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Roughed in some basic pathfinding, adapted from CitySim's
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189
lib/pathfinding/base_pathfinder.rb
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189
lib/pathfinding/base_pathfinder.rb
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class IMICRTS
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class Pathfinder
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class BasePathfinder
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Node = Struct.new(:tile, :parent, :distance, :cost)
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CACHE = {}
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def self.cached_path(source, goal, travels_along)
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found_path = CACHE.dig(travels_along, source, goal)
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if found_path
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found_path = nil unless found_path.valid?
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end
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return found_path
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end
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def self.cache_path(path)
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CACHE[path.travels_along] ||= {}
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CACHE[path.travels_along][path.source] ||= {}
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CACHE[path.travels_along][path.source][path.goal] = path
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return path
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end
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attr_reader :map, :source, :goal, :travels_along, :allow_diagonal
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attr_reader :path, :age
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def initialize(director:, entity:, goal:, travels_along: :ground, allow_diagonal: false)
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@director = director
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@map = @director.map
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@entity = entity
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_goal = goal.clone
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_goal /= @map.tile_size
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_goal.x, _goal.y = _goal.x.floor, _goal.y.floor
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@goal = _goal
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@travels_along = travels_along
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@allow_diagonal = allow_diagonal
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@age = Gosu.milliseconds
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@created_nodes = 0
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@nodes = []
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@path = []
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@tiles = @map.tiles.values.map { |columns| columns.values }.flatten.select { |tile| tile }
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@visited = Hash.new do |hash, value|
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hash[value] = Hash.new {|h, v| h[v] = false}
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end
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@depth = 0
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@max_depth = @tiles.size
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@seeking = true
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position = entity.position.clone
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position.x, position.y = position.x.floor, position.y.floor
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position /= @map.tile_size
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@current_node = create_node(position.x, position.y)
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unless @current_node
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puts "Failed to find path!" if true
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return
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end
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@current_node.distance = 0
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@current_node.cost = 0
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add_node @current_node
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find
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Pathfinder.cache_path(self) if @path.size > 0 && false#Setting.enabled?(:cache_paths)
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end
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# Checks if Map still has all of paths required tiles
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def valid?
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valid = true
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@path.each do |node|
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unless @map.tiles.dig(node.tile.grid_position.x, node.tile.grid_position.y).entity == node.tile.entity
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valid = false
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break
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end
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end
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return valid
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end
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def find
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while(@seeking && @depth < @max_depth)
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seek
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end
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if @depth >= @max_depth
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puts "Failed to find path from: #{@source.x}:#{@source.y} (#{@map.grid.dig(@source.x,@source.y).element.class}) to: #{@goal.position.x}:#{@goal.position.y} (#{@goal.element.class}) [#{@depth}/#{@max_depth} depth]" if true#Setting.enabled?(:debug_mode)
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end
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end
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def at_goal?
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@current_node.tile.grid_position.distance(@goal) < 1.1
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end
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def seek
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unless @current_node && @map.tiles.dig(@goal.x, @goal.y)
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@seeking = false
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return
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end
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@nodes.delete(@current_node) # delete visited nodes
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@visited[@current_node.tile.grid_position.x][@current_node.tile.grid_position.y] = true
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if at_goal?
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until(@current_node.parent.nil?)
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@path << @current_node
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@current_node = @current_node.parent
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end
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@path.reverse!
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@seeking = false
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puts "Generated path with #{@path.size} steps, #{@created_nodes} nodes created. [#{@depth}/#{@max_depth} depth]" if true#Setting.enabled?(:debug_mode)
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return
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end
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#LEFT
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add_node create_node(@current_node.tile.grid_position.x - 1, @current_node.tile.grid_position.y, @current_node)
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# RIGHT
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add_node create_node(@current_node.tile.grid_position.x + 1, @current_node.tile.grid_position.y, @current_node)
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# UP
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add_node create_node(@current_node.tile.grid_position.x, @current_node.tile.grid_position.y - 1, @current_node)
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# DOWN
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add_node create_node(@current_node.tile.grid_position.x, @current_node.tile.grid_position.y + 1, @current_node)
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# TODO: Add diagonal nodes, if requested
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if @allow_diagonal
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end
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@current_node = next_node
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@depth += 1
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end
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def node_visited?(node)
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@visited[node.tile.grid_position.x][node.tile.grid_position.y]
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end
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def add_node(node)
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return unless node
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@nodes << node
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return node
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end
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def create_node(x, y, parent = nil)
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return unless tile = @map.tiles.dig(x, y)
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return unless tile.type == @travels_along
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return if tile.entity
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return if @visited.dig(x, y)
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return if @nodes.detect {|node| node.tile.grid_position.x == x && node.tile.grid_position.y == y}
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node = Node.new
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node.tile = tile
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node.parent = parent
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node.distance = parent.distance + 1 if parent
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node.cost = 0
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@created_nodes += 1
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return node
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end
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def next_node
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fittest = nil
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fittest_distance = Float::INFINITY
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distance = nil
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@nodes.each do |node|
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next if node == @current_node
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distance = node.tile.grid_position.distance(@goal)
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if distance < fittest_distance
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if fittest && (node.distance + node.cost) < (fittest.distance + fittest.cost)
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fittest = node
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fittest_distance = distance
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else
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fittest = node
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fittest_distance = distance
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end
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end
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end
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return fittest
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end
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end
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end
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end
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