Reverted the path node system

Code reviews were unfavorable so better nix it before it finds wider use.
This commit is contained in:
Christoph Oelckers 2024-03-15 20:24:39 +01:00
commit 520b960ca5
21 changed files with 30 additions and 613 deletions

View file

@ -98,7 +98,6 @@
#include "s_music.h"
#include "fragglescript/t_script.h"
#include "texturemanager.h"
void STAT_StartNewGame(const char *lev);
@ -2467,188 +2466,3 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, GetEpisodeName)
ACTION_RETURN_STRING(GStrings.localize(STAT_EpisodeName().GetChars()));
}
//----------------------------------------------------------------------------
// Pathfinding
//----------------------------------------------------------------------------
// Code by RicardoLuis0, modified by Major Cooke
static TArray<TObjPtr<AActor*>>& GetPathNodeNeighbors(AActor * self)
{
static PClass * nodeCls = PClass::FindClass(NAME_PathNode);
#ifndef NDEBUG
if(!nodeCls->IsAncestorOf(self->GetClass()))
{
ThrowAbortException(X_BAD_SELF, "Invalid class passed to GetNeighbors (must be PathNode)");
}
#endif
static PField *var = dyn_cast<PField>(nodeCls->FindSymbol("neighbors", true));
assert(var);
assert(var->Type->isDynArray());
assert(static_cast<PDynArray*>(var->Type)->ElementType == nodeCls->VMType);
return *reinterpret_cast<TArray<TObjPtr<AActor*>>*>(reinterpret_cast<uintptr_t>(self) + var->Offset);
}
static void ReconstructPath(TMap<AActor*, AActor*> &cameFrom, AActor* current, TArray<TObjPtr<AActor*>> &path)
{
path.Clear();
path.Push(current);
AActor ** tmp = cameFrom.CheckKey(current);
if(tmp) do
{
path.Insert(0, *tmp);
}
while(tmp = cameFrom.CheckKey(*tmp));
}
static AActor* FindClosestNode(AActor* from)
{
static const PClass * nodeCls = PClass::FindClass(NAME_PathNode);
AActor * closest = nullptr;
double closestDist = DBL_MAX;
for (int i = 0; i < from->Level->PathNodes.Size(); i++)
{
AActor* node = from->Level->PathNodes[i];
if(node && !(node->flags & MF_AMBUSH) && nodeCls->IsAncestorOf(node->GetClass()))
{
double dst = node->Distance3DSquared(from);
const bool mrange = (dst < closestDist &&
(node->friendlyseeblocks <= 0 || dst < double(node->friendlyseeblocks * node->friendlyseeblocks)));
if (mrange && !from->CallExcludeNode(node) && P_CheckSight(node, from))
{
closestDist = dst;
closest = node;
}
}
}
return closest;
}
template<typename K, typename V>
static V GetOr(TMap<K, V> map, const K &key, V alt)
{
V *k = map.CheckKey(key);
return k ? *k : alt;
}
static bool FindPathAStar(AActor *chaser, AActor* startnode, AActor* goalnode, TArray<TObjPtr<AActor*>> &path)
{
TArray<AActor*> openSet;
TMap<AActor*, AActor*> cameFrom;
TMap<AActor*, double> gScore;
TMap<AActor*, double> fScore;
openSet.Push(startnode);
gScore.Insert(startnode, 0);
fScore.Insert(startnode, startnode->Distance3DSquared(goalnode));
auto lt_fScore = [&fScore](AActor* lhs, AActor* rhs)
{
return GetOr(fScore, lhs, DBL_MAX) < GetOr(fScore, rhs, DBL_MAX);
};
while(openSet.Size() > 0)
{
AActor * current = openSet[0];
openSet.Delete(0);
if(current == goalnode)
{
ReconstructPath(cameFrom, current, path);
return true;
}
double current_gScore = GetOr(gScore, current, DBL_MAX);
for(AActor * neighbor : GetPathNodeNeighbors(current))
{
double tentative_gScore = current_gScore + current->Distance3DSquared(neighbor);
double neighbor_gScore = GetOr(gScore, neighbor, DBL_MAX);
if (tentative_gScore < neighbor_gScore && !chaser->CallExcludeNode(neighbor))
{
openSet.SortedDelete(neighbor, lt_fScore);
cameFrom.Insert(neighbor, current);
gScore.Insert(neighbor, tentative_gScore);
fScore.Insert(neighbor, tentative_gScore + neighbor->Distance3DSquared(goalnode));
openSet.SortedInsert(neighbor, lt_fScore);
}
}
}
return false;
}
bool FLevelLocals::FindPath(AActor* chaser, AActor* target, AActor* startNode, AActor* goalNode)
{
if (!chaser || !target || PathNodes.Size() < 1)
{
return false;
}
static PClass* nodeCls = PClass::FindClass(NAME_PathNode);
assert(startNode == nullptr || nodeCls->IsAncestorOf(startNode->GetClass()));
assert(goalNode == nullptr || nodeCls->IsAncestorOf(goalNode->GetClass()));
if(startNode == nullptr) startNode = FindClosestNode(chaser);
if(goalNode == nullptr) goalNode = FindClosestNode(target);
// Incomplete graph.
if (!startNode || !goalNode)
{
return false;
}
if (startNode == goalNode)
{
chaser->ClearPath();
chaser->Path.Push(MakeObjPtr<AActor*>(startNode));
return true;
}
if (FindPathAStar(chaser, startNode, goalNode, chaser->Path))
{
if (chaser->goal && nodeCls->IsAncestorOf(chaser->goal->GetClass()))
{
chaser->goal = nullptr;
}
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, FindPath)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_OBJECT(chaser, AActor);
PARAM_OBJECT(target, AActor);
PARAM_OBJECT(startnode, AActor);
PARAM_OBJECT(goalnode, AActor);
return self->FindPath(chaser, target, startnode, goalnode);
}
DEFINE_ACTION_FUNCTION(FLevelLocals, HandlePathNode)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_OBJECT(node, AActor);
PARAM_BOOL(add);
if (node)
{
if (add)
{
if (self->PathNodes.Find(node) >= self->PathNodes.Size())
self->PathNodes.Push(node);
}
else self->PathNodes.Delete(self->PathNodes.Find(node));
}
return 0;
}