📄 astarlibrary - demo 4b (time based).bb
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;A* Pathfinder (Version 2.0) by Patrick Lester. Used by permission.
;==================================================================
;Last updated 03/22/04
;This version of the aStar library has been modified to handle
;pathfinding around other units.
;An article describing A* and this code in particular can be found at:
;http://www.policyalmanac.org/games/aStarTutorial.htm
;If you want to use this AStar Library, you may do so free of charge so
;long as the author byline (above) is retained. Thank you to CaseyC
;at the Blitz Forums for suggesting the use of binary heaps for the open
;list. Email comments and questions to Patrick Lester at
;pwlester@policyalmanac.org.
;==========================================================
;DECLARE VARIABLES
.declareVariables
;Adjust these variables to match your map dimensions
Global tileSize = 50, mapWidth = 16, mapHeight = 12
;Create needed arrays
Dim walkability(mapWidth+1,mapHeight+1) ;array that holds wall/obstacle information
Dim openList(mapWidth*mapHeight+2) ;1 dimensional array holding ID# of open list items
Dim whichList(mapWidth+1,mapHeight+1) ;2 dimensional array used to record
;whether a cell is on the open list or on the closed list.
Dim openX(mapWidth*mapHeight+2) ;1d array stores the x location of an item on the open list
Dim openY(mapWidth*mapHeight+2) ;1d array stores the y location of an item on the open list
Dim parentX(mapWidth+1,mapHeight+1) ;2d array to store parent of each cell (x)
Dim parentY(mapWidth+1,mapHeight+1) ;2d array to store parent of each cell (y)
Dim Fcost(mapWidth*mapHeight+2) ;1d array to store F cost of a cell on the open list
Dim Gcost(mapWidth+1,mapHeight+1) ;2d array to store G cost for each cell.
Dim Hcost(mapWidth*mapHeight+2) ;1d array to store H cost of a cell on the open list
Dim tempUnwalkability(mapWidth+1,mapHeight+1) ;array that holds info about adjacent units
Dim claimedNode.unit(mapWidth+1,mapHeight+1); array that stores claimed nodes
;Declare constants
Global onClosedList = 10 ;openList variable
Const notfinished = 0, notStarted = 0, found = 1 ; pathStatus constants
Const nonexistent = 2, tempStopped = 3; pathStatus constants
Const walkable = 0, unwalkable = 1 ; walkability array constants
;==========================================================
;FIND PATH: This function finds the path and saves it. Non-Blitz users please note,
;the first parameter is a pointer to a user-defined object called a unit, which contains all
;relevant info about the unit in question (its current location, speed, etc.). As an
;object-oriented data structure, types are similar to structs in C.
; Please note that targetX and targetY are pixel-based coordinates relative to the
;upper left corner of the map, which is 0,0.
Function FindPath(unit.unit,targetX,targetY)
;1. Convert location data (in pixels) to coordinates in the walkability array.
startX = Floor(unit\xLoc/tileSize) : startY = Floor(unit\yLoc/tileSize)
targetX = Floor(targetX/tileSize) : targetY = Floor(targetY/tileSize)
;2. Check for redirects
result = CheckRedirect(unit,targetX,targetY)
If result = failed Then Goto noPath ;target is unwalkable and could not find a redirect.
If result = succeeded Then targetX = gInt1 : targetY = gInt2
;If starting location and target are in the same location...
If startX = targetX And startY = targetY
unit\pathLength = 0 : unit\pathLocation = 0
PokeShort unit\pathBank,0,startX ;store starting x value
PokeShort unit\pathBank,2,startY ;store starting y value
Return found
End If
;3. a. Reset some variables that need to be cleared
If onClosedList > 1000000 ;occasionally redim whichList
Dim whichList(mapWidth,mapHeight) : onClosedList = 10
End If
onClosedList = onClosedList+5 ;changing the values of onOpenList and onClosed list is faster than redimming whichList() array
onOpenList = onClosedList-1
tempUnwalkable = onClosedList-2
unit\pathLength = notstarted ;i.e, = 0
unit\pathLocation = notstarted ;i.e, = 0
Gcost(startX,startY) = 0 ;reset starting square's G value to 0
;b. Create a footprint for any nearby unit that the pathfinding unit
;may be about to collide with. Such nodes are designated as tempUnwalkable.
CreateFootPrints(unit.unit)
;4. Add the starting location to the open list of squares to be checked.
numberOfOpenListItems = 1
openList(1) = 1 ;assign it as the top (and currently only) item in the open list, which is maintained as a binary heap (explained below)
openX(1) = startX : openY(1) = startY
;5. Do the following until a path is found or deemed nonexistent.
Repeat
;6. If the open list is not empty, take the first cell off of the list.
;This is the lowest F cost cell on the open list.
If numberOfOpenListItems <> 0 Then
;Pop the first item off the open list.
parentXval = openX(openList(1)) : parentYVal = openY(openList(1)) ;record cell coordinates of the item
whichList(parentXval,parentYVal) = onClosedList ;add the item to the closed list
;Open List = Binary Heap: Delete this item from the open list, which
;is maintained as a binary heap. For more information on binary heaps, see:
;http://www.policyalmanac.org/games/binaryHeaps.htm
numberOfOpenListItems = numberOfOpenListItems - 1 ;reduce number of open list items by 1
openList(1) = openList(numberOfOpenListItems+1) ;move the last item in the heap up to slot #1
v = 1
Repeat ;Repeat the following until the new item in slot #1 sinks to its proper spot in the heap.
u = v
If 2*u+1 <= numberOfOpenListItems ;if both children exist
;Check if the F cost of the parent is greater than each child.
;Select the lowest of the two children.
If Fcost(openList(u)) >= Fcost(openList(2*u)) Then v = 2*u
If Fcost(openList(v)) >= Fcost(openList(2*u+1)) Then v = 2*u+1
Else
If 2*u <= numberOfOpenListItems ;if only child #1 exists
;Check if the F cost of the parent is greater than child #1
If Fcost(openList(u)) >= Fcost(openList(2*u)) Then v = 2*u
End If
End If
If u<>v ;if parent's F is > one of its children, swap them
temp = openList(u)
openList(u) = openList(v)
openList(v) = temp
Else
Exit ;otherwise, exit loop
End If
Forever
;7. Check the adjacent squares. (Its "children" -- these path children
;are similar, conceptually, to the binary heap children mentioned
;above, but don't confuse them. They are different. Path children
;are portrayed in Demo 1 with grey pointers pointing toward
;their parents.) Add these adjacent child squares to the open list
;for later consideration if appropriate (see various if statements
;below).
For b = parentYVal-1 To parentYVal+1
For a = parentXval-1 To parentXval+1
;If not off the map (do this first to avoid array out-of-bounds errors)
If a <> -1 And b <> -1 And a <> mapWidth And b <> mapHeight
;If not already on the closed list (items on the closed list have
;already been considered and can now be ignored).
If whichList(a,b) <> onClosedList
;If not a wall/obstacle square
If walkability(a,b) <> unwalkable
;If not an adjacent node that is temporarily unwalkable
;as defined by CreateFootprints()
If tempUnwalkability(a,b) <> tempUnwalkable
;If not occupied by a stopped unit
node = unwalkable
If claimedNode(a,b) = Null
node = walkable
Else If claimedNode(a,b)\pathStatus <> stopped
node = walkable
End If
If node = walkable
;Don't cut across corners (this is optional)
corner = walkable
If a = parentXVal-1
If b = parentYVal-1
If walkability(parentXval-1,parentYval) = unwalkable Then corner = unwalkable
If walkability(parentXval,parentYval-1) = unwalkable Then corner = unwalkable
Else If b = parentYVal+1
If walkability(parentXval,parentYval+1) = unwalkable Then corner = unwalkable
If walkability(parentXval-1,parentYval) = unwalkable Then corner = unwalkable
End If
Else If a = parentXVal+1
If b = parentYVal-1
If walkability(parentXval,parentYval-1) = unwalkable Then corner = unwalkable
If walkability(parentXval+1,parentYval) = unwalkable Then corner = unwalkable
Else If b = parentYVal+1
If walkability(parentXval+1,parentYval) = unwalkable Then corner = unwalkable
If walkability(parentXval,parentYval+1) = unwalkable Then corner = unwalkable
End If
End If
If corner = walkable
;If not already on the open list, add it to the open list.
If whichList(a,b) <> onOpenList
;Create a new open list item in the binary heap.
newOpenListItemID = newOpenListItemID + 1; each new item has a unique ID #
m = numberOfOpenListItems+1
openList(m) = newOpenListItemID ;place the new open list item (actually, its ID#) at the bottom of the heap
openX(newOpenListItemID) = a : openY(newOpenListItemID) = b ;record the x and y coordinates of the new item
;Figure out its G cost
If Abs(a-parentXval) = 1 And Abs(b-parentYVal) = 1 Then
addedGCost = 14 ;cost of going to diagonal squares
Else
addedGCost = 10 ;cost of going to non-diagonal squares
End If
Gcost(a,b) = Gcost(parentXval,parentYVal)+addedGCost
;Figure out its H and F costs and parent
Hcost(openList(m)) = 10*(Abs(a - targetx) + Abs(b - targety)) ; record the H cost of the new square
Fcost(openList(m)) = Gcost(a,b) + Hcost(openList(m)) ;record the F cost of the new square
parentX(a,b) = parentXval : parentY(a,b) = parentYVal ;record the parent of the new square
;Move the new open list item to the proper place in the binary heap.
;Starting at the bottom, successively compare to parent items,
;swapping as needed until the item finds its place in the heap
;or bubbles all the way to the top (if it has the lowest F cost).
While m <> 1 ;While item hasn't bubbled to the top (m=1)
;Check if child's F cost is < parent's F cost. If so, swap them.
If Fcost(openList(m)) <= Fcost(openList(m/2)) Then
temp = openList(m/2)
openList(m/2) = openList(m)
openList(m) = temp
m = m/2
Else
Exit
End If
Wend
numberOfOpenListItems = numberOfOpenListItems+1 ;add one to the number of items in the heap
;Change whichList to show that the new item is on the open list.
whichList(a,b) = onOpenList
;8. If adjacent cell is already on the open list, check to see if this
;path to that cell from the starting location is a better one.
;If so, change the parent of the cell and its G and F costs.
Else; If whichList(a,b) = onOpenList
;Figure out the G cost of this possible new path
If Abs(a-parentXval) = 1 And Abs(b-parentYVal) = 1 Then
addedGCost = 14;cost of going to diagonal tiles
Else
addedGCost = 10 ;cost of going to non-diagonal tiles
End If
tempGcost = Gcost(parentXval,parentYVal)+addedGCost
;If this path is shorter (G cost is lower) then change
;the parent cell, G cost and F cost.
If tempGcost < Gcost(a,b) Then ;if G cost is less,
parentX(a,b) = parentXval ;change the square's parent
parentY(a,b) = parentYVal
Gcost(a,b) = tempGcost ;change the G cost
;Because changing the G cost also changes the F cost, if
;the item is on the open list we need to change the item's
;recorded F cost and its position on the open list to make
;sure that we maintain a properly ordered open list.
For x = 1 To numberOfOpenListItems ;look for the item in the heap
If openX(openList(x)) = a And openY(openList(x)) = b Then ;item found
FCost(openList(x)) = Gcost(a,b) + HCost(openList(x)) ;change the F cost
;See if changing the F score bubbles the item up from it's current location in the heap
m = x
While m <> 1 ;While item hasn't bubbled to the top (m=1)
;Check if child is < parent. If so, swap them.
If Fcost(openList(m)) < Fcost(openList(m/2)) Then
temp = openList(m/2)
openList(m/2) = openList(m)
openList(m) = temp
m = m/2
Else
Exit ;while/wend
End If
Wend
Exit ;for x = loop
End If ;If openX(openList(x)) = a
Next ;For x = 1 To numberOfOpenListItems
End If ;If tempGcost < Gcost(a,b) Then
End If ;If not already on the open list
End If ;If corner = walkable
End If ;If not occupied by a stopped unit
End If ;If not an adjacent, temporarily unwalkable node
End If ;If not a wall/obstacle cell.
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