6419d06f3c
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1677 542714f4-19e9-0310-aa3c-eee0fc999fb1
368 lines
11 KiB
Java
368 lines
11 KiB
Java
//
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// $Id: AStarPathUtil.java,v 1.20 2002/09/13 00:51:19 ray Exp $
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package com.threerings.miso.scene.util;
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import java.awt.Point;
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import java.util.*;
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import com.samskivert.util.HashIntMap;
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import com.threerings.media.util.MathUtil;
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import com.threerings.miso.Log;
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import com.threerings.miso.scene.DisplayMisoScene;
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import com.threerings.miso.scene.Traverser;
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import com.threerings.miso.tile.BaseTile;
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/**
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* The <code>AStarPathUtil</code> class provides a facility for
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* finding a reasonable path between two points in a scene using the
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* A* search algorithm.
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*
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* <p> See the path-finding article on
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* <a href="http://www.gamasutra.com/features/19990212/sm_01.htm">
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* Gamasutra</a> for more detailed information.
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*/
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public class AStarPathUtil
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{
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/**
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* Return a list of <code>Point</code> objects representing a path
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* from coordinates <code>(ax, by)</code> to <code>(bx, by)</code>,
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* inclusive, determined by performing an A* search in the given
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* scene's base tile layer. Assumes the starting and destination nodes
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* are traversable by the specified traverser.
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*
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* @param scene the scene in which a path is to be computed.
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* @param tilewid the scene width in tiles.
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* @param tilehei the scene height in tiles.
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* @param trav the traverser to follow the path.
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* @param ax the starting x-position in tile coordinates.
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* @param ay the starting y-position in tile coordinates.
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* @param bx the ending x-position in tile coordinates.
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* @param by the ending y-position in tile coordinates.
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*
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* @return the list of points in the path.
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*/
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public static List getPath (
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DisplayMisoScene scene, int tilewid, int tilehei, Traverser trav,
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int ax, int ay, int bx, int by)
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{
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AStarInfo info = new AStarInfo(scene, tilewid, tilehei, trav, bx, by);
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// set up the starting node
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AStarNode s = info.getNode(ax, ay);
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s.g = 0;
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s.h = getDistanceEstimate(ax, ay, bx, by);
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s.f = s.g + s.h;
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// push starting node on the open list
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info.open.add(s);
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// while there are more nodes on the open list
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while (info.open.size() > 0) {
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// pop the best node so far from open
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AStarNode n = (AStarNode)info.open.first();
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info.open.remove(n);
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// if node is a goal node
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if (n.x == bx && n.y == by) {
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// construct and return the acceptable path
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return getNodePath(n);
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}
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// consider each successor of the node
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considerStep(info, n, n.x - 1, n.y - 1, DIAGONAL_COST);
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considerStep(info, n, n.x, n.y - 1, ADJACENT_COST);
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considerStep(info, n, n.x + 1, n.y - 1, DIAGONAL_COST);
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considerStep(info, n, n.x - 1, n.y, ADJACENT_COST);
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considerStep(info, n, n.x + 1, n.y, ADJACENT_COST);
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considerStep(info, n, n.x - 1, n.y + 1, DIAGONAL_COST);
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considerStep(info, n, n.x, n.y + 1, ADJACENT_COST);
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considerStep(info, n, n.x + 1, n.y + 1, DIAGONAL_COST);
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// push the node on the closed list
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info.closed.add(n);
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}
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// no path found
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return null;
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}
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/**
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* Consider the step <code>(n.x, n.y)</code> to <code>(x, y)</code>
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* for possible inclusion in the path.
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*
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* @param info the info object.
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* @param n the originating node for the step.
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* @param x the x-coordinate for the destination step.
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* @param y the y-coordinate for the destination step.
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*/
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protected static void considerStep (
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AStarInfo info, AStarNode n, int x, int y, int cost)
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{
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// skip node if it's outside the map bounds or otherwise impassable
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if (!info.isStepValid(n.x, n.y, x, y)) {
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return;
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}
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// if it's offscreen, bang up the cost considerably
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if (!info.isCoordinateValid(x, y)) {
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cost += OFFSCREEN_COST;
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}
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// calculate the new cost for this node
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int newg = n.g + cost;
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// make sure the cost is reasonable (so we don't go crazy computing
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// offscreen costs)
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if (newg > info.maxcost) {
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// Log.info("Rejected costly step.");
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return;
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}
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// retrieve the node corresponding to this location
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AStarNode np = info.getNode(x, y);
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// skip if it's already in the open or closed list or if its
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// actual cost is less than the just-calculated cost
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if ((info.open.contains(np) || info.closed.contains(np)) &&
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np.g <= newg) {
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return;
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}
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// remove the node from the open list since we're about to
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// modify its score which determines its placement in the list
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info.open.remove(np);
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// update the node's information
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np.parent = n;
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np.g = newg;
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np.h = getDistanceEstimate(np.x, np.y, info.destx, info.desty);
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np.f = np.g + np.h;
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// remove it from the closed list if it's present
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info.closed.remove(np);
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// add it to the open list for further consideration
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info.open.add(np);
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}
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/**
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* Return a list of <code>Point</code> objects detailing the path
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* from the first node (the given node's ultimate parent) to the
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* ending node (the given node itself.)
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*
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* @param n the ending node in the path.
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*
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* @return the list detailing the path.
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*/
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protected static List getNodePath (AStarNode n)
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{
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AStarNode cur = n;
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ArrayList path = new ArrayList();
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while (cur != null) {
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// add to the head of the list since we're traversing from
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// the end to the beginning
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path.add(0, new Point(cur.x, cur.y));
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// advance to the next node in the path
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cur = cur.parent;
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}
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return path;
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}
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/**
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* Return a heuristic estimate of the cost to get from <code>(ax,
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* ay)</code> to <code>(bx, by)</code>.
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*/
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protected static int getDistanceEstimate (int ax, int ay, int bx, int by)
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{
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// we're doing all of our cost calculations based on geometric
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// distance times ten
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int xsq = bx - ax;
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int ysq = by - ay;
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return (int) (ADJACENT_COST * Math.sqrt(xsq * xsq + ysq * ysq));
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}
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/** The standard cost to move between nodes. */
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public static final int ADJACENT_COST = 10;
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/** The cost to move diagonally. */
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public static final int DIAGONAL_COST = (int) Math.sqrt(
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(ADJACENT_COST * ADJACENT_COST) * 2);
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/** A big old additional cost incurred for offscreen movement. */
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public static final int OFFSCREEN_COST = 1000;
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}
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/**
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* A holding class to contain the wealth of information referenced
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* while performing an A* search for a path through a tile array.
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*/
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class AStarInfo
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{
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/** The scene whose base tile layer is being traversed. */
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public DisplayMisoScene scene;
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/** The tile array dimensions. */
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public int tilewid, tilehei;
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/** The traverser moving along the path. */
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public Traverser trav;
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/** The set of open nodes being searched. */
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public SortedSet open;
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/** The set of closed nodes being searched. */
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public ArrayList closed;
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/** The destination coordinates in the tile array. */
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public int destx, desty;
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/** The maximum cost of any path that we'll consider. */
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public int maxcost;
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public AStarInfo (
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DisplayMisoScene scene, int tilewid, int tilehei, Traverser trav,
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int destx, int desty)
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{
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// save off references
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this.scene = scene;
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this.tilewid = tilewid;
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this.tilehei = tilehei;
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this.trav = trav;
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this.destx = destx;
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this.desty = desty;
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// compute the maximum cost as the maximum onscreen path plus
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// the maximum offscreen cost
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this.maxcost = ((tilewid + tilehei) * AStarPathUtil.ADJACENT_COST) +
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MAX_OFFSCREEN * AStarPathUtil.OFFSCREEN_COST;
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// construct the open and closed lists
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open = new TreeSet();
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closed = new ArrayList();
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}
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/**
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* Returns whether the given coordinate is valid based on the
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* dimensions of the map being traversed.
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*/
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protected boolean isCoordinateValid (int x, int y)
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{
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return (x >= 0 && y >= 0 && x < tilewid && y < tilehei &&
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(scene.getBaseTile(x, y) != null));
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}
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/**
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* Returns whether moving from the given source to destination
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* coordinates is a valid move.
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*/
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protected boolean isStepValid (int sx, int sy, int dx, int dy)
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{
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// not traversable if the destination itself fails test
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if (!isTraversable(dx, dy)) {
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return false;
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}
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// if the step is diagonal, make sure the corners don't impede
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// our progress
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if ((Math.abs(dx - sx) == 1) && (Math.abs(dy - sy) == 1)) {
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return isTraversable(dx, sy) && isTraversable(sx, dy);
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}
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// non-diagonals are always traversable
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return true;
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}
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/**
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* Returns whether the given coordinate is valid and traversable.
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*/
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protected boolean isTraversable (int x, int y)
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{
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if (isCoordinateValid(x, y)) {
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BaseTile tile = scene.getBaseTile(x, y);
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return (tile == null) || trav.canTraverse(tile);
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}
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return true;
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}
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/**
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* Get or create the node for the specified point.
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*/
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public AStarNode getNode (int x, int y)
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{
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// note: this _could_ break for unusual values of x and y.
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// perhaps use a IntTuple as a key? Bleah.
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int key = (x << 16) | (y & 0xffff);
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AStarNode node = (AStarNode) _nodes.get(key);
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if (node == null) {
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node = new AStarNode(x, y);
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_nodes.put(key, node);
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}
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return node;
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}
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/** The nodes being considered in the path. */
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protected HashIntMap _nodes = new HashIntMap();
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/** The maximum number of offscreen points we'll consider. */
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protected static final int MAX_OFFSCREEN = 6;
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}
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/**
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* A class that represents a single traversable node in the tile array
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* along with its current A*-specific search information.
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*/
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class AStarNode implements Comparable
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{
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/** The node coordinates. */
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public int x, y;
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/** The actual cheapest cost of arriving here from the start. */
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public int g;
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/** The heuristic estimate of the cost to the goal from here. */
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public int h;
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/** The score assigned to this node. */
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public int f;
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/** The node from which we reached this node. */
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public AStarNode parent;
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/** The node's monotonically-increasing unique identifier. */
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public int id;
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public AStarNode (int x, int y)
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{
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this.x = x;
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this.y = y;
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id = _nextid++;
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}
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public int compareTo (Object o)
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{
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int bf = ((AStarNode)o).f;
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// since the set contract is fulfilled using the equality results
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// returned here, and we'd like to allow multiple nodes with
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// equivalent scores in our set, we explicitly define object
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// equivalence as the result of object.equals(), else we use the
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// unique node id since it will return a consistent ordering for
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// the objects.
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if (f == bf) {
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return (this == o) ? 0 : (id - ((AStarNode)o).id);
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}
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return f - bf;
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}
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/** The next unique node id. */
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protected static int _nextid = 0;
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}
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