ref: 596459dd77e5c3e66a57be31e711a58624024881
dir: /jpsb.c/
#include <u.h> #include <libc.h> #include <draw.h> #include "dat.h" #include "fns.h" /* jump point search with block-based symmetry breaking (JPS(B): 2014, harabor and * grastien), using pairing heaps for priority queues and a bitmap representing the * entire map. * no preprocessing since we'd have to repair the database each time anything moves, * which is a pain. * no pruning of intermediate nodes (JPS(B+P)) as of yet, until other options are * assessed. * the pruning rules adhere to (2012, harabor and grastien) to disallow corner cutting * in diagonal movement, and movement code elsewhere reflects that. * if there is no path to the target, the unit still has to move to the nearest * accessible node. if there is such a node, we first attempt to find a nearer * non-jump point in a cardinal direction, and if successful, the point is added at * the end of the path. unlike plain a∗, we cannot rely on the path backtracked from * the nearest node, since it is no longer guaranteed to be optimal, and will in fact * go all over the place. unless jump points can be connected to all other visible * jump points so as to perform a search on this reduced graph without rediscovering * the map, we're forced to re-do pathfinding to this nearest node. the search should * be much quicker since this new node is accessible. * pathfinding is not limited to an area, so entire map may be scanned, which is too * slow. simple approaches don't seem to work well, it would perhaps be better to * only consider a sub-grid of the map, but the data structures currently used do not * allow it. since the pathfinding algorithm will probably change, the current * implementation disregards the issue. * pathfinding is limited by number of moves (the cost function). this prevents the * search to look at the entire map, but also means potentially non-optimal paths and * more pathfinding when crossing the boundaries. * since units are bigger than the pathfinding grid, the grid is "compressed" when * scanned by using a sliding window the size of the unit, so the rest of the algorithm * still operates on 3x3 neighbor grids, with each bit checking as many nodes as needed * for impassibility. such an approach has apparently not been discussed in regards * to JPS(B), possibly since JPS(B) is a particular optimization of the original * algorithm and this snag may rarely be hit in practice. * map dimensions are assumed to be multiples of 16 tiles. * the code is currently horrendously ugly, though short, and ultimately wrong. * movement should occur at any angle (rather than in 8 directions) and unit sizes * do not have a common denominator higher than 1 pixel. */ enum{ θ∅ = 0, θN, θE, θS, θW, θNE, θSE, θSW, θNW, }; /* FIXME: horrendous. use fucking tables you moron */ static Node * jumpeast(int x, int y, int w, int h, Node *b, int *ofs, int left, int rot) { int nbits, steps, stop, end, *u, *v, ss, Δu, Δug, Δug2, Δvg; u64int bs, *row; Node *n; if(rot){ u = &y; v = &x; Δug = b->y - y; Δvg = b->x - x; }else{ u = &x; v = &y; Δug = b->x - x; Δvg = b->y - y; } steps = 0; nbits = 64 - w + 1; ss = left ? -1 : 1; (*v)--; for(;;){ row = bload(Pt(x, y), Pt(w, h), Pt(0, 2), left, rot); bs = row[1]; if(left){ bs |= row[0] << 1 & ~row[0]; bs |= row[2] << 1 & ~row[2]; }else{ bs |= row[0] >> 1 & ~row[0]; bs |= row[2] >> 1 & ~row[2]; } if(bs) break; (*u) += ss * nbits; steps += nbits; } if(left){ stop = lsb(bs); Δu = stop; }else{ stop = msb(bs); Δu = 63 - stop; } end = (row[1] & 1ULL << stop) != 0; (*u) += ss * Δu; (*v)++; steps += Δu; Δug2 = rot ? b->y - y : b->x - x; if(ofs != nil) *ofs = steps; if(end && Δug2 == 0) return nil; if(Δvg == 0 && (Δug == 0 || (Δug < 0) ^ (Δug2 < 0))){ b->Δg = steps - abs(Δug2); b->Δlen = b->Δg; return b; } if(end) return nil; assert(x < mapwidth && y < mapheight); n = map + y * mapwidth + x; n->x = x; n->y = y; n->Δg = steps; n->Δlen = steps; return n; } static Node * jumpdiag(int x, int y, int w, int h, Node *b, int dir) { int left1, ofs1, left2, ofs2, Δx, Δy, steps; Node *n; steps = 0; left1 = left2 = Δx = Δy = 0; switch(dir){ case θNE: left1 = 1; left2 = 0; Δx = 1; Δy = -1; break; case θSW: left1 = 0; left2 = 1; Δx = -1; Δy = 1; break; case θNW: left1 = 1; left2 = 1; Δx = -1; Δy = -1; break; case θSE: left1 = 0; left2 = 0; Δx = 1; Δy = 1; break; } for(;;){ steps++; x += Δx; y += Δy; if(*bload(Pt(x, y), Pt(w, h), ZP, 0, 0) & 1ULL << 63) return nil; if(jumpeast(x, y, w, h, b, &ofs1, left1, 1) != nil || jumpeast(x, y, w, h, b, &ofs2, left2, 0) != nil) break; if(ofs1 == 0 || ofs2 == 0) return nil; } assert(x < mapwidth && y < mapheight); n = map + y * mapwidth + x; n->x = x; n->y = y; n->Δg = steps; n->Δlen = steps * SQRT2; return n; } static Node * jump(int x, int y, int w, int h, Node *b, int dir) { Node *n; switch(dir){ case θE: n = jumpeast(x, y, w, h, b, nil, 0, 0); break; case θW: n = jumpeast(x, y, w, h, b, nil, 1, 0); break; case θS: n = jumpeast(x, y, w, h, b, nil, 0, 1); break; case θN: n = jumpeast(x, y, w, h, b, nil, 1, 1); break; default: n = jumpdiag(x, y, w, h, b, dir); break; } return n; } /* 2012, harabor and grastien: disabling corner cutting implies that only moves in * a cardinal direction may produce forced neighbors */ static int forced(int n, int dir) { int m; m = 0; switch(dir){ case θN: if((n & (1<<8 | 1<<5)) == 1<<8) m |= 1<<5 | 1<<2; if((n & (1<<6 | 1<<3)) == 1<<6) m |= 1<<3 | 1<<0; break; case θE: if((n & (1<<2 | 1<<1)) == 1<<2) m |= 1<<1 | 1<<0; if((n & (1<<8 | 1<<7)) == 1<<8) m |= 1<<7 | 1<<6; break; case θS: if((n & (1<<2 | 1<<5)) == 1<<2) m |= 1<<5 | 1<<8; if((n & (1<<0 | 1<<3)) == 1<<0) m |= 1<<3 | 1<<6; break; case θW: if((n & (1<<0 | 1<<1)) == 1<<0) m |= 1<<1 | 1<<2; if((n & (1<<6 | 1<<7)) == 1<<6) m |= 1<<7 | 1<<8; break; } return m; } static int natural(int n, int dir) { int m; switch(dir){ /* disallow corner coasting on the very first move */ default: if((n & (1<<1 | 1<<3)) != 0) n |= 1<<0; if((n & (1<<7 | 1<<3)) != 0) n |= 1<<6; if((n & (1<<7 | 1<<5)) != 0) n |= 1<<8; if((n & (1<<1 | 1<<5)) != 0) n |= 1<<2; return n; case θN: return n | ~(1<<1); case θE: return n | ~(1<<3); case θS: return n | ~(1<<7); case θW: return n | ~(1<<5); case θNE: m = 1<<1 | 1<<3; return (n & m) == 0 ? n | ~(1<<0 | m) : n | 1<<0; case θSE: m = 1<<7 | 1<<3; return (n & m) == 0 ? n | ~(1<<6 | m) : n | 1<<6; case θSW: m = 1<<7 | 1<<5; return (n & m) == 0 ? n | ~(1<<8 | m) : n | 1<<8; case θNW: m = 1<<1 | 1<<5; return (n & m) == 0 ? n | ~(1<<2 | m) : n | 1<<2; } } static int prune(int n, int dir) { return natural(n, dir) & ~forced(n, dir); } static int neighbors(int x, int y, int w, int h) { u64int *row; row = bload(Pt(x-1,y-1), Pt(w,h), Pt(2,2), 1, 0); return (row[2] & 7) << 6 | (row[1] & 7) << 3 | row[0] & 7; } /* FIXME: this is super broken (see notes + sshots) */ Node ** jpsbsuccessors(Mobj *mo, Node *n, Node *goal) { static Node *dir[8+1]; static dtab[2*(nelem(dir)-1)]={ 1<<1, θN, 1<<3, θE, 1<<7, θS, 1<<5, θW, 1<<0, θNE, 1<<6, θSE, 1<<8, θSW, 1<<2, θNW }; int i, ns; Node *s, **p; ns = neighbors(n->x, n->y, mo->o->w, mo->o->h); ns = prune(ns, n->dir); memset(dir, 0, sizeof dir); for(i=0, p=dir; i<nelem(dtab); i+=2){ if(ns & dtab[i]) continue; if((s = jump(n->x, n->y, mo->o->w, mo->o->h, goal, dtab[i+1])) != nil){ s->dir = dtab[i+1]; *p++ = s; } } return dir; } /* FIXME: clean all this garbage out once map reimplemented */ static Node *nearest; static Node ** nearestsuccessors(Mobj *mo, Node *n, Node *goal) { static Node *dir[8+1]; static dtab[2*(nelem(dir)-1)]={ -1,-1, 0,-1, 1,-1, -1,0, 1,0, -1,1, 0,1, 1,1, }; int i; double d; Node *s, **p; d = octdist(nearest->Point, goal->Point); memset(dir, 0, sizeof dir); for(i=0, p=dir; i<nelem(dtab); i+=2){ s = n + dtab[i+1] * mapwidth + dtab[i]; if(s >= map && s < map + mapwidth * mapheight){ s->Point = addpt(n->Point, Pt(dtab[i], dtab[i+1])); if(octdist(s->Point, goal->Point) > d || isblocked(s->Point, mo->o)) continue; s->Δg = 1; s->Δlen = dtab[i] != 0 && dtab[i+1] != 0 ? SQRT2 : 1; // UGHHHHh s->x = (s - map) % mapwidth; s->y = (s - map) / mapwidth; *p++ = s; } } return dir; } Node * jpsbnearestnonjump(Mobj *mo, Node *nearestjump, Node *goal) { nearest = nearestjump; return a∗(mo, nearestjump, goal, nearestsuccessors); }