Init
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197
aStar/Pather.cpp
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197
aStar/Pather.cpp
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#include "Pather.h"
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#include <iostream>
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node::node(sf::Vector2i XY, int h, int cF, int cL, node* p, Pather* pather_) {
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xy = XY;
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hueristic = h;
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cameFrom = cF;
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closedList = cL;
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parent = p;
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pather = pather_;
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}
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node::node() {
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}
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node::~node() {
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}
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void node::neighbors() {
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int x = pather->getEndNodePosition().x;
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int y = pather->getEndNodePosition().y;
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sf::Vector2i dest0XY(xy.x, xy.y - 1); // North
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if (!pather->map->isTileSolid(dest0XY) && pather->visitedMap[dest0XY.x][dest0XY.y] != 1) {
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// If so, find the distance between this node and the end node, the hueristic
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int tempx = (x - dest0XY.x);
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int tempy = (y - dest0XY.y);
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// I think dv is the hueristic??
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double dv = sqrt((tempx * tempx) + (tempy * tempy));
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int v = static_cast<int>(dv);
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// Take that value and create a new node
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pather->openList.emplace(new node(dest0XY, v, 0, 1, pather->active_node, pather), v);
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// Set that tile as visited so we don't get stuck in a loop
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pather->visitedMap[dest0XY.x][dest0XY.y] = 1;
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}
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sf::Vector2i dest1XY(xy.x + 1, xy.y); // East
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if (!pather->map->isTileSolid(dest1XY) && pather->visitedMap[dest1XY.x][dest1XY.y] != 1) {
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// If so, find the distance between this node and the end node, the hueristic
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int tempx = (x - dest1XY.x);
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int tempy = (y - dest1XY.y);
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// I think dv is the hueristic??
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double dv = sqrt((tempx * tempx) + (tempy * tempy));
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int v = static_cast<int>(dv);
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// Take that value and create a new node
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pather->openList.emplace(new node(dest1XY, v, 0, 1, pather->active_node, pather), v);
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// Set that tile as visited so we don't get stuck in a loop
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pather->visitedMap[dest1XY.x][dest1XY.y] = 1;
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}
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sf::Vector2i dest2XY(xy.x, xy.y + 1); // South
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if (!pather->map->isTileSolid(dest2XY) && pather->visitedMap[dest2XY.x][dest2XY.y] != 1) {
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// If so, find the distance between this node and the end node, the hueristic
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int tempx = (x - dest2XY.x);
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int tempy = (y - dest2XY.y);
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// I think dv is the hueristic??
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double dv = sqrt((tempx * tempx) + (tempy * tempy));
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int v = static_cast<int>(dv);
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// Take that value and create a new node
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pather->openList.emplace(new node(dest2XY, v, 0, 1, pather->active_node, pather), v);
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// Set that tile as visited so we don't get stuck in a loop
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pather->visitedMap[dest2XY.x][dest2XY.y] = 1;
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}
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sf::Vector2i dest3XY(xy.x - 1, xy.y); // West
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if (!pather->map->isTileSolid(dest3XY) && pather->visitedMap[dest3XY.x][dest3XY.y] != 1) {
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// If so, find the distance between this node and the end node, the hueristic
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int tempx = (x - dest3XY.x);
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int tempy = (y - dest3XY.y);
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// I think dv is the hueristic??
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double dv = sqrt((tempx * tempx) + (tempy * tempy));
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int v = static_cast<int>(dv);
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// Take that value and create a new node
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pather->openList.emplace(new node(dest3XY, v, 0, 1, pather->active_node, pather), v);
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// Set that tile as visited so we don't get stuck in a loop
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pather->visitedMap[dest3XY.x][dest3XY.y] = 1;
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}
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}
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Pather::Pather(Map* map_) {
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map = map_;
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}
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Pather::~Pather() {
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}
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sf::Vector2i Pather::getEndNodePosition() {
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return end_node->xy;
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}
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std::vector<int> Pather::pathTo(sf::Vector2i start, sf::Vector2i end) {
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// Clear the visited map for erroneous data
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for (int i = 0; i < Map::CELLS_WIDTH; i++) {
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for (int l = 0; l < Map::CELLS_HEIGHT; l++) {
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visitedMap[i][l] = 0;
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}
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}
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// Place the start and end nodes
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start_node = new node(start, 0, 0, 0, nullptr, this);
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end_node = new node(end, 0, 0, 0, nullptr, this);
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// Set the entry point, clean up any stray data from last run
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active_node = start_node;
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openList.clear();
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closedList.clear();
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// Seed for the loop
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openList.emplace(start_node, 0);
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early_exit = false;
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//path_list = Loop();
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return path_list;
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}
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std::vector<int> Pather::loop() {
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while (!openList.empty() && !early_exit) {
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// Early exit jankyness, need to change this
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if (closedList.size() > 3000) {
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no_path = true;
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early_exit = true;
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break;
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}
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else if (active_node->xy.x == end_node->xy.x && end_node->xy.y == end_node->xy.y) {
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early_exit = true;
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break;
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}
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else {
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// Find the pair with the lowest hueristic
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// 5/10
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std::pair<node*, int> bestMin;
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for (auto testMin: openList) {
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if (bestMin.second < testMin.second)
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bestMin = testMin;
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}
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// Find the neighbors for that node
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active_node->neighbors();
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// Remove the active node from the openlist as you have visited it and called its neighbors
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openList.erase(active_node);
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// Check to see if the node has already been added to the closed list, if not, add it
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if (closedList.count(active_node) > 0) {
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closedList.emplace(active_node, active_node->hueristic);
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}
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// Set the new active node to the lowest hueristic that we found earlier
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active_node = bestMin.first;
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}
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}
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std::vector<int> return_path = returnPath();
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if (no_path || return_path.empty()) {
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return std::vector<int>(0, 0);
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std::cout << " no return path " << std::endl;
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}
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return return_path;
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}
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std::vector<int> Pather::returnPath() {
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std::vector<int> path;
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while (active_node != nullptr) {
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path.push_back(active_node->cameFrom);
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delete active_node;
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active_node = active_node->parent;
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}
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return path;
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}
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