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Copy pathAIManager.cpp
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306 lines (281 loc) · 9.38 KB
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#include "src/AIManager.h"
AIManager& AIManager::getInstance()
{
static AIManager instance;
return instance;
}
bool isGoal(Node*, Node*);
float calculateHn(Vector3f, Vector3f);
void getSuccessors(Node* current , std::vector<Node*>& list, std::vector<Node*>& closed, Vector3f);
bool checkObstacle(Vector3f);
Node* AIManager::astar(Vector3f end, Vector3f begin)
{
bool firstGo = true;
Node* start = new Node(begin);
Node* goal = new Node(end);
Node* current;
std::vector<Node*> openlist;
std::vector<Node*> closelist;
Vector3f goalvf = end;
openlist.push_back(start);
std::make_heap(openlist.begin(), openlist.end());
while(!openlist.empty())
{
current = openlist.front();
std::pop_heap(openlist.begin(), openlist.end());
openlist.pop_back();
if(isGoal(current, goal))
{
return current;
}
// getSuccessors(current, openlist, closelist, end);
//If adjacent position is not obstacle and not on closed
//add adjacent positions to list
Node* temp = new Node;
bool valid = true;
//if(!Overlay::isObstacle(current->_x+STEP, current->_y, current->_z))
if(!checkObstacle(Vector3f(current->_x+STEP, current->_y, current->_z)))
{
temp->_x = current->_x+STEP;
temp->_z = current->_z;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closelist[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goalvf);
temp->calculateFn();
temp->setParent(current);
openlist.push_back(temp);
std::push_heap(openlist.begin(), openlist.end());
}
}
//if(!Overlay::isObstacle(current->_x-STEP, current->_y, current->_z))
if(!checkObstacle(Vector3f(current->_x-STEP, current->_y, current->_z)))
{
temp->_x = current->_x-STEP;
temp->_z = current->_z;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closelist[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goalvf);
temp->calculateFn();
temp->setParent(current);
openlist.push_back(temp);
std::push_heap(openlist.begin(), openlist.end());
}
valid = true;
}
//if(!Overlay::isObstacle(current->_x, current->_y, current->_z+STEP))
if(!checkObstacle(Vector3f(current->_x, current->_y, current->_z+STEP)))
{
temp->_x = current->_x;
temp->_z = current->_z+STEP;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closelist[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goalvf);
temp->calculateFn();
temp->setParent(current);
openlist.push_back(temp);
std::push_heap(openlist.begin(), openlist.end());
}
valid = true;
}
//if(!Overlay::isObstacle(current->_x, current->_y, current->_z-STEP))
if(!checkObstacle(Vector3f(current->_x, current->_y, current->_z-STEP)))
{
temp->_x = current->_x;
temp->_z = current->_z-STEP;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closelist[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goalvf);
temp->calculateFn();
temp->setParent(current);
openlist.push_back(temp);
std::push_heap(openlist.begin(), openlist.end());
}
valid = true;
}
if(firstGo && !openlist.empty())
{
std::make_heap(openlist.begin(), openlist.end());
firstGo = false;
}
closelist.push_back(current);
return current;
}
return NULL;
}
//Effectively increase the weight around obstacles
bool checkObstacle(Vector3f pos)
{
if(Overlay::isObstacle(pos)) return true;
bool obstaclePresent = false;
float i = 0.0f;
float x = pos.x;
float z = pos.z;
Vector3f check = pos;
while( i <= float(STEP)+7.5f && !obstaclePresent)
{
pos.x = pos.x + i;
pos.z = pos.z + i;
x = x - i;
z = z - i;
i = i + 0.125f;
obstaclePresent = (
Overlay::isObstacle(Vector3f(pos.x, 0.0f, pos.z)) ||
Overlay::isObstacle(Vector3f(check.x, 0.0f, pos.z)) ||
Overlay::isObstacle(Vector3f(pos.x, 0.0f, check.z)) ||
Overlay::isObstacle(Vector3f(check.x, 0.0f, z)) ||
Overlay::isObstacle(Vector3f(x, 0.0f, check.z)) ||
Overlay::isObstacle(Vector3f(x, 0.0f, z)) );
}
return obstaclePresent;
}
void getSuccessors(Node* current , std::vector<Node*>& list, std::vector<Node*>& closed, Vector3f goal)
{
//If adjacent position is not obstacle and not on closed
//add adjacent positions to list
Node* temp = new Node;
bool valid = true;
std::vector<int> closelist;
if(!Overlay::isObstacle(current->_x+STEP, current->_y, current->_z))
{
temp->_x = current->_x+STEP;
temp->_z = current->_z;
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goal);
temp->calculateFn();
temp->setParent(current);
list.push_back(temp);
std::push_heap(list.begin(), list.end());
}
valid = true;
}
if(!Overlay::isObstacle(current->_x-STEP, current->_y, current->_z))
{
temp->_x = current->_x-STEP;
temp->_z = current->_z;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closed[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goal);
temp->calculateFn();
temp->setParent(current);
list.push_back(temp);
std::push_heap(list.begin(), list.end());
}
valid = true;
}
if(!Overlay::isObstacle(current->_x, current->_y, current->_z+STEP))
{
temp->_x = current->_x;
temp->_z = current->_z+STEP;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closed[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goal);
temp->calculateFn();
temp->setParent(current);
list.push_back(temp);
std::push_heap(list.begin(), list.end());
}
valid = true;
}
if(!Overlay::isObstacle(current->_x, current->_y, current->_z-STEP))
{
temp->_x = current->_x;
temp->_z = current->_z-STEP;
for(unsigned int i = 0; i < closelist.size() && valid; ++i)
{
if(temp->isSamePosition(closed[i]))
valid = false;
}
if(valid)
{
temp->_g = current->_g+GSCORE;
temp->_h = calculateHn(Vector3f(float(temp->_x), float(temp->_y), float(temp->_z)), goal);
temp->calculateFn();
temp->setParent(current);
list.push_back(temp);
std::push_heap(list.begin(), list.end());
}
valid = true;
}
}
float calculateHn(Vector3f curr, Vector3f goal)
{
float dx = std::fabs(curr.x - goal.x);
float dy = std::fabs(curr.y - goal.y);
//return D * (dx * dx + dy * dy);
return 200* dx * dx + dy * dy;
}
bool isGoal(Node* current, Node* goal)
{
return current->isSamePosition(goal);
}
Vector3f AIManager::getPlayer()
{
return _player;
}
Vector3f AIManager::randVec3f()
{
std::default_random_engine generator;
std::uniform_real_distribution<double> distribution(0.0, 1.0);
std::uniform_real_distribution<double> placement(0.0, (double)Overlay::OVERLAY_WIDTH/2);
float quadrant = placement(generator);
float x = placement(generator);
float z = placement(generator);
if(quadrant >= 0 && quadrant < 0.25f)
{
return Vector3f(x, 0.5f, z); //Quadrant I Cartesian (Pos X and pos Z)
}
if(quadrant >= 0.25f && quadrant < 0.5f)
{
return Vector3f(-x, 0.5f, z); //Quadrant II
}
if(quadrant >= 0.5f && quadrant < 0.75f)
{
return Vector3f(-x, 0.5f, -z); //Quadrant III
}
else
{
return Vector3f(x, 0.5f, z); //Quadrnat IV
}
}
void AIManager::setPlayer(Vector3f player)
{
_player = player;
}