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https://port.numenaute.org/aleajactaest/khanat-client.git
synced 2024-12-21 00:48:44 +00:00
184 lines
5.5 KiB
GDScript
184 lines
5.5 KiB
GDScript
extends Reference
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var SquareCell = preload("./square_cell.gd")
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var origin = Vector3( 0.0, 0.0, 0.0 )
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var size = Vector3( 0, 0, 0 )
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var cell_size = Vector3( 1.0, 1.0, 1.0 )
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var path_cost_default = 10.0
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var cells_cost = {}
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var obstacles = []
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var barrieres = {}
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func _init( p_size = Vector2( 100, 100 ), p_origin = Vector3( 0.0, 0.0, 0.0 ) ):
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self.origin = p_origin
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self.size = p_size
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func set_size( p_size ):
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self.size = p_size
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func get_cell_coords( cell ):
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var cell_coords = Vector3()
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if typeof(cell) == TYPE_VECTOR3:
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cell_coords = cell
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else:
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cell_coords = cell.coords
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return cell_coords
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func get_cell_at( p_position ):
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var position_local = p_position - self.origin
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var coords = (position_local / self.cell_size)
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var cell = SquareCell.new( coords )
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return cell
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func get_cell_position( p_cell ):
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var position = (p_cell.coords * self.cell_size) + self.origin
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return position
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func get_cell_direction( p_direction ):
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if p_direction is SquareCell.DIR_ALL:
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return p_direction
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var coords = self.get_cell_at( p_direction ).coords
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if coords is SquareCell.DIR_ALL:
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return coords
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return null
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func add_obstacle( cell, cost=0 ):
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self.obstacles.push_back( self.get_cell_coords( cell ) )
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func remove_obstacle( cell ):
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self.obstacles.erase( self.get_cell_coords( cell ) )
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func is_obstacle( cell ):
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return ( self.get_cell_coords( cell ) in self.obstacles )
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func add_barriere( cell, dir ):
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var coords = self.get_cell_coords( cell )
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if not coords in self.barrieres:
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self.barrieres[ coords ] = []
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if not dir in self.barrieres[ coords ]:
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self.barrieres[ coords ].push_back( dir )
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func remove_barriere( cell, dir ):
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var coords = self.get_cell_coords( cell )
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if coords in self.barrieres and dir in self.barrieres[ coords ]:
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self.barrieres[ coords ].remove( dir )
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func update_barrieres( p_cell, p_barrieres ):
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var coords = self.get_cell_coords( p_cell )
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self.barrieres[ coords ] = p_barrieres
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func is_barriere( cell, dir ):
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var coords = self.get_cell_coords( cell )
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if not coords in self.barrieres:
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return false
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if not dir in self.barrieres[ coords ]:
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return false
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return true
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func get_move_cost(p_cell, p_direction):
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var cell_coords = self.get_cell_coords( p_cell )
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var next_cell = SquareCell.new( cell_coords + p_direction )
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var cost = abs(p_direction.x) + abs(p_direction.y) + abs(p_direction.z)*self.get_cell_cost( next_cell )
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if self.is_obstacle( cell_coords ):
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return 0
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if cell_coords in self.barrieres and p_direction in self.barrieres[ cell_coords ]:
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return 0
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if next_cell.coords in self.barrieres and -p_direction in self.barrieres[ next_cell.coords ]:
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return 0
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return cost
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func find_path(start, goal, exceptions=[]):
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# Light a starry path from the start to the goal, inclusive
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start = start.coords
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goal = goal.coords
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# Make sure all the exceptions are coords
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var exc = []
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for exception in exceptions:
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if exception is SquareCell:
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exc.append(exception.coords)
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exceptions = exc
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# Now we begin the A* search
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var frontier = [self.make_priority_item(start, 0)]
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var came_from = {start: null}
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var cost_so_far = {start: 0}
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while not frontier.empty():
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var current = frontier.pop_front().v
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if current == goal:
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break
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for next_cell in SquareCell.new(current).get_cells_adjacent():
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var next = next_cell.coords
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var next_cost = self.get_move_cost(current, next - current)
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if next == goal and (next in exceptions or get_cell_cost(next) == 0):
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# Our goal is an obstacle, but we're next to it
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# so our work here is done
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came_from[next] = current
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frontier.clear()
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break
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if not next_cost or next in exceptions:
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# We shall not pass
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continue
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next_cost += cost_so_far[current]
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if not next in cost_so_far or next_cost < cost_so_far[next]:
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# New shortest path to that node
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cost_so_far[next] = next_cost
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var priority = next_cost + next_cell.cell_distance_to(goal)
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# Insert into the frontier
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var item = make_priority_item(next, priority)
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var idx = frontier.bsearch_custom(item, self, "comp_priority_item")
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frontier.insert(idx, item)
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came_from[next] = current
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if not goal in came_from:
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# Not found
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print( "Path not found." )
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return []
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# Follow the path back where we came_from
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var path = []
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if not (self.get_cell_cost(goal) == 0 or goal in exceptions):
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# We only include the goal if it's traversable
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path.append(SquareCell.new(goal))
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var current = goal
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while current != start:
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current = came_from[current]
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path.push_front(SquareCell.new(current))
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return path
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# Used to make a priority queue out of an array
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func make_priority_item(val, priority):
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return {"v": val, "p": priority}
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func comp_priority_item(a, b):
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return a.p < b.p
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func get_cell_cost( cell ):
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var cell_coords = self.get_cell_coords( cell )
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if self.is_obstacle( cell_coords ):
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return 0
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if cell_coords in self.cells_cost:
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return self.cells_cost[ cell_coords ]
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return self.path_cost_default
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