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engines/stark/movement/shortestpath.cpp
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engines/stark/movement/shortestpath.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/stark/movement/shortestpath.h"
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#include "common/hash-ptr.h"
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#include "engines/stark/resources/floor.h"
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namespace Stark {
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ShortestPath::NodeList ShortestPath::search(const Resources::FloorEdge *start, const Resources::FloorEdge *goal) {
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NodeList frontier;
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NodePrecedenceMap cameFrom;
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NodeCostMap costSoFar;
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frontier.push_back(start);
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cameFrom[start] = nullptr;
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costSoFar[start] = 0;
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while (!frontier.empty()) {
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const Resources::FloorEdge *current = popEdgeWithLowestCost(frontier, costSoFar);
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if (current == goal)
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break;
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Common::Array<Resources::FloorEdge *> neighbours = current->getNeighbours();
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for (uint i = 0; i < neighbours.size(); i++) {
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const Resources::FloorEdge *next = neighbours[i];
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if (!next->isEnabled())
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continue;
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float newCost = costSoFar[current] + current->costTo(next);
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if (!costSoFar.contains(next) || newCost < costSoFar[next]) {
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frontier.push_back(next);
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cameFrom[next] = current;
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costSoFar[next] = newCost;
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}
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}
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}
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return rebuildPath(start, goal, cameFrom);
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}
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ShortestPath::NodeList ShortestPath::rebuildPath(const Resources::FloorEdge *start, const Resources::FloorEdge *goal,
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const NodePrecedenceMap &cameFrom) const {
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NodeList path;
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const Resources::FloorEdge *current = goal;
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path.push_front(goal);
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while (current && current != start) {
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current = cameFrom.getValOrDefault(current, nullptr);
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path.push_front(current);
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}
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if (current != start) {
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// No path has been found from start to goal
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return NodeList();
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}
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path.push_front(start);
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return path;
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}
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const Resources::FloorEdge *ShortestPath::popEdgeWithLowestCost(NodeList &frontier, const NodeCostMap &costSoFar) const {
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// Poor man's priority queue using a list ...
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NodeList::iterator lowestCostItem = frontier.begin();
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for (NodeList::iterator it = frontier.begin(); it != frontier.end(); it++) {
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if (costSoFar[*it] < costSoFar[*lowestCostItem]) {
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lowestCostItem = it;
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}
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}
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const Resources::FloorEdge *result = *lowestCostItem;
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frontier.erase(lowestCostItem);
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return result;
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}
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} // End of namespace Stark
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