File diff r10695:3124a970a753 → r10696:8dfe83e30d01
bin/ai/library/graph/aystar/main.nut
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new file 100644
 
/* $Id$ */
 

	
 
/**
 
 * An AyStar implementation.
 
 *  It solves graphs by finding the fastest route from one point to the other.
 
 */
 
class AyStar
 
{
 
	_queue_class = import("queue.binary_heap", "", 1);
 
	_cost_callback = null;
 
	_estimate_callback = null;
 
	_neighbours_callback = null;
 
	_check_direction_callback = null;
 
	_cost_callback_param = null;
 
	_estimate_callback_param = null;
 
	_neighbours_callback_param = null;
 
	_check_direction_callback_param = null;
 
	_open = null;
 
	_closed = null;
 
	_goals = null;
 

	
 
	/**
 
	 * @param cost_callback A function that returns the cost of a path. It
 
	 *  should accept four parameters, old_path, new_tile, new_direction and
 
	 *  cost_callback_param. old_path is an instance of AyStar.Path, and
 
	 *  new_node is the new node that is added to that path. It should return
 
	 *  the cost of the path including new_node.
 
	 * @param estimate_callback A function that returns an estimate from a node
 
	 *  to the goal node. It should accept four parameters, tile, direction,
 
	 *  goal_nodes and estimate_callback_param. It should return an estimate to
 
	 *  the cost from the lowest cost between node and any node out of goal_nodes.
 
	 *  Note that this estimate is not allowed to be higher than the real cost
 
	 *  between node and any of goal_nodes. A lower value is fine, however the
 
	 *  closer it is to the real value, the better the performance.
 
	 * @param neighbours_callback A function that returns all neighbouring nodes
 
	 *  from a given node. It should accept three parameters, current_path, node
 
	 *  and neighbours_callback_param. It should return an array containing all
 
	 *  neighbouring nodes, which are an array in the form [tile, direction].
 
	 * @param check_direction_callback A function that returns either false or
 
	 *  true. It should accept four parameters, tile, existing_direction,
 
	 *  new_direction and check_direction_callback_param. It should check
 
	 *  if both directions can go together on a single tile.
 
	 * @param cost_callback_param This parameters will be passed to cost_callback
 
	 *  as fourth parameter. Useful to send is an instance of an object.
 
	 * @param estimate_callback_param This parameters will be passed to
 
	 *  estimate_callback as fourth parameter. Useful to send is an instance of an
 
	 *  object.
 
	 * @param neighbours_callback_param This parameters will be passed to
 
	 *  neighbours_callback as third parameter. Useful to send is an instance of
 
	 *  an object.
 
	 * @param check_direction_callback_param This parameters will be passed to
 
	 *  check_direction_callback as fourth parameter. Useful to send is an
 
	 *  instance of an object.
 
	 */
 
	constructor(cost_callback, estimate_callback, neighbours_callback, check_direction_callback, cost_callback_param = null,
 
	            estimate_callback_param = null, neighbours_callback_param = null, check_direction_callback_param = null)
 
	{
 
		if (typeof(cost_callback) != "function") throw("'cost_callback' has to be a function-pointer.");
 
		if (typeof(estimate_callback) != "function") throw("'estimate_callback' has to be a function-pointer.");
 
		if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has to be a function-pointer.");
 
		if (typeof(check_direction_callback) != "function") throw("'check_direction_callback' has to be a function-pointer.");
 

	
 
		this._cost_callback = cost_callback;
 
		this._estimate_callback = estimate_callback;
 
		this._neighbours_callback = neighbours_callback;
 
		this._check_direction_callback = check_direction_callback;
 
		this._cost_callback_param = cost_callback_param;
 
		this._estimate_callback_param = estimate_callback_param;
 
		this._neighbours_callback_param = neighbours_callback_param;
 
		this._check_direction_callback_param = check_direction_callback_param;
 
	}
 

	
 
	/**
 
	 * Initialize a path search between sources and goals.
 
	 * @param sources The source nodes. This can an array of either [tile, direction]-pairs or AyStar.Path-instances.
 
	 * @param goals The target tiles. This can be an array of either tiles or [tile, next_tile]-pairs.
 
	 * @param ignored_tiles An array of tiles that cannot occur in the final path.
 
	 */
 
	function InitializePath(sources, goals, ignored_tiles = []);
 

	
 
	/**
 
	 * Try to find the path as indicated with InitializePath with the lowest cost.
 
	 * @param iterations After how many iterations it should abort for a moment.
 
	 *  This value should either be -1 for infinite, or > 0. Any other value
 
	 *  aborts immediatly and will never find a path.
 
	 * @return A route if one was found, or false if the amount of iterations was
 
	 *  reached, or null if no path was found.
 
	 *  You can call this function over and over as long as it returns false,
 
	 *  which is an indication it is not yet done looking for a route.
 
	 */
 
	function FindPath(iterations);
 
};
 

	
 
function AyStar::InitializePath(sources, goals, ignored_tiles = [])
 
{
 
	if (typeof(sources) != "array" || sources.len() == 0) throw("sources has be a non-empty array.");
 
	if (typeof(goals) != "array" || goals.len() == 0) throw("goals has be a non-empty array.");
 

	
 
	this._open = this._queue_class();
 
	this._closed = AIList();
 

	
 
	foreach (node in sources) {
 
		if (typeof(node) == "array") {
 
			if (node[1] <= 0) throw("directional value should never be zero or negative.");
 

	
 
			local new_path = this.Path(null, node[0], node[1], this._cost_callback, this._cost_callback_param);
 
			this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], goals, this._estimate_callback_param));
 
		} else {
 
			this._open.Insert(node, node.GetCost());
 
		}
 
	}
 

	
 
	this._goals = goals;
 

	
 
	foreach (tile in ignored_tiles) {
 
		this._closed.AddItem(tile, ~0);
 
	}
 
}
 

	
 
function AyStar::FindPath(iterations)
 
{
 
	if (this._open == null) throw("can't execute over an uninitialized path");
 

	
 
	while (this._open.Count() > 0 && (iterations == -1 || iterations-- > 0)) {
 
		/* Get the path with the best score so far */
 
		local path = this._open.Pop();
 
		local cur_tile = path.GetTile();
 
		/* Make sure we didn't already passed it */
 
		if (this._closed.HasItem(cur_tile)) {
 
			/* If the direction is already on the list, skip this entry */
 
			if ((this._closed.GetValue(cur_tile) & path.GetDirection()) != 0) continue;
 

	
 
			/* Scan the path for a possible collision */
 
			local scan_path = path.GetParent();
 

	
 
			local mismatch = false;
 
			while (scan_path != null) {
 
				if (scan_path.GetTile() == cur_tile) {
 
					if (!this._check_direction_callback(cur_tile, scan_path.GetDirection(), path.GetDirection(), this._check_direction_callback_param)) {
 
						mismatch = true;
 
						break;
 
					}
 
				}
 
				scan_path = scan_path.GetParent();
 
			}
 
			if (mismatch) continue;
 

	
 
			/* Add the new direction */
 
			this._closed.SetValue(cur_tile, this._closed.GetValue(cur_tile) | path.GetDirection());
 
		} else {
 
			/* New entry, make sure we don't check it again */
 
			this._closed.AddItem(cur_tile, path.GetDirection());
 
		}
 
		/* Check if we found the end */
 
		foreach (goal in this._goals) {
 
			if (typeof(goal) == "array") {
 
				if (cur_tile == goal[0]) {
 
					local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
 
					foreach (node in neighbours) {
 
						if (node[0] == goal[1]) {
 
							this._CleanPath();
 
							return path;
 
						}
 
					}
 
					continue;
 
				}
 
			} else {
 
				if (cur_tile == goal) {
 
					this._CleanPath();
 
					return path;
 
				}
 
			}
 
		}
 
		/* Scan all neighbours */
 
		local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
 
		foreach (node in neighbours) {
 
			if (node[1] <= 0) throw("directional value should never be zero or negative.");
 

	
 
			if ((this._closed.GetValue(node[0]) & node[1]) != 0) continue;
 
			/* Calculate the new paths and add them to the open list */
 
			local new_path = this.Path(path, node[0], node[1], this._cost_callback, this._cost_callback_param);
 
			this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], this._goals, this._estimate_callback_param));
 
		}
 
	}
 

	
 
	if (this._open.Count() > 0) return false;
 
	this._CleanPath();
 
	return null;
 
}
 

	
 
function AyStar::_CleanPath()
 
{
 
	this._closed = null;
 
	this._open = null;
 
	this._goals = null;
 
}
 

	
 
/**
 
 * The path of the AyStar algorithm.
 
 *  It is reversed, that is, the first entry is more close to the goal-nodes
 
 *  than his GetParent(). You can walk this list to find the whole path.
 
 *  The last entry has a GetParent() of null.
 
 */
 
class AyStar.Path
 
{
 
	_prev = null;
 
	_tile = null;
 
	_direction = null;
 
	_cost = null;
 

	
 
	constructor(old_path, new_tile, new_direction, cost_callback, cost_callback_param)
 
	{
 
		this._prev = old_path;
 
		this._tile = new_tile;
 
		this._direction = new_direction;
 
		this._cost = cost_callback(old_path, new_tile, new_direction, cost_callback_param);
 
	};
 

	
 
	/**
 
	 * Return the tile where this (partial-)path ends.
 
	 */
 
	function GetTile() { return this._tile; }
 

	
 
	/**
 
	 * Return the direction from which we entered the tile in this (partial-)path.
 
	 */
 
	function GetDirection() { return this._direction; }
 

	
 
	/**
 
	 * Return an instance of this class leading to the previous node.
 
	 */
 
	function GetParent() { return this._prev; }
 

	
 
	/**
 
	 * Return the cost of this (partial-)path from the beginning up to this node.
 
	 */
 
	function GetCost() { return this._cost; }
 
};