More progress.

- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
This commit is contained in:
Major Cooke 2024-02-16 09:22:20 -06:00 committed by Rachael Alexanderson
commit 81ebd8c8c4
14 changed files with 211 additions and 83 deletions

View file

@ -2506,26 +2506,25 @@ static void ReconstructPath(TMap<AActor*, AActor*> &cameFrom, AActor* current, T
while(tmp = cameFrom.CheckKey(*tmp));
}
static AActor* FindClosestNode(AActor* from, double maxSearch)
static AActor* FindClosestNode(AActor* from)
{
static PClass * nodeCls = PClass::FindClass(NAME_PathNode);
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
FMultiBlockThingsIterator it(check, from->Level, from->Pos().X, from->Pos().Y, from->Pos().Z - ((from->Height + maxSearch) / 2), from->Height + maxSearch, from->radius + maxSearch, false, from->Sector);
FMultiBlockThingsIterator::CheckResult res;
AActor * closest = nullptr;
double closestDist = DBL_MAX;
while(it.Next(&res))
for (int i = 0; i < from->Level->PathNodes.Size(); i++)
{
if(nodeCls->IsAncestorOf(res.thing->GetClass()))
AActor* node = from->Level->PathNodes[i];
if(node && !(node->flags & MF_AMBUSH) && nodeCls->IsAncestorOf(node->GetClass()))
{
double dst = res.thing->Distance3D(from);
if(dst < closestDist && P_CheckSight(res.thing, from))
double dst = node->Distance3DSquared(from);
bool mrange = (dst < closestDist && (node->meleerange <= 0.0 || dst < (node->meleerange * node->meleerange)));
if(mrange && P_CheckSight(node, from))
{
closestDist = dst;
closest = res.thing;
closest = node;
}
}
}
@ -2540,7 +2539,7 @@ static V GetOr(TMap<K, V> map, const K &key, V alt)
return k ? *k : alt;
}
static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>> &path)
static bool FindPathAStar(AActor* startnode, AActor* goalnode, TArray<TObjPtr<AActor*>> &path)
{
TArray<AActor*> openSet;
@ -2548,9 +2547,9 @@ static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>>
TMap<AActor*, double> gScore;
TMap<AActor*, double> fScore;
openSet.Push(start);
gScore.Insert(start, 0);
fScore.Insert(start, start->Distance3D(goal));
openSet.Push(startnode);
gScore.Insert(startnode, 0);
fScore.Insert(startnode, startnode->Distance3DSquared(goalnode));
auto lt_fScore = [&fScore](AActor* lhs, AActor* rhs)
{
@ -2561,7 +2560,7 @@ static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>>
{
AActor * current = openSet[0];
openSet.Delete(0);
if(current == goal)
if(current == goalnode)
{
ReconstructPath(cameFrom, current, path);
return true;
@ -2572,7 +2571,7 @@ static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>>
for(AActor * neighbor : GetPathNodeNeighbors(current))
{
double tentative_gScore = current_gScore + current->Distance3D(neighbor);
double tentative_gScore = current_gScore + current->Distance3DSquared(neighbor);
double neighbor_gScore = GetOr(gScore, neighbor, DBL_MAX);
@ -2581,7 +2580,7 @@ static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>>
openSet.SortedDelete(neighbor, lt_fScore);
cameFrom.Insert(neighbor, current);
gScore.Insert(neighbor, tentative_gScore);
fScore.Insert(neighbor, tentative_gScore + neighbor->Distance3D(goal));
fScore.Insert(neighbor, tentative_gScore + neighbor->Distance3DSquared(goalnode));
openSet.SortedInsert(neighbor, lt_fScore);
}
}
@ -2589,20 +2588,19 @@ static bool FindPathAStar(AActor* start, AActor* goal, TArray<TObjPtr<AActor*>>
return false;
}
bool FLevelLocals::FindPath(AActor* start, AActor* goal, AActor* startNode, AActor* goalNode, double maxSearch)
bool FLevelLocals::FindPath(AActor* chaser, AActor* target, AActor* startNode, AActor* goalNode)
{
static PClass * nodeCls = PClass::FindClass(NAME_PathNode);
if (!start || !goal)
if (!chaser || !target)
{
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(start, maxSearch);
if(goalNode == nullptr) goalNode = FindClosestNode(goal, maxSearch);
if(startNode == nullptr) startNode = FindClosestNode(chaser);
if(goalNode == nullptr) goalNode = FindClosestNode(target);
// Incomplete graph.
if (!startNode || !goalNode)
@ -2612,16 +2610,16 @@ bool FLevelLocals::FindPath(AActor* start, AActor* goal, AActor* startNode, AAct
if (startNode == goalNode)
{
start->ClearPath();
start->Path.Push(MakeObjPtr<AActor*>(startNode));
chaser->ClearPath();
chaser->Path.Push(MakeObjPtr<AActor*>(startNode));
return true;
}
if(FindPathAStar(startNode, goalNode, start->Path))
if (FindPathAStar(startNode, goalNode, chaser->Path))
{
if (start->goal && nodeCls->IsAncestorOf(start->goal->GetClass()))
if (chaser->goal && nodeCls->IsAncestorOf(chaser->goal->GetClass()))
{
start->goal = nullptr;
chaser->goal = nullptr;
}
return true;
}
@ -2636,6 +2634,22 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, FindPath)
PARAM_OBJECT(target, AActor);
PARAM_OBJECT(startnode, AActor);
PARAM_OBJECT(goalnode, AActor);
PARAM_FLOAT(maxSearch);
return self->FindPath(chaser, target, startnode, goalnode, maxSearch);
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;
}