/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_PATHFINDINGAGENT_H #define CRAB_PATHFINDINGAGENT_H #include "common/stablemap.h" #include "crab/PathfindingGrid.h" #include "crab/PriorityQueue.h" #include "crab/vectors.h" namespace Crab { // This class represents the actual pathfinding and following agent that utilizes // the pathfinding grid class PlannerNode { PlannerNode *_parent; PlannerNode *_child; double _cost; // Heuristic cost equivalent to cost to reach goal from planner node's position. double _finalCost; // Final cost of route through the planner node. Used to determine optimal path. double _givenCost; // The current distance of the route. public: PathfindingGraphNode *_location; PlannerNode() { _location = nullptr; _parent = nullptr; _child = nullptr; _cost = 0; _finalCost = 0; _givenCost = 0; } ~PlannerNode() {} PathfindingGraphNode *getLocation() { return _location; } PlannerNode *getParent() { return _parent; } PlannerNode *getChild() { return _child; } double getHCost() const { return _cost; } double getFinalCost() const { return _finalCost; } double getGivenCost() const { return _givenCost; } void setLocation(PathfindingGraphNode *loc) { _location = loc; } void setParent(PlannerNode *p) { _parent = p; } void setChild(PlannerNode *c) { _child = c; } void setHCost(double c) { _cost = c; } void setFinalCost(double c) { _finalCost = c; } void setGivenCost(double c) { _givenCost = c; } }; class PathfindingAgent { Vector2f _position; Vector2f _prevPosition; // Used to determine that we are making progress toward the goal Vector2i _immediateDest; // The next stop on the AI's path bool _destinationSet; // Was a destination specified. bool _destinationReachable; // Can the agent actually get to the destination? float _nodeBufferDistance; // How much leeway is there for reaching the destination public: PathfindingAgent(); ~PathfindingAgent(); PathfindingGrid *_grid; Vector2f _destination; PathfindingGraphNode *_startTile; // The system originally used tiles, but this one uses discreet points. PathfindingGraphNode *_goalTile; // The tile we are trying to reach. May not be the tile that was clicked if the clicked tile is blocked. PathfindingGraphNode *_clickedTile; // The tile that was clicked. If it is open, it will be the goal node. bool _solutionFound; bool _noSolution; Common::Array _vSolution; void setNodeBufferDistance(float w) { _nodeBufferDistance = w; } float getNodeBufferDistance() { return _nodeBufferDistance; } // Added for Greedy search double distSquared(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB); // Added for A* search double distExact(PathfindingGraphNode *tileA, PathfindingGraphNode *tileB); PriorityQueue _nodeQueue; Common::StableMap _createdList; // void SetSprite(pyrodactyl::anim::Sprite* s){entitySprite = s;} //! \brief Sets the tile map. //! //! Invoked when the user opens a tile map file. //! //! \param _tileMap the data structure that this algorithm will use //! to access each tile's location and weight data. void initialize(PathfindingGrid *g); void setDestination(Vector2f d); void setDestination(Vector2f d, bool r); void setDestination(Vector2i d); void setDestination(Vector2i d, bool r); void setPosition(Vector2f p) { _position = p; } void setPrevPosition(Vector2f p) { _prevPosition = p; } Vector2f getPosition() { return _position; } bool positionChanged() { return _position != _prevPosition; } Vector2i getImmediateDest() { return _immediateDest; } //! \brief Performs the main part of the algorithm until the specified time has elapsed or //! no nodes are left open. void update(uint32 timeslice); //! \brief Returns true if and only if no nodes are left open. //! //! \return true if no nodes are left open, false otherwise. bool isDone() const; //! \brief Returns an unmodifiable view of the solution path found by this algorithm. Common::Array const getSolution(PathfindingGraphNode *destNode) const; // Get the solution removing any nodes that are completely surrounded by open space. // This will result in a more linear path to the goal. Common::Array const getPrunedSolution(PathfindingGraphNode *destNode); //! \brief Resets the algorithm. void reset(); //! \brief Uninitializes the algorithm before the tile map is unloaded. void shutdown(); // Returns true if the node connects to the goal node bool adjacentToGoal(PathfindingGraphNode *node); }; } // End of namespace Crab #endif // CRAB_PATHFINDINGAGENT_H