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authortruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
committertruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
commita3dd7506d377b1434f913bd65c019eed52b64b6e (patch)
treeced1a262eb143ad6e64ec02f4a4c89835c0c32fd /bin/ai/library/graph/aystar
parent9294f9616866b9778c22076c19b5a32b4f85f788 (diff)
downloadopenttd-a3dd7506d377b1434f913bd65c019eed52b64b6e.tar.xz
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
Diffstat (limited to 'bin/ai/library/graph/aystar')
-rw-r--r--bin/ai/library/graph/aystar/library.nut12
-rw-r--r--bin/ai/library/graph/aystar/main.nut238
2 files changed, 250 insertions, 0 deletions
diff --git a/bin/ai/library/graph/aystar/library.nut b/bin/ai/library/graph/aystar/library.nut
new file mode 100644
index 000000000..522760135
--- /dev/null
+++ b/bin/ai/library/graph/aystar/library.nut
@@ -0,0 +1,12 @@
+/* $Id$ */
+
+class AyStar extends AILibrary {
+ function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
+ function GetName() { return "AyStar"; }
+ function GetDescription() { return "An implementation of AyStar"; }
+ function GetVersion() { return 4; }
+ function GetDate() { return "2008-06-11"; }
+ function CreateInstance() { return "AyStar"; }
+}
+
+RegisterLibrary(AyStar());
diff --git a/bin/ai/library/graph/aystar/main.nut b/bin/ai/library/graph/aystar/main.nut
new file mode 100644
index 000000000..1999eab14
--- /dev/null
+++ b/bin/ai/library/graph/aystar/main.nut
@@ -0,0 +1,238 @@
+/* $Id$ */
+
+/**
+ * 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; }
+};