Extracted Pathfinder class from World.
This commit is contained in:
parent
51fdaebd0c
commit
5be4a65653
14 changed files with 337 additions and 298 deletions
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@ -27,9 +27,9 @@ Game::Game(sf::RenderWindow& window) :
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mWindow.setKeyRepeatEnabled(true);
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Generator generator;
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generator.generateTiles(mTileManager, mWorld,
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generator.generateTiles(mTileManager, mPathfinder,
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sf::IntRect(-32, -32, 64, 64));
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mTileManager,
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mTileManager, mPathfinder,
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sf::Vector2f(0.0f, 0.0f), Yaml("player.yaml")));
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mWorld.insertCharacter(mPlayer);
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}
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@ -9,9 +9,11 @@
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#define DG_GAME_H_
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#include "sprites/TileManager.h"
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#include "Pathfinder.h"
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#include "World.h"
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class TileManager;
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class Pathfinder;
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class Player;
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class World;
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@ -46,6 +48,7 @@ private:
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World mWorld;
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TileManager mTileManager;
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Pathfinder mPathfinder;
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std::shared_ptr<Player> mPlayer;
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bool mQuit;
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242
source/Pathfinder.cpp
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242
source/Pathfinder.cpp
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@ -0,0 +1,242 @@
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/*
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* Pathfinder.cpp
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*
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* Created on: 28.04.2013
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* Author: Felix
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*/
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#include "Pathfinder.h"
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#include <algorithm>
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#include <unordered_set>
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#include <unordered_map>
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#include <Thor/Vectors.hpp>
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#include "util/Interval.h"
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#include "sprites/TileManager.h"
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const float Pathfinder::WALL_DISTANCE_MULTIPLIER = 1.5f;
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/**
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* Runs the A* path finding algorithm with areas as nodes and portals as edges.
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*
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* @warning Areas and portals must not be changed while this is running.
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*
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* @param start The area to start the path finding from. Must not be null.
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* @param end The goal to reach. Must not be null.
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* @return Path in reverse order (start being the last item and end the first).
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*/
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std::vector<Pathfinder::Portal*>
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Pathfinder::astarArea(Area* start, Area* end) const {
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assert(start);
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assert(end);
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std::unordered_set<Area*> closed;
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std::unordered_map<Area*, float> openAreasEstimatedCost;
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// Navigated areas with previous area/portal.
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std::unordered_map<Area*, std::pair<Area*, Portal*>> previousAreaAndPortal;
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std::unordered_map<Area*, float> bestPathCost;
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openAreasEstimatedCost[start] = heuristic_cost_estimate(start, end);
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bestPathCost[start] = 0;
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while (!openAreasEstimatedCost.empty()) {
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Area* current = std::min_element(openAreasEstimatedCost.begin(),
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openAreasEstimatedCost.end())->first;
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if (current == end) {
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std::vector<Portal*> path;
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auto previous = current;
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while (previous != start) {
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path.push_back(previousAreaAndPortal[previous].second);
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previous = previousAreaAndPortal[previous].first;
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}
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return path;
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}
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openAreasEstimatedCost.erase(current);
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closed.insert(current);
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for (Portal& portal : current->portals) {
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Area* neighbor = portal.area;
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float tentative_g_score = bestPathCost[current] +
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heuristic_cost_estimate(current,neighbor);
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if (closed.find(neighbor) != closed.end()) {
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if (tentative_g_score >= bestPathCost[neighbor])
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continue;
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}
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if ((openAreasEstimatedCost.find(neighbor) ==
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openAreasEstimatedCost.end()) ||
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(tentative_g_score < bestPathCost[neighbor])) {
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previousAreaAndPortal[neighbor] = std::make_pair(current,
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&portal);
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bestPathCost[neighbor] = tentative_g_score;
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openAreasEstimatedCost[neighbor] = bestPathCost[neighbor] +
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heuristic_cost_estimate(neighbor, end);
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}
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}
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}
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return std::vector<Portal*>();
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}
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/**
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* Returns path in reverse order.
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*
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* @warning Areas and portals must not be changed while this running.
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*
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* @param start Position to start the path from.
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* @param end Position to move to.
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* @param radius Radius of the moving object.
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* @return Path from end to start (path from start to end in reverse order).
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*/
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std::vector<sf::Vector2f>
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Pathfinder::getPath(const sf::Vector2f& start, const sf::Vector2f& end,
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float radius) const {
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if (!getArea(end))
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return std::vector<sf::Vector2f>();
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std::vector<Portal*> portals = astarArea(getArea(start), getArea(end));
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if (portals.empty())
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return std::vector<sf::Vector2f>();
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std::vector<sf::Vector2f> path;
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path.push_back(end);
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for (auto p : portals) {
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// Find the point on the line of the portal closest to the previous point.
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sf::Vector2f startToEnd = sf::Vector2f(p->end - p->start);
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float percentage = thor::dotProduct(startToEnd, path.back() - sf::Vector2f(p->start)) /
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thor::squaredLength(startToEnd);
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sf::Vector2f point;
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if (percentage < 0 || percentage > 1.0f) {
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if (thor::squaredLength(sf::Vector2f(p->start) - path.back()) <
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thor::squaredLength(sf::Vector2f(p->end) - path.back())) {
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thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
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point = sf::Vector2f(p->start) + startToEnd;
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}
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else {
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thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
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point = sf::Vector2f(p->end) - startToEnd;
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}
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}
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else
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point = sf::Vector2f(p->start) + startToEnd * percentage;
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// Take two points on a line orthogonal to the portal.
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thor::setLength(startToEnd, radius);
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startToEnd = thor::perpendicularVector(startToEnd);
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path.push_back(point + startToEnd);
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path.push_back(point - startToEnd);
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// Make sure the points are in the right order.
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if (thor::squaredLength(*(path.end() - 1) - *(path.end() - 3) ) <
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thor::squaredLength(*(path.end() - 2) - *(path.end() - 3) ))
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std::swap(*(path.end() - 1), *(path.end() - 2));
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}
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return path;
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}
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/**
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* Returns the linear distance between two areas (using their center).
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*/
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float
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Pathfinder::heuristic_cost_estimate(Area* start, Area* end) const {
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return thor::length(sf::Vector2f(end->center - start->center));
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}
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bool Pathfinder::Portal::operator==(const Portal& p) {
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return start == p.start && end == p.end && area == p.area;
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}
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/**
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* Inserts an area used for path finding.
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*
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* @parm rect Rectangle the area covers.
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*/
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void
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Pathfinder::insertArea(const sf::IntRect& rect) {
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Area a;
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// Not sure why the offset of -50 is required, but with it, areas align
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// with tiles perfectly.
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a.area = sf::IntRect(rect.left * TileManager::TILE_SIZE.x - 50,
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rect.top * TileManager::TILE_SIZE.y - 50,
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rect.width * TileManager::TILE_SIZE.x,
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rect.height * TileManager::TILE_SIZE.y);
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a.center = sf::Vector2i(a.area.left + a.area.width / 2,
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a.area.top + a.area.height / 2);
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mAreas.push_back(a);
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}
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/**
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* Generates portals that connect areas. Needs to be run after insertArea for
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* path finding to work.
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*/
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void
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Pathfinder::generatePortals() {
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for (Area& it : mAreas) {
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// We currently recreate portals for all existing areas, so we have
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// to clear in case this was already generated.
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it.portals.clear();
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for (Area& other : mAreas) {
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if (&it == &other)
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continue;
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Portal portal;
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portal.area = &other;
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if (it.area.left + it.area.width == other.area.left) {
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Interval overlap = Interval::IntervalFromPoints(it.area.top,
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it.area.top + it.area.height)
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.getOverlap(Interval::IntervalFromPoints(other.area.top,
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other.area.top + other.area.height));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(other.area.left, overlap.start);
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portal.end = sf::Vector2i(other.area.left, overlap.end);
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it.portals.push_back(portal);
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}
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}
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if (other.area.left + other.area.width == it.area.left) {
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Interval overlap = Interval::IntervalFromPoints(it.area.top,
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it.area.top + it.area.height)
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.getOverlap(Interval::IntervalFromPoints(other.area.top,
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other.area.top + other.area.height));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(it.area.left, overlap.start);
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portal.end = sf::Vector2i(it.area.left, overlap.end);
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it.portals.push_back(portal);
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}
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}
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else if (it.area.top + it.area.height == other.area.top) {
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Interval overlap = Interval::IntervalFromPoints(it.area.left,
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it.area.left + it.area.width)
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.getOverlap(Interval::IntervalFromPoints(other.area.left,
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other.area.left + other.area.width));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(overlap.start, other.area.top);
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portal.end = sf::Vector2i(overlap.end, other.area.top);
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it.portals.push_back(portal);
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}
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}
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else if (other.area.top + other.area.height == it.area.top) {
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Interval overlap = Interval::IntervalFromPoints(it.area.left,
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it.area.left + it.area.width)
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.getOverlap(Interval::IntervalFromPoints(other.area.left,
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other.area.left + other.area.width));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(overlap.start, it.area.top);
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portal.end = sf::Vector2i(overlap.end, it.area.top);
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it.portals.push_back(portal);
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}
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}
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}
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}
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}
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/**
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* Returns the area where point is in.
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*/
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Pathfinder::Area*
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Pathfinder::getArea(const sf::Vector2f& point) const {
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for (auto& area : mAreas) {
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if (sf::FloatRect(area.area).contains(point))
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// Make the return value non-const for convenience.
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return &const_cast<Area&>(area);
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}
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return nullptr;
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}
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57
source/Pathfinder.h
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57
source/Pathfinder.h
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/*
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* Pathfinder.h
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*
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* Created on: 28.04.2013
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* Author: Felix
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*/
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#ifndef DG_PATHFINDER_H_
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#define DG_PATHFINDER_H_
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#include <SFML/System.hpp>
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#include <SFML/Graphics.hpp>
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class Pathfinder {
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private:
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struct Area;
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struct Portal;
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public:
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void insertArea(const sf::IntRect& rect);
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void generatePortals();
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std::vector<sf::Vector2f> getPath(const sf::Vector2f& start,
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const sf::Vector2f& end, float radius) const;
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private:
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Area* getArea(const sf::Vector2f& point) const;
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float heuristic_cost_estimate(Area* start, Area* end) const;
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std::vector<Portal*> astarArea(Area* start, Area* end) const;
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private:
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static const float WALL_DISTANCE_MULTIPLIER;
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std::vector<Area> mAreas; //< This has to be a vector as objects are compared by address.
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};
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/**
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* Edges
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*
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* Redundant data as portals are saved twice.
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*/
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struct Pathfinder::Portal {
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Portal() = default;
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bool operator==(const Portal& p);
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sf::Vector2i start;
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sf::Vector2i end;
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Area* area;
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};
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/**
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* Nodes
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*/
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struct Pathfinder::Area {
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sf::IntRect area;
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sf::Vector2i center;
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std::vector<Portal> portals;
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};
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#endif /* DG_PATHFINDER_H_ */
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238
source/World.cpp
238
source/World.cpp
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#include "World.h"
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#include <algorithm>
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#include <unordered_set>
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#include <unordered_map>
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#include <Thor/Vectors.hpp>
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#include "util/Interval.h"
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#include "sprites/TileManager.h"
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#include "util/Interval.h"
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const float World::WALL_DISTANCE_MULTIPLIER = 1.5f;
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/**
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* Insert a drawable into the group. Drawables should only be handled with shared_ptr.
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* An object can't be inserted more than once at the same level.
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@ -45,122 +40,6 @@ World::insertCharacter(std::shared_ptr<Character> character) {
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insert(character);
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}
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/**
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* Runs the A* path finding algorithm with areas as nodes and portals as edges.
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*
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* @warning Areas and portals must not be changed while this is running.
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*
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* @param start The area to start the path finding from. Must not be null.
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* @param end The goal to reach. Must not be null.
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* @return Path in reverse order (start being the last item and end the first).
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*/
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std::vector<World::Portal*>
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World::astarArea(Area* start, Area* end) const {
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assert(start);
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assert(end);
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std::unordered_set<Area*> closed;
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std::unordered_map<Area*, float> openAreasEstimatedCost;
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// Navigated areas with previous area/portal.
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std::unordered_map<Area*, std::pair<Area*, Portal*>> previousAreaAndPortal;
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std::unordered_map<Area*, float> bestPathCost;
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openAreasEstimatedCost[start] = heuristic_cost_estimate(start, end);
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bestPathCost[start] = 0;
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while (!openAreasEstimatedCost.empty()) {
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Area* current = std::min_element(openAreasEstimatedCost.begin(),
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openAreasEstimatedCost.end())->first;
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if (current == end) {
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std::vector<Portal*> path;
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auto previous = current;
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while (previous != start) {
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path.push_back(previousAreaAndPortal[previous].second);
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previous = previousAreaAndPortal[previous].first;
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}
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return path;
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}
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openAreasEstimatedCost.erase(current);
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closed.insert(current);
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for (Portal& portal : current->portals) {
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Area* neighbor = portal.area;
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float tentative_g_score = bestPathCost[current] +
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heuristic_cost_estimate(current,neighbor);
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if (closed.find(neighbor) != closed.end()) {
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if (tentative_g_score >= bestPathCost[neighbor])
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continue;
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}
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if ((openAreasEstimatedCost.find(neighbor) ==
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openAreasEstimatedCost.end()) ||
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(tentative_g_score < bestPathCost[neighbor])) {
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previousAreaAndPortal[neighbor] = std::make_pair(current,
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&portal);
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bestPathCost[neighbor] = tentative_g_score;
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openAreasEstimatedCost[neighbor] = bestPathCost[neighbor] +
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heuristic_cost_estimate(neighbor, end);
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}
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}
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}
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return std::vector<Portal*>();
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}
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/**
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* Returns path in reverse order.
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*
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* @warning Areas and portals must not be changed while this running.
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*
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* @param start Position to start the path from.
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* @param end Position to move to.
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* @param radius Radius of the moving object.
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* @return Path from end to start (path from start to end in reverse order).
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*/
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std::vector<sf::Vector2f>
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World::getPath(const sf::Vector2f& start, const sf::Vector2f& end,
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float radius) const {
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if (!getArea(end))
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return std::vector<sf::Vector2f>();
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std::vector<Portal*> portals = astarArea(getArea(start), getArea(end));
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if (portals.empty())
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return std::vector<sf::Vector2f>();
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std::vector<sf::Vector2f> path;
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path.push_back(end);
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for (auto p : portals) {
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// Find the point on the line of the portal closest to the previous point.
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sf::Vector2f startToEnd = sf::Vector2f(p->end - p->start);
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float percentage = thor::dotProduct(startToEnd, path.back() - sf::Vector2f(p->start)) /
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thor::squaredLength(startToEnd);
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sf::Vector2f point;
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if (percentage < 0 || percentage > 1.0f) {
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if (thor::squaredLength(sf::Vector2f(p->start) - path.back()) <
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thor::squaredLength(sf::Vector2f(p->end) - path.back())) {
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thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
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point = sf::Vector2f(p->start) + startToEnd;
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}
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else {
|
||||
thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
|
||||
point = sf::Vector2f(p->end) - startToEnd;
|
||||
}
|
||||
}
|
||||
else
|
||||
point = sf::Vector2f(p->start) + startToEnd * percentage;
|
||||
|
||||
// Take two points on a line orthogonal to the portal.
|
||||
thor::setLength(startToEnd, radius);
|
||||
startToEnd = thor::perpendicularVector(startToEnd);
|
||||
path.push_back(point + startToEnd);
|
||||
path.push_back(point - startToEnd);
|
||||
// Make sure the points are in the right order.
|
||||
if (thor::squaredLength(*(path.end() - 1) - *(path.end() - 3) ) <
|
||||
thor::squaredLength(*(path.end() - 2) - *(path.end() - 3) ))
|
||||
std::swap(*(path.end() - 1), *(path.end() - 2));
|
||||
}
|
||||
return path;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all characters that are within maxDistance from position.
|
||||
*/
|
||||
|
@ -177,23 +56,6 @@ std::vector<std::shared_ptr<Character> >
|
|||
return visible;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes start and end of an area, sets area to null.
|
||||
*/
|
||||
World::Portal::Portal(const sf::Vector2i& start, const sf::Vector2i& end) :
|
||||
start(start),
|
||||
end(end),
|
||||
area(nullptr) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the linear distance between two areas (using their center).
|
||||
*/
|
||||
float
|
||||
World::heuristic_cost_estimate(Area* start, Area* end) const {
|
||||
return thor::length(sf::Vector2f(end->center - start->center));
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks for collisions and applies movement, also removes sprites if
|
||||
* Sprite::getDelete returns true.
|
||||
|
@ -257,90 +119,6 @@ World::think(int elapsed) {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Inserts an area used for path finding.
|
||||
*
|
||||
* @parm rect Rectangle the area covers.
|
||||
*/
|
||||
void
|
||||
World::insertArea(const sf::IntRect& rect) {
|
||||
Area a;
|
||||
// Not sure why the offset of -50 is required, but with it, areas align
|
||||
// with tiles perfectly.
|
||||
a.area = sf::IntRect(rect.left * TileManager::TILE_SIZE.x - 50,
|
||||
rect.top * TileManager::TILE_SIZE.y - 50,
|
||||
rect.width * TileManager::TILE_SIZE.x,
|
||||
rect.height * TileManager::TILE_SIZE.y);
|
||||
a.center = sf::Vector2i(a.area.left + a.area.width / 2,
|
||||
a.area.top + a.area.height / 2);
|
||||
mAreas.push_back(a);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates portals that connect areas. Needs to be run after insertArea for
|
||||
* path finding to work.
|
||||
*
|
||||
* Could be improved by only checking nearby areas.
|
||||
*/
|
||||
void
|
||||
World::generatePortals() {
|
||||
for (Area& it : mAreas) {
|
||||
// We currently recreate portals for all existing areas, so we have
|
||||
// to clear in case this was already generated.
|
||||
it.portals.clear();
|
||||
for (Area& other : mAreas) {
|
||||
if (&it == &other)
|
||||
continue;
|
||||
Portal portal;
|
||||
portal.area = &other;
|
||||
if (it.area.left + it.area.width == other.area.left) {
|
||||
Interval overlap = Interval::IntervalFromPoints(it.area.top,
|
||||
it.area.top + it.area.height)
|
||||
.getOverlap(Interval::IntervalFromPoints(other.area.top,
|
||||
other.area.top + other.area.height));
|
||||
if (overlap.getLength() > 0) {
|
||||
portal.start = sf::Vector2i(other.area.left, overlap.start);
|
||||
portal.end = sf::Vector2i(other.area.left, overlap.end);
|
||||
it.portals.push_back(portal);
|
||||
}
|
||||
}
|
||||
if (other.area.left + other.area.width == it.area.left) {
|
||||
Interval overlap = Interval::IntervalFromPoints(it.area.top,
|
||||
it.area.top + it.area.height)
|
||||
.getOverlap(Interval::IntervalFromPoints(other.area.top,
|
||||
other.area.top + other.area.height));
|
||||
if (overlap.getLength() > 0) {
|
||||
portal.start = sf::Vector2i(it.area.left, overlap.start);
|
||||
portal.end = sf::Vector2i(it.area.left, overlap.end);
|
||||
it.portals.push_back(portal);
|
||||
}
|
||||
}
|
||||
else if (it.area.top + it.area.height == other.area.top) {
|
||||
Interval overlap = Interval::IntervalFromPoints(it.area.left,
|
||||
it.area.left + it.area.width)
|
||||
.getOverlap(Interval::IntervalFromPoints(other.area.left,
|
||||
other.area.left + other.area.width));
|
||||
if (overlap.getLength() > 0) {
|
||||
portal.start = sf::Vector2i(overlap.start, other.area.top);
|
||||
portal.end = sf::Vector2i(overlap.end, other.area.top);
|
||||
it.portals.push_back(portal);
|
||||
}
|
||||
}
|
||||
else if (other.area.top + other.area.height == it.area.top) {
|
||||
Interval overlap = Interval::IntervalFromPoints(it.area.left,
|
||||
it.area.left + it.area.width)
|
||||
.getOverlap(Interval::IntervalFromPoints(other.area.left,
|
||||
other.area.left + other.area.width));
|
||||
if (overlap.getLength() > 0) {
|
||||
portal.start = sf::Vector2i(overlap.start, it.area.top);
|
||||
portal.end = sf::Vector2i(overlap.end, it.area.top);
|
||||
it.portals.push_back(portal);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests for collisions using Seperating Axis Theorem (SAT).
|
||||
*
|
||||
|
@ -448,20 +226,6 @@ World::testCollision(std::shared_ptr<Sprite> spriteA,
|
|||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the area where point is in.
|
||||
* Just iterates through all areas and tests each.
|
||||
*/
|
||||
World::Area*
|
||||
World::getArea(const sf::Vector2f& point) const {
|
||||
for (auto area = mAreas.begin(); area != mAreas.end(); area++) {
|
||||
if (sf::FloatRect(area->area).contains(point))
|
||||
// Make the return value non-const for convenience.
|
||||
return &const_cast<Area&>(*area);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws all elements in the group.
|
||||
*/
|
||||
|
|
|
@ -26,52 +26,18 @@ public:
|
|||
void insertCharacter(std::shared_ptr<Character> character);
|
||||
void step(int elapsed);
|
||||
void think(int elapsed);
|
||||
void insertArea(const sf::IntRect& rect);
|
||||
void generatePortals();
|
||||
std::vector<sf::Vector2f> getPath(const sf::Vector2f& start,
|
||||
const sf::Vector2f& end, float radius) const;
|
||||
std::vector<std::shared_ptr<Character> >
|
||||
getCharacters(const sf::Vector2f& position, float maxDistance) const;
|
||||
|
||||
private:
|
||||
struct Area;
|
||||
/**
|
||||
* Edges
|
||||
*
|
||||
* Redundant data as portals are saved twice.
|
||||
*/
|
||||
struct Portal {
|
||||
Portal() = default;
|
||||
Portal(const sf::Vector2i& start, const sf::Vector2i& end);
|
||||
bool operator==(const Portal& p) {
|
||||
return start == p.start && end == p.end && area == p.area;
|
||||
}
|
||||
sf::Vector2i start;
|
||||
sf::Vector2i end;
|
||||
Area* area;
|
||||
};
|
||||
|
||||
/**
|
||||
* Nodes
|
||||
*/
|
||||
struct Area {
|
||||
sf::IntRect area;
|
||||
sf::Vector2i center;
|
||||
std::vector<Portal> portals;
|
||||
};
|
||||
|
||||
private:
|
||||
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
|
||||
bool testCollision(std::shared_ptr<Sprite> spriteA, std::shared_ptr<Sprite> spriteB,
|
||||
int elapsed) const;
|
||||
Area* getArea(const sf::Vector2f& point) const;
|
||||
float heuristic_cost_estimate(Area* start, Area* end) const;
|
||||
std::vector<Portal*> astarArea(Area* start, Area* end) const;
|
||||
|
||||
private:
|
||||
static const float WALL_DISTANCE_MULTIPLIER;
|
||||
std::map<Sprite::Category, std::vector<std::shared_ptr<Sprite> > > mDrawables;
|
||||
std::vector<Area> mAreas; //< This has to be a vector as objects are compared by address.
|
||||
std::vector<std::shared_ptr<Character> > mCharacters;
|
||||
};
|
||||
|
||||
|
|
|
@ -15,23 +15,25 @@
|
|||
#include "../util/Log.h"
|
||||
#include "../util/Yaml.h"
|
||||
#include "../World.h"
|
||||
#include "../Pathfinder.h"
|
||||
|
||||
const float Character::VISION_DISTANCE = 500.0f;
|
||||
|
||||
/**
|
||||
* Saves pointer to this instance in static var for think().
|
||||
*/
|
||||
Character::Character(World& world, TileManager& tileManager, const Data& data,
|
||||
const Yaml& config) :
|
||||
Character::Character(World& world, TileManager& tileManager, Pathfinder& pathfinder,
|
||||
const Data& data, const Yaml& config) :
|
||||
Sprite(data, config),
|
||||
mWorld(world),
|
||||
mTileManager(tileManager),
|
||||
mPathfinder(pathfinder),
|
||||
mMaxHealth(config.get(YAML_KEY::HEALTH, YAML_DEFAULT::HEALTH)),
|
||||
mCurrentHealth(mMaxHealth),
|
||||
mMovementSpeed(config.get(YAML_KEY::SPEED, YAML_DEFAULT::SPEED)),
|
||||
mWeapon(new Weapon(world, *this,
|
||||
Yaml(config.get(YAML_KEY::WEAPON, YAML_DEFAULT::WEAPON)))),
|
||||
mLastPosition(getPosition()){
|
||||
mLastPosition(getPosition()) {
|
||||
}
|
||||
|
||||
Character::~Character() {
|
||||
|
@ -112,7 +114,7 @@ Character::setDestination(const sf::Vector2f& destination) {
|
|||
mPath.clear();
|
||||
return true;
|
||||
}
|
||||
mPath = mWorld.getPath(getPosition(), destination, getRadius());
|
||||
mPath = mPathfinder.getPath(getPosition(), destination, getRadius());
|
||||
if (!mPath.empty())
|
||||
setSpeed(mPath.back() - getPosition(), mMovementSpeed);
|
||||
else {
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
|
||||
#include "Sprite.h"
|
||||
|
||||
class Pathfinder;
|
||||
class TileManager;
|
||||
class World;
|
||||
class Weapon;
|
||||
|
@ -21,7 +22,7 @@ class Yaml;
|
|||
class Character : public Sprite {
|
||||
public:
|
||||
explicit Character(World& world, TileManager& tileManager,
|
||||
const Data& data, const Yaml& config);
|
||||
Pathfinder& pathfinder, const Data& data, const Yaml& config);
|
||||
virtual ~Character() = 0;
|
||||
|
||||
void onDamage(int damage);
|
||||
|
@ -47,6 +48,7 @@ private:
|
|||
friend class World;
|
||||
World& mWorld;
|
||||
TileManager& mTileManager;
|
||||
Pathfinder& mPathfinder;
|
||||
|
||||
const int mMaxHealth;
|
||||
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
#include "simplexnoise.h"
|
||||
#include "../sprites/TileManager.h"
|
||||
#include "../util/Log.h"
|
||||
#include "../World.h"
|
||||
#include "../Pathfinder.h"
|
||||
|
||||
/// For usage with simplexnoise.h
|
||||
uint8_t perm[512];
|
||||
|
@ -40,7 +40,7 @@ Generator::Generator() {
|
|||
* power of two.
|
||||
*/
|
||||
void
|
||||
Generator::generateTiles(TileManager& tm, World& world,
|
||||
Generator::generateTiles(TileManager& tm, Pathfinder& pathfinder,
|
||||
const sf::IntRect& area) const {
|
||||
// Check if width and height are power of two.
|
||||
assert(area.width && !(area.width & (area.width - 1)));
|
||||
|
@ -74,8 +74,9 @@ Generator::generateTiles(TileManager& tm, World& world,
|
|||
TileManager::Type::FLOOR);
|
||||
}
|
||||
}
|
||||
generateAreas(world, filtered, area, sf::Vector2f(area.left, area.top));
|
||||
world.generatePortals();
|
||||
generateAreas(pathfinder, filtered, area,
|
||||
sf::Vector2f(area.left, area.top));
|
||||
pathfinder.generatePortals();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -155,13 +156,13 @@ Generator::filterWalls(std::vector<std::vector<bool> >& in,
|
|||
* @param offset Offset of tiles[0][0] from World coordinate (0, 0).
|
||||
*/
|
||||
void
|
||||
Generator::generateAreas(World& world, std::vector<std::vector<bool> >& tiles,
|
||||
Generator::generateAreas(Pathfinder& pathfinder, std::vector<std::vector<bool> >& tiles,
|
||||
const sf::IntRect& area, const sf::Vector2f& offset) {
|
||||
assert(area.width > 0 && area.height > 0);
|
||||
int count = countWalls(sf::IntRect(area.left - offset.y, area.top - offset.x,
|
||||
area.width, area.height), tiles);
|
||||
if (count == 0) {
|
||||
world.insertArea(sf::IntRect(area));
|
||||
pathfinder.insertArea(sf::IntRect(area));
|
||||
}
|
||||
else if (count == area.width * area.height) {
|
||||
return;
|
||||
|
@ -169,13 +170,13 @@ Generator::generateAreas(World& world, std::vector<std::vector<bool> >& tiles,
|
|||
else {
|
||||
int halfWidth = area.width / 2.0f;
|
||||
int halfHeight = area.height / 2.0f;
|
||||
generateAreas(world, tiles, sf::IntRect(area.left,
|
||||
generateAreas(pathfinder, tiles, sf::IntRect(area.left,
|
||||
area.top, halfWidth, halfHeight), offset);
|
||||
generateAreas(world, tiles, sf::IntRect(area.left + halfWidth,
|
||||
generateAreas(pathfinder, tiles, sf::IntRect(area.left + halfWidth,
|
||||
area.top, halfWidth, halfHeight), offset);
|
||||
generateAreas(world, tiles, sf::IntRect(area.left,
|
||||
generateAreas(pathfinder, tiles, sf::IntRect(area.left,
|
||||
area.top + halfHeight, halfWidth, halfHeight), offset);
|
||||
generateAreas(world, tiles, sf::IntRect(area.left + halfWidth,
|
||||
generateAreas(pathfinder, tiles, sf::IntRect(area.left + halfWidth,
|
||||
area.top + halfHeight, halfWidth, halfHeight), offset);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,13 +10,13 @@
|
|||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
class Pathfinder;
|
||||
class TileManager;
|
||||
class World;
|
||||
|
||||
class Generator {
|
||||
public:
|
||||
explicit Generator();
|
||||
void generateTiles(TileManager& tm, World& world,
|
||||
void generateTiles(TileManager& tm, Pathfinder& pathfinder,
|
||||
const sf::IntRect& area) const;
|
||||
//void generateCharacters(World& world, const sf::IntRect& area) const;
|
||||
sf::Vector2f getPlayerSpawn() const;
|
||||
|
@ -29,7 +29,7 @@ private:
|
|||
int x, int y, int longside, int shortside, int subtract);
|
||||
static int countWalls(const sf::IntRect& area,
|
||||
std::vector<std::vector<bool> >& tiles);
|
||||
static void generateAreas(World& world,
|
||||
static void generateAreas(Pathfinder& pathfinder,
|
||||
std::vector<std::vector<bool> >& tiles,
|
||||
const sf::IntRect& area, const sf::Vector2f& offset);
|
||||
};
|
||||
|
|
|
@ -9,9 +9,9 @@
|
|||
|
||||
#include <Thor/Vectors.hpp>
|
||||
|
||||
Enemy::Enemy(World& world, TileManager& tileManager,
|
||||
Enemy::Enemy(World& world, TileManager& tileManager, Pathfinder& pathfinder,
|
||||
const sf::Vector2f& position, const Yaml& config) :
|
||||
Character(world, tileManager, Data(position, CATEGORY_ACTOR, MASK_ALL),
|
||||
Character(world, tileManager, pathfinder, Data(position, CATEGORY_ACTOR, MASK_ALL),
|
||||
config) {
|
||||
}
|
||||
|
||||
|
|
|
@ -16,7 +16,8 @@ class Yaml;
|
|||
class Enemy : public Character {
|
||||
public:
|
||||
explicit Enemy(World& world, TileManager& tileManager,
|
||||
const sf::Vector2f& position, const Yaml& config);
|
||||
Pathfinder& pathfinder, const sf::Vector2f& position,
|
||||
const Yaml& config);
|
||||
|
||||
protected:
|
||||
virtual void onThink(int elapsed);
|
||||
|
|
|
@ -12,10 +12,10 @@
|
|||
/**
|
||||
* Initializes Sprite.
|
||||
*/
|
||||
Player::Player(World& world, TileManager& tileManager,
|
||||
Player::Player(World& world, TileManager& tileManager, Pathfinder& pathfinder,
|
||||
const sf::Vector2f& position, const Yaml& config) :
|
||||
Character(world, tileManager, Data(position, CATEGORY_ACTOR, MASK_ALL),
|
||||
config),
|
||||
Character(world, tileManager, pathfinder,
|
||||
Data(position, CATEGORY_ACTOR, MASK_ALL), config),
|
||||
mDirection(0) {
|
||||
}
|
||||
|
||||
|
|
|
@ -30,7 +30,8 @@ public:
|
|||
|
||||
public:
|
||||
explicit Player(World& world, TileManager& tileManager,
|
||||
const sf::Vector2f& position, const Yaml& config);
|
||||
Pathfinder& pathfinder, const sf::Vector2f& position,
|
||||
const Yaml& config);
|
||||
|
||||
void setCrosshairPosition(const sf::Vector2f& position);
|
||||
void pullTrigger();
|
||||
|
|
Reference in a new issue