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OpenTTD-patches/bin/ai/library/graph/aystar/main.nut

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/* $Id$ */
/**
* An AyStar implementation.
* It solves graphs by finding the fastest route from one point to the other.
*/
class AyStar
{
_queue_class = import("queue.binary_heap", "", 1);
_cost_callback = null;
_estimate_callback = null;
_neighbours_callback = null;
_check_direction_callback = null;
_cost_callback_param = null;
_estimate_callback_param = null;
_neighbours_callback_param = null;
_check_direction_callback_param = null;
_open = null;
_closed = null;
_goals = null;
/**
* @param cost_callback A function that returns the cost of a path. It
* should accept four parameters, old_path, new_tile, new_direction and
* cost_callback_param. old_path is an instance of AyStar.Path, and
* new_node is the new node that is added to that path. It should return
* the cost of the path including new_node.
* @param estimate_callback A function that returns an estimate from a node
* to the goal node. It should accept four parameters, tile, direction,
* goal_nodes and estimate_callback_param. It should return an estimate to
* the cost from the lowest cost between node and any node out of goal_nodes.
* Note that this estimate is not allowed to be higher than the real cost
* between node and any of goal_nodes. A lower value is fine, however the
* closer it is to the real value, the better the performance.
* @param neighbours_callback A function that returns all neighbouring nodes
* from a given node. It should accept three parameters, current_path, node
* and neighbours_callback_param. It should return an array containing all
* neighbouring nodes, which are an array in the form [tile, direction].
* @param check_direction_callback A function that returns either false or
* true. It should accept four parameters, tile, existing_direction,
* new_direction and check_direction_callback_param. It should check
* if both directions can go together on a single tile.
* @param cost_callback_param This parameters will be passed to cost_callback
* as fourth parameter. Useful to send is an instance of an object.
* @param estimate_callback_param This parameters will be passed to
* estimate_callback as fourth parameter. Useful to send is an instance of an
* object.
* @param neighbours_callback_param This parameters will be passed to
* neighbours_callback as third parameter. Useful to send is an instance of
* an object.
* @param check_direction_callback_param This parameters will be passed to
* check_direction_callback as fourth parameter. Useful to send is an
* instance of an object.
*/
constructor(cost_callback, estimate_callback, neighbours_callback, check_direction_callback, cost_callback_param = null,
estimate_callback_param = null, neighbours_callback_param = null, check_direction_callback_param = null)
{
if (typeof(cost_callback) != "function") throw("'cost_callback' has to be a function-pointer.");
if (typeof(estimate_callback) != "function") throw("'estimate_callback' has to be a function-pointer.");
if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has to be a function-pointer.");
if (typeof(check_direction_callback) != "function") throw("'check_direction_callback' has to be a function-pointer.");
this._cost_callback = cost_callback;
this._estimate_callback = estimate_callback;
this._neighbours_callback = neighbours_callback;
this._check_direction_callback = check_direction_callback;
this._cost_callback_param = cost_callback_param;
this._estimate_callback_param = estimate_callback_param;
this._neighbours_callback_param = neighbours_callback_param;
this._check_direction_callback_param = check_direction_callback_param;
}
/**
* Initialize a path search between sources and goals.
* @param sources The source nodes. This can an array of either [tile, direction]-pairs or AyStar.Path-instances.
* @param goals The target tiles. This can be an array of either tiles or [tile, next_tile]-pairs.
* @param ignored_tiles An array of tiles that cannot occur in the final path.
*/
function InitializePath(sources, goals, ignored_tiles = []);
/**
* Try to find the path as indicated with InitializePath with the lowest cost.
* @param iterations After how many iterations it should abort for a moment.
* This value should either be -1 for infinite, or > 0. Any other value
* aborts immediatly and will never find a path.
* @return A route if one was found, or false if the amount of iterations was
* reached, or null if no path was found.
* You can call this function over and over as long as it returns false,
* which is an indication it is not yet done looking for a route.
*/
function FindPath(iterations);
};
function AyStar::InitializePath(sources, goals, ignored_tiles = [])
{
if (typeof(sources) != "array" || sources.len() == 0) throw("sources has be a non-empty array.");
if (typeof(goals) != "array" || goals.len() == 0) throw("goals has be a non-empty array.");
this._open = this._queue_class();
this._closed = AIList();
foreach (node in sources) {
if (typeof(node) == "array") {
if (node[1] <= 0) throw("directional value should never be zero or negative.");
local new_path = this.Path(null, node[0], node[1], this._cost_callback, this._cost_callback_param);
this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], goals, this._estimate_callback_param));
} else {
this._open.Insert(node, node.GetCost());
}
}
this._goals = goals;
foreach (tile in ignored_tiles) {
this._closed.AddItem(tile, ~0);
}
}
function AyStar::FindPath(iterations)
{
if (this._open == null) throw("can't execute over an uninitialized path");
while (this._open.Count() > 0 && (iterations == -1 || iterations-- > 0)) {
/* Get the path with the best score so far */
local path = this._open.Pop();
local cur_tile = path.GetTile();
/* Make sure we didn't already passed it */
if (this._closed.HasItem(cur_tile)) {
/* If the direction is already on the list, skip this entry */
if ((this._closed.GetValue(cur_tile) & path.GetDirection()) != 0) continue;
/* Scan the path for a possible collision */
local scan_path = path.GetParent();
local mismatch = false;
while (scan_path != null) {
if (scan_path.GetTile() == cur_tile) {
if (!this._check_direction_callback(cur_tile, scan_path.GetDirection(), path.GetDirection(), this._check_direction_callback_param)) {
mismatch = true;
break;
}
}
scan_path = scan_path.GetParent();
}
if (mismatch) continue;
/* Add the new direction */
this._closed.SetValue(cur_tile, this._closed.GetValue(cur_tile) | path.GetDirection());
} else {
/* New entry, make sure we don't check it again */
this._closed.AddItem(cur_tile, path.GetDirection());
}
/* Check if we found the end */
foreach (goal in this._goals) {
if (typeof(goal) == "array") {
if (cur_tile == goal[0]) {
local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
foreach (node in neighbours) {
if (node[0] == goal[1]) {
this._CleanPath();
return path;
}
}
continue;
}
} else {
if (cur_tile == goal) {
this._CleanPath();
return path;
}
}
}
/* Scan all neighbours */
local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
foreach (node in neighbours) {
if (node[1] <= 0) throw("directional value should never be zero or negative.");
if ((this._closed.GetValue(node[0]) & node[1]) != 0) continue;
/* Calculate the new paths and add them to the open list */
local new_path = this.Path(path, node[0], node[1], this._cost_callback, this._cost_callback_param);
this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], this._goals, this._estimate_callback_param));
}
}
if (this._open.Count() > 0) return false;
this._CleanPath();
return null;
}
function AyStar::_CleanPath()
{
this._closed = null;
this._open = null;
this._goals = null;
}
/**
* The path of the AyStar algorithm.
* It is reversed, that is, the first entry is more close to the goal-nodes
* than his GetParent(). You can walk this list to find the whole path.
* The last entry has a GetParent() of null.
*/
class AyStar.Path
{
_prev = null;
_tile = null;
_direction = null;
_cost = null;
constructor(old_path, new_tile, new_direction, cost_callback, cost_callback_param)
{
this._prev = old_path;
this._tile = new_tile;
this._direction = new_direction;
this._cost = cost_callback(old_path, new_tile, new_direction, cost_callback_param);
};
/**
* Return the tile where this (partial-)path ends.
*/
function GetTile() { return this._tile; }
/**
* Return the direction from which we entered the tile in this (partial-)path.
*/
function GetDirection() { return this._direction; }
/**
* Return an instance of this class leading to the previous node.
*/
function GetParent() { return this._prev; }
/**
* Return the cost of this (partial-)path from the beginning up to this node.
*/
function GetCost() { return this._cost; }
};