diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/nav_pathfind.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/nav_pathfind.h')
| -rw-r--r-- | sp/src/game/server/nav_pathfind.h | 1972 |
1 files changed, 986 insertions, 986 deletions
diff --git a/sp/src/game/server/nav_pathfind.h b/sp/src/game/server/nav_pathfind.h index 47f6c80e..b06b46a0 100644 --- a/sp/src/game/server/nav_pathfind.h +++ b/sp/src/game/server/nav_pathfind.h @@ -1,986 +1,986 @@ -//========= 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_
+//========= 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_ |