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#include "Pather.h"
#include <iostream>
Pather::Pather(Map* map_) {
map = map_;
}
Pather::~Pather() {
}
sf::Vector2i Pather::getEndNodePosition() {
return end_node->getPosition();
}
node* Pather::getActiveNode() {
return active_node;
}
std::deque<int> Pather::getPathTo(sf::Vector2i start, sf::Vector2i end) {
// Clear the visited map of erroneous data
for (int i = 0; i < Map::CELLS_WIDTH; i++) {
for (int l = 0; l < Map::CELLS_HEIGHT; l++) {
visited_map(i, l) = 0;
}
}
// Place the start and end nodes
start_node = new node(start, 7000, 0, nullptr, this);
end_node = new node(end, 0, 0, nullptr, this);
// Set the entry point, clean up any stray data from last run
active_node = start_node;
open_list.clear();
closed_list.clear();
// Seed for the loop, hueristic is intentionally high
open_list.emplace(start_node, start_node->getHueristic());
// Set up the early exit, and enter into the loop
early_exit = false;
path_list = loop();
return path_list;
}
std::deque<int> Pather::loop() {
while (!open_list.empty() && !early_exit) {
if (closed_list.size() > 1000) { // Quits when the path gets to be over 1000 long, janky
no_path = true; // Signal no path was found
early_exit = true; // Break
break;
}
// Check to see if we're at our destination, break if we are
if (active_node->getPosition().x == end_node->getPosition().x && active_node->getPosition().y == end_node->getPosition().y) {
early_exit = true;
break;
}
// If we didn't get held up before, do a round of a*
else {
// Find the pair with the lowest hueristic
std::pair<node*, double> bestMin(start_node, 10000); // Get a clean value for the comparison
// Compare all the values in openList for the one with the smallest hueristic
// O(n) complexity so it can get verrrrryyyy slow
for (auto testMin: open_list) {
if (bestMin.second >= testMin.second)
bestMin = testMin;
}
// Set the new active node to the lowest hueristic that we found earlier
active_node = bestMin.first;
// Find the neighbors for that node
active_node->getNewNeighbors();
// Remove the active node from the openlist as you have visited it and called its neighbors
open_list.erase(active_node);
// Check to see if the node has already been added to the closed list, if not, add it
if (closed_list.count(active_node) == 0) {
closed_list.emplace(active_node, active_node->getHueristic());
}
}
}
// When we're done, get the return path
std::deque<int> return_path = returnPath();
if (no_path || return_path.empty()) { // If we had an error, display it
return std::deque<int>();
std::cout << " no return path " << std::endl;
}
return return_path;
}
std::deque<int> Pather::returnPath() {
// Deque that will be returned
std::deque<int> path;
// Backtrack through the active_nodes, adding their cameFrom value to the deque
while (active_node->getParent() != nullptr) {
path.push_back(active_node->getCameFrom());
node* parent = active_node->getParent();
delete active_node;
active_node = parent;
}
return path;
}