains( *goalPos )))
+ {
+ if (closestArea)
+ {
+ *closestArea = area;
+ }
+
+ return true;
+ }
+
+ // search adjacent areas
+ enum SearchType
+ {
+ SEARCH_FLOOR, SEARCH_LADDERS, SEARCH_ELEVATORS
+ };
+ SearchType searchWhere = SEARCH_FLOOR;
+ int searchIndex = 0;
+
+ int dir = NORTH;
+ const NavConnectVector *floorList = area->GetAdjacentAreas( NORTH );
+
+ bool ladderUp = true;
+ const NavLadderConnectVector *ladderList = NULL;
+ enum { AHEAD = 0, LEFT, RIGHT, BEHIND, NUM_TOP_DIRECTIONS };
+ int ladderTopDir = AHEAD;
+ bool bHaveMaxPathLength = ( maxPathLength > 0.0f );
+ float length = -1;
+
+ while( true )
+ {
+ CNavArea *newArea = NULL;
+ NavTraverseType how;
+ const CNavLadder *ladder = NULL;
+ const CFuncElevator *elevator = NULL;
+
+ //
+ // Get next adjacent area - either on floor or via ladder
+ //
+ if ( searchWhere == SEARCH_FLOOR )
+ {
+ // if exhausted adjacent connections in current direction, begin checking next direction
+ if ( searchIndex >= floorList->Count() )
+ {
+ ++dir;
+
+ if ( dir == NUM_DIRECTIONS )
+ {
+ // checked all directions on floor - check ladders next
+ searchWhere = SEARCH_LADDERS;
+
+ ladderList = area->GetLadders( CNavLadder::LADDER_UP );
+ searchIndex = 0;
+ ladderTopDir = AHEAD;
+ }
+ else
+ {
+ // start next direction
+ floorList = area->GetAdjacentAreas( (NavDirType)dir );
+ searchIndex = 0;
+ }
+
+ continue;
+ }
+
+ const NavConnect &floorConnect = floorList->Element( searchIndex );
+ newArea = floorConnect.area;
+ length = floorConnect.length;
+ how = (NavTraverseType)dir;
+ ++searchIndex;
+
+ if ( IsX360() && searchIndex < floorList->Count() )
+ {
+ PREFETCH360( floorList->Element( searchIndex ).area, 0 );
+ }
+ }
+ else if ( searchWhere == SEARCH_LADDERS )
+ {
+ if ( searchIndex >= ladderList->Count() )
+ {
+ if ( !ladderUp )
+ {
+ // checked both ladder directions - check elevators next
+ searchWhere = SEARCH_ELEVATORS;
+ searchIndex = 0;
+ ladder = NULL;
+ }
+ else
+ {
+ // check down ladders
+ ladderUp = false;
+ ladderList = area->GetLadders( CNavLadder::LADDER_DOWN );
+ searchIndex = 0;
+ }
+ continue;
+ }
+
+ if ( ladderUp )
+ {
+ ladder = ladderList->Element( searchIndex ).ladder;
+
+ // do not use BEHIND connection, as its very hard to get to when going up a ladder
+ if ( ladderTopDir == AHEAD )
+ {
+ newArea = ladder->m_topForwardArea;
+ }
+ else if ( ladderTopDir == LEFT )
+ {
+ newArea = ladder->m_topLeftArea;
+ }
+ else if ( ladderTopDir == RIGHT )
+ {
+ newArea = ladder->m_topRightArea;
+ }
+ else
+ {
+ ++searchIndex;
+ ladderTopDir = AHEAD;
+ continue;
+ }
+
+ how = GO_LADDER_UP;
+ ++ladderTopDir;
+ }
+ else
+ {
+ newArea = ladderList->Element( searchIndex ).ladder->m_bottomArea;
+ how = GO_LADDER_DOWN;
+ ladder = ladderList->Element(searchIndex).ladder;
+ ++searchIndex;
+ }
+
+ if ( newArea == NULL )
+ continue;
+
+ length = -1.0f;
+ }
+ else // if ( searchWhere == SEARCH_ELEVATORS )
+ {
+ const NavConnectVector &elevatorAreas = area->GetElevatorAreas();
+
+ elevator = area->GetElevator();
+
+ if ( elevator == NULL || searchIndex >= elevatorAreas.Count() )
+ {
+ // done searching connected areas
+ elevator = NULL;
+ break;
+ }
+
+ newArea = elevatorAreas[ searchIndex++ ].area;
+ if ( newArea->GetCenter().z > area->GetCenter().z )
+ {
+ how = GO_ELEVATOR_UP;
+ }
+ else
+ {
+ how = GO_ELEVATOR_DOWN;
+ }
+
+ length = -1.0f;
+ }
+
+
+ // don't backtrack
+ Assert( newArea );
+ if ( newArea == area->GetParent() )
+ continue;
+ if ( newArea == area ) // self neighbor?
+ continue;
+
+ // don't consider blocked areas
+ if ( newArea->IsBlocked( teamID, ignoreNavBlockers ) )
+ continue;
+
+ float newCostSoFar = costFunc( newArea, area, ladder, elevator, length );
+
+ // check if cost functor says this area is a dead-end
+ if ( newCostSoFar < 0.0f )
+ continue;
+
+ // Safety check against a bogus functor. The cost of the path
+ // A...B, C should always be at least as big as the path A...B.
+ Assert( newCostSoFar >= area->GetCostSoFar() );
+
+ // And now that we've asserted, let's be a bit more defensive.
+ // Make sure that any jump to a new area incurs some pathfinsing
+ // cost, to avoid us spinning our wheels over insignificant cost
+ // benefit, floating point precision bug, or busted cost functor.
+ float minNewCostSoFar = area->GetCostSoFar() * 1.00001 + 0.00001;
+ newCostSoFar = Max( newCostSoFar, minNewCostSoFar );
+
+ // stop if path length limit reached
+ if ( bHaveMaxPathLength )
+ {
+ // keep track of path length so far
+ float deltaLength = ( newArea->GetCenter() - area->GetCenter() ).Length();
+ float newLengthSoFar = area->GetPathLengthSoFar() + deltaLength;
+ if ( newLengthSoFar > maxPathLength )
+ continue;
+
+ newArea->SetPathLengthSoFar( newLengthSoFar );
+ }
+
+ if ( ( newArea->IsOpen() || newArea->IsClosed() ) && newArea->GetCostSoFar() <= newCostSoFar )
+ {
+ // this is a worse path - skip it
+ continue;
+ }
+ else
+ {
+ // compute estimate of distance left to go
+ float distSq = ( newArea->GetCenter() - actualGoalPos ).LengthSqr();
+ float newCostRemaining = ( distSq > 0.0 ) ? FastSqrt( distSq ) : 0.0 ;
+
+ // track closest area to goal in case path fails
+ if ( closestArea && newCostRemaining < closestAreaDist )
+ {
+ *closestArea = newArea;
+ closestAreaDist = newCostRemaining;
+ }
+
+ newArea->SetCostSoFar( newCostSoFar );
+ newArea->SetTotalCost( newCostSoFar + newCostRemaining );
+
+ if ( newArea->IsClosed() )
+ {
+ newArea->RemoveFromClosedList();
+ }
+
+ if ( newArea->IsOpen() )
+ {
+ // area already on open list, update the list order to keep costs sorted
+ newArea->UpdateOnOpenList();
+ }
+ else
+ {
+ newArea->AddToOpenList();
+ }
+
+ newArea->SetParent( area, how );
+ }
+ }
+
+ // we have searched this area
+ area->AddToClosedList();
+ }
+
+ return false;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'.
+ */
+template< typename CostFunctor >
+float NavAreaTravelDistance( CNavArea *startArea, CNavArea *endArea, CostFunctor &costFunc, float maxPathLength = 0.0f )
+{
+ if (startArea == NULL)
+ return -1.0f;
+
+ if (endArea == NULL)
+ return -1.0f;
+
+ if (startArea == endArea)
+ return 0.0f;
+
+ // compute path between areas using given cost heuristic
+ if (NavAreaBuildPath( startArea, endArea, NULL, costFunc, NULL, maxPathLength ) == false)
+ return -1.0f;
+
+ // compute distance along path
+ float distance = 0.0f;
+ for( CNavArea *area = endArea; area->GetParent(); area = area->GetParent() )
+ {
+ distance += (area->GetCenter() - area->GetParent()->GetCenter()).Length();
+ }
+
+ return distance;
+}
+
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Do a breadth-first search, invoking functor on each area.
+ * If functor returns 'true', continue searching from this area.
+ * If functor returns 'false', the area's adjacent areas are not explored (dead end).
+ * If 'maxRange' is 0 or less, no range check is done (all areas will be examined).
+ *
+ * NOTE: Returns all areas that overlap range, even partially
+ *
+ * @todo Use ladder connections
+ */
+
+// helper function
+inline void AddAreaToOpenList( CNavArea *area, CNavArea *parent, const Vector &startPos, float maxRange )
+{
+ if (area == NULL)
+ return;
+
+ if (!area->IsMarked())
+ {
+ area->Mark();
+ area->SetTotalCost( 0.0f );
+ area->SetParent( parent );
+
+ if (maxRange > 0.0f)
+ {
+ // make sure this area overlaps range
+ Vector closePos;
+ area->GetClosestPointOnArea( startPos, &closePos );
+ if ((closePos - startPos).AsVector2D().IsLengthLessThan( maxRange ))
+ {
+ // compute approximate distance along path to limit travel range, too
+ float distAlong = parent->GetCostSoFar();
+ distAlong += (area->GetCenter() - parent->GetCenter()).Length();
+ area->SetCostSoFar( distAlong );
+
+ // allow for some fudge due to large size areas
+ if (distAlong <= 1.5f * maxRange)
+ area->AddToOpenList();
+ }
+ }
+ else
+ {
+ // infinite range
+ area->AddToOpenList();
+ }
+ }
+}
+
+
+/****************************************************************
+ * DEPRECATED: Use filter-based SearchSurroundingAreas below
+ ****************************************************************/
+#define INCLUDE_INCOMING_CONNECTIONS 0x1
+#define INCLUDE_BLOCKED_AREAS 0x2
+#define EXCLUDE_OUTGOING_CONNECTIONS 0x4
+#define EXCLUDE_ELEVATORS 0x8
+template < typename Functor >
+void SearchSurroundingAreas( CNavArea *startArea, const Vector &startPos, Functor &func, float maxRange = -1.0f, unsigned int options = 0, int teamID = TEAM_ANY )
+{
+ if (startArea == NULL)
+ return;
+
+ CNavArea::MakeNewMarker();
+ CNavArea::ClearSearchLists();
+
+ startArea->AddToOpenList();
+ startArea->SetTotalCost( 0.0f );
+ startArea->SetCostSoFar( 0.0f );
+ startArea->SetParent( NULL );
+ startArea->Mark();
+
+ while( !CNavArea::IsOpenListEmpty() )
+ {
+ // get next area to check
+ CNavArea *area = CNavArea::PopOpenList();
+
+ // don't use blocked areas
+ if ( area->IsBlocked( teamID ) && !(options & INCLUDE_BLOCKED_AREAS) )
+ continue;
+
+ // invoke functor on area
+ if (func( area ))
+ {
+ // explore adjacent floor areas
+ for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
+ {
+ int count = area->GetAdjacentCount( (NavDirType)dir );
+ for( int i=0; i<count; ++i )
+ {
+ CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
+ if ( options & EXCLUDE_OUTGOING_CONNECTIONS )
+ {
+ if ( !adjArea->IsConnected( area, NUM_DIRECTIONS ) )
+ {
+ continue; // skip this outgoing connection
+ }
+ }
+
+ AddAreaToOpenList( adjArea, area, startPos, maxRange );
+ }
+ }
+
+ // potentially include areas that connect TO this area via a one-way link
+ if (options & INCLUDE_INCOMING_CONNECTIONS)
+ {
+ for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
+ {
+ const NavConnectVector *list = area->GetIncomingConnections( (NavDirType)dir );
+
+ FOR_EACH_VEC( (*list), it )
+ {
+ NavConnect connect = (*list)[ it ];
+
+ AddAreaToOpenList( connect.area, area, startPos, maxRange );
+ }
+ }
+ }
+
+
+ // explore adjacent areas connected by ladders
+
+ // check up ladders
+ const NavLadderConnectVector *ladderList = area->GetLadders( CNavLadder::LADDER_UP );
+ if (ladderList)
+ {
+ FOR_EACH_VEC( (*ladderList), it )
+ {
+ const CNavLadder *ladder = (*ladderList)[ it ].ladder;
+
+ // do not use BEHIND connection, as its very hard to get to when going up a ladder
+ AddAreaToOpenList( ladder->m_topForwardArea, area, startPos, maxRange );
+ AddAreaToOpenList( ladder->m_topLeftArea, area, startPos, maxRange );
+ AddAreaToOpenList( ladder->m_topRightArea, area, startPos, maxRange );
+ }
+ }
+
+ // check down ladders
+ ladderList = area->GetLadders( CNavLadder::LADDER_DOWN );
+ if (ladderList)
+ {
+ FOR_EACH_VEC( (*ladderList), it )
+ {
+ const CNavLadder *ladder = (*ladderList)[ it ].ladder;
+
+ AddAreaToOpenList( ladder->m_bottomArea, area, startPos, maxRange );
+ }
+ }
+
+ if ( (options & EXCLUDE_ELEVATORS) == 0 )
+ {
+ const NavConnectVector &elevatorList = area->GetElevatorAreas();
+ FOR_EACH_VEC( elevatorList, it )
+ {
+ CNavArea *elevatorArea = elevatorList[ it ].area;
+ AddAreaToOpenList( elevatorArea, area, startPos, maxRange );
+ }
+ }
+ }
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Derive your own custom search functor from this interface method for use with SearchSurroundingAreas below.
+ */
+class ISearchSurroundingAreasFunctor
+{
+public:
+ virtual ~ISearchSurroundingAreasFunctor() { }
+
+ /**
+ * Perform user-defined action on area.
+ * Return 'false' to end the search (ie: you found what you were looking for)
+ */
+ virtual bool operator() ( CNavArea *area, CNavArea *priorArea, float travelDistanceSoFar ) = 0;
+
+ // return true if 'adjArea' should be included in the ongoing search
+ virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
+ {
+ return !adjArea->IsBlocked( TEAM_ANY );
+ }
+
+ /**
+ * Collect adjacent areas to continue the search by calling 'IncludeInSearch' on each
+ */
+ virtual void IterateAdjacentAreas( CNavArea *area, CNavArea *priorArea, float travelDistanceSoFar )
+ {
+ // search adjacent outgoing connections
+ for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
+ {
+ int count = area->GetAdjacentCount( (NavDirType)dir );
+ for( int i=0; i<count; ++i )
+ {
+ CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
+
+ if ( ShouldSearch( adjArea, area, travelDistanceSoFar ) )
+ {
+ IncludeInSearch( adjArea, area );
+ }
+ }
+ }
+ }
+
+ // Invoked after the search has completed
+ virtual void PostSearch( void ) { }
+
+ // consider 'area' in upcoming search steps
+ void IncludeInSearch( CNavArea *area, CNavArea *priorArea )
+ {
+ if ( area == NULL )
+ return;
+
+ if ( !area->IsMarked() )
+ {
+ area->Mark();
+ area->SetTotalCost( 0.0f );
+ area->SetParent( priorArea );
+
+ // compute approximate travel distance from start area of search
+ if ( priorArea )
+ {
+ float distAlong = priorArea->GetCostSoFar();
+ distAlong += ( area->GetCenter() - priorArea->GetCenter() ).Length();
+ area->SetCostSoFar( distAlong );
+ }
+ else
+ {
+ area->SetCostSoFar( 0.0f );
+ }
+
+ // adding an area to the open list also marks it
+ area->AddToOpenList();
+ }
+ }
+};
+
+
+/**
+ * Do a breadth-first search starting from 'startArea' and continuing outward based on
+ * adjacent areas that pass the given filter
+ */
+inline void SearchSurroundingAreas( CNavArea *startArea, ISearchSurroundingAreasFunctor &func, float travelDistanceLimit = -1.0f )
+{
+ if ( startArea )
+ {
+ CNavArea::MakeNewMarker();
+ CNavArea::ClearSearchLists();
+
+ startArea->AddToOpenList();
+ startArea->SetTotalCost( 0.0f );
+ startArea->SetCostSoFar( 0.0f );
+ startArea->SetParent( NULL );
+ startArea->Mark();
+
+ CUtlVector< CNavArea * > adjVector;
+
+ while( !CNavArea::IsOpenListEmpty() )
+ {
+ // get next area to check
+ CNavArea *area = CNavArea::PopOpenList();
+
+ if ( travelDistanceLimit > 0.0f && area->GetCostSoFar() > travelDistanceLimit )
+ continue;
+
+ if ( func( area, area->GetParent(), area->GetCostSoFar() ) )
+ {
+ func.IterateAdjacentAreas( area, area->GetParent(), area->GetCostSoFar() );
+ }
+ else
+ {
+ // search aborted
+ break;
+ }
+ }
+ }
+
+ func.PostSearch();
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Starting from 'startArea', collect adjacent areas via a breadth-first search continuing outward until
+ * 'travelDistanceLimit' is reached.
+ * Areas in the collection will be "marked", returning true for IsMarked().
+ * Each area in the collection's GetCostSoFar() will be approximate travel distance from 'startArea'.
+ */
+inline void CollectSurroundingAreas( CUtlVector< CNavArea * > *nearbyAreaVector, CNavArea *startArea, float travelDistanceLimit = 1500.0f, float maxStepUpLimit = StepHeight, float maxDropDownLimit = 100.0f )
+{
+ nearbyAreaVector->RemoveAll();
+
+ if ( startArea )
+ {
+ CNavArea::MakeNewMarker();
+ CNavArea::ClearSearchLists();
+
+ startArea->AddToOpenList();
+ startArea->SetTotalCost( 0.0f );
+ startArea->SetCostSoFar( 0.0f );
+ startArea->SetParent( NULL );
+ startArea->Mark();
+
+ CUtlVector< CNavArea * > adjVector;
+
+ while( !CNavArea::IsOpenListEmpty() )
+ {
+ // get next area to check
+ CNavArea *area = CNavArea::PopOpenList();
+
+ if ( travelDistanceLimit > 0.0f && area->GetCostSoFar() > travelDistanceLimit )
+ continue;
+
+ if ( area->GetParent() )
+ {
+ float deltaZ = area->GetParent()->ComputeAdjacentConnectionHeightChange( area );
+
+ if ( deltaZ > maxStepUpLimit )
+ continue;
+
+ if ( deltaZ < -maxDropDownLimit )
+ continue;
+ }
+
+ nearbyAreaVector->AddToTail( area );
+
+ // mark here to ensure all marked areas are also valid areas that are in the collection
+ area->Mark();
+
+ // search adjacent outgoing connections
+ for( int dir=0; dir<NUM_DIRECTIONS; ++dir )
+ {
+ int count = area->GetAdjacentCount( (NavDirType)dir );
+ for( int i=0; i<count; ++i )
+ {
+ CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i );
+
+ if ( adjArea->IsBlocked( TEAM_ANY ) )
+ {
+ continue;
+ }
+
+ if ( !adjArea->IsMarked() )
+ {
+ adjArea->SetTotalCost( 0.0f );
+ adjArea->SetParent( area );
+
+ // compute approximate travel distance from start area of search
+ float distAlong = area->GetCostSoFar();
+ distAlong += ( adjArea->GetCenter() - area->GetCenter() ).Length();
+ adjArea->SetCostSoFar( distAlong );
+ adjArea->AddToOpenList();
+ }
+ }
+ }
+ }
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Functor that returns lowest cost for farthest away areas
+ * For use with FindMinimumCostArea()
+ */
+class FarAwayFunctor
+{
+public:
+ float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
+ {
+ if (area == fromArea)
+ return 9999999.9f;
+
+ return 1.0f/(fromArea->GetCenter() - area->GetCenter()).Length();
+ }
+};
+
+/**
+ * Functor that returns lowest cost for areas farthest from given position
+ * For use with FindMinimumCostArea()
+ */
+class FarAwayFromPositionFunctor
+{
+public:
+ FarAwayFromPositionFunctor( const Vector &pos ) : m_pos( pos )
+ {
+ }
+
+ float operator() ( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
+ {
+ return 1.0f/(m_pos - area->GetCenter()).Length();
+ }
+
+private:
+ const Vector &m_pos;
+};
+
+
+/**
+ * Pick a low-cost area of "decent" size
+ */
+template< typename CostFunctor >
+CNavArea *FindMinimumCostArea( CNavArea *startArea, CostFunctor &costFunc )
+{
+ const float minSize = 150.0f;
+
+ // collect N low-cost areas of a decent size
+ enum { NUM_CHEAP_AREAS = 32 };
+ struct
+ {
+ CNavArea *area;
+ float cost;
+ }
+ cheapAreaSet[ NUM_CHEAP_AREAS ] = {};
+ int cheapAreaSetCount = 0;
+
+ FOR_EACH_VEC( TheNavAreas, iter )
+ {
+ CNavArea *area = TheNavAreas[iter];
+
+ // skip the small areas
+ if ( area->GetSizeX() < minSize || area->GetSizeY() < minSize)
+ continue;
+
+ // compute cost of this area
+
+ // HPE_FIX[pfreese]: changed this to only pass three parameters, in accord with the two functors above
+ float cost = costFunc( area, startArea, NULL );
+
+ if (cheapAreaSetCount < NUM_CHEAP_AREAS)
+ {
+ cheapAreaSet[ cheapAreaSetCount ].area = area;
+ cheapAreaSet[ cheapAreaSetCount++ ].cost = cost;
+ }
+ else
+ {
+ // replace most expensive cost if this is cheaper
+ int expensive = 0;
+ for( int i=1; i<NUM_CHEAP_AREAS; ++i )
+ if (cheapAreaSet[i].cost > cheapAreaSet[expensive].cost)
+ expensive = i;
+
+ if (cheapAreaSet[expensive].cost > cost)
+ {
+ cheapAreaSet[expensive].area = area;
+ cheapAreaSet[expensive].cost = cost;
+ }
+ }
+ }
+
+ if (cheapAreaSetCount)
+ {
+ // pick one of the areas at random
+ return cheapAreaSet[ RandomInt( 0, cheapAreaSetCount-1 ) ].area;
+ }
+ else
+ {
+ // degenerate case - no decent sized areas - pick a random area
+ int numAreas = TheNavAreas.Count();
+ int which = RandomInt( 0, numAreas-1 );
+
+ FOR_EACH_VEC( TheNavAreas, iter )
+ {
+ if (which-- == 0)
+ return TheNavAreas[iter];
+ }
+
+ }
+ return cheapAreaSet[ RandomInt( 0, cheapAreaSetCount-1 ) ].area;
+}
+
+
+//--------------------------------------------------------------------------------------------------------
+//
+// Given a vector of CNavAreas (or derived types), 'inVector', populate 'outVector' with a randomly shuffled set
+// of 'maxCount' areas that are at least 'minSeparation' travel distance apart from each other.
+//
+template< typename T >
+void SelectSeparatedShuffleSet( int maxCount, float minSeparation, const CUtlVector< T * > &inVector, CUtlVector< T * > *outVector )
+{
+ if ( !outVector )
+ return;
+
+ outVector->RemoveAll();
+
+ CUtlVector< T * > shuffledVector;
+
+ int i, j;
+
+ for( i=0; i<inVector.Count(); ++i )
+ {
+ shuffledVector.AddToTail( inVector[i] );
+ }
+
+ // randomly shuffle the order
+ int n = shuffledVector.Count();
+ while( n > 1 )
+ {
+ int k = RandomInt( 0, n-1 );
+ n--;
+
+ T *tmp = shuffledVector[n];
+ shuffledVector[n] = shuffledVector[k];
+ shuffledVector[k] = tmp;
+ }
+
+ // enforce minSeparation between shuffled areas
+ for( i=0; i<shuffledVector.Count(); ++i )
+ {
+ T *area = shuffledVector[i];
+
+ CUtlVector< CNavArea * > nearVector;
+ CollectSurroundingAreas( &nearVector, area, minSeparation, 2.0f * StepHeight, 2.0f * StepHeight );
+
+ for( j=0; j<i; ++j )
+ {
+ if ( nearVector.HasElement( (CNavArea *)shuffledVector[j] ) )
+ {
+ // this area is too near an area earlier in the vector
+ break;
+ }
+ }
+
+ if ( j == i )
+ {
+ // separated from all prior areas
+ outVector->AddToTail( area );
+
+ if ( outVector->Count() >= maxCount )
+ return;
+ }
+ }
+}
+
+
+#endif // _NAV_PATHFIND_H_