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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
239 lines
9.0 KiB
Plaintext
239 lines
9.0 KiB
Plaintext
/* $Id$ */
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/**
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* An AyStar implementation.
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* It solves graphs by finding the fastest route from one point to the other.
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*/
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class AyStar
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{
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_queue_class = import("queue.binary_heap", "", 1);
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_cost_callback = null;
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_estimate_callback = null;
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_neighbours_callback = null;
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_check_direction_callback = null;
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_cost_callback_param = null;
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_estimate_callback_param = null;
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_neighbours_callback_param = null;
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_check_direction_callback_param = null;
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_open = null;
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_closed = null;
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_goals = null;
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/**
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* @param cost_callback A function that returns the cost of a path. It
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* should accept four parameters, old_path, new_tile, new_direction and
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* cost_callback_param. old_path is an instance of AyStar.Path, and
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* new_node is the new node that is added to that path. It should return
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* the cost of the path including new_node.
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* @param estimate_callback A function that returns an estimate from a node
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* to the goal node. It should accept four parameters, tile, direction,
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* goal_nodes and estimate_callback_param. It should return an estimate to
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* the cost from the lowest cost between node and any node out of goal_nodes.
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* Note that this estimate is not allowed to be higher than the real cost
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* between node and any of goal_nodes. A lower value is fine, however the
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* closer it is to the real value, the better the performance.
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* @param neighbours_callback A function that returns all neighbouring nodes
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* from a given node. It should accept three parameters, current_path, node
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* and neighbours_callback_param. It should return an array containing all
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* neighbouring nodes, which are an array in the form [tile, direction].
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* @param check_direction_callback A function that returns either false or
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* true. It should accept four parameters, tile, existing_direction,
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* new_direction and check_direction_callback_param. It should check
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* if both directions can go together on a single tile.
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* @param cost_callback_param This parameters will be passed to cost_callback
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* as fourth parameter. Useful to send is an instance of an object.
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* @param estimate_callback_param This parameters will be passed to
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* estimate_callback as fourth parameter. Useful to send is an instance of an
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* object.
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* @param neighbours_callback_param This parameters will be passed to
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* neighbours_callback as third parameter. Useful to send is an instance of
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* an object.
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* @param check_direction_callback_param This parameters will be passed to
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* check_direction_callback as fourth parameter. Useful to send is an
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* instance of an object.
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*/
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constructor(cost_callback, estimate_callback, neighbours_callback, check_direction_callback, cost_callback_param = null,
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estimate_callback_param = null, neighbours_callback_param = null, check_direction_callback_param = null)
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{
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if (typeof(cost_callback) != "function") throw("'cost_callback' has to be a function-pointer.");
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if (typeof(estimate_callback) != "function") throw("'estimate_callback' has to be a function-pointer.");
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if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has to be a function-pointer.");
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if (typeof(check_direction_callback) != "function") throw("'check_direction_callback' has to be a function-pointer.");
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this._cost_callback = cost_callback;
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this._estimate_callback = estimate_callback;
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this._neighbours_callback = neighbours_callback;
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this._check_direction_callback = check_direction_callback;
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this._cost_callback_param = cost_callback_param;
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this._estimate_callback_param = estimate_callback_param;
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this._neighbours_callback_param = neighbours_callback_param;
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this._check_direction_callback_param = check_direction_callback_param;
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}
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/**
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* Initialize a path search between sources and goals.
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* @param sources The source nodes. This can an array of either [tile, direction]-pairs or AyStar.Path-instances.
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* @param goals The target tiles. This can be an array of either tiles or [tile, next_tile]-pairs.
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* @param ignored_tiles An array of tiles that cannot occur in the final path.
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*/
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function InitializePath(sources, goals, ignored_tiles = []);
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/**
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* Try to find the path as indicated with InitializePath with the lowest cost.
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* @param iterations After how many iterations it should abort for a moment.
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* This value should either be -1 for infinite, or > 0. Any other value
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* aborts immediatly and will never find a path.
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* @return A route if one was found, or false if the amount of iterations was
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* reached, or null if no path was found.
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* You can call this function over and over as long as it returns false,
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* which is an indication it is not yet done looking for a route.
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*/
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function FindPath(iterations);
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};
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function AyStar::InitializePath(sources, goals, ignored_tiles = [])
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{
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if (typeof(sources) != "array" || sources.len() == 0) throw("sources has be a non-empty array.");
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if (typeof(goals) != "array" || goals.len() == 0) throw("goals has be a non-empty array.");
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this._open = this._queue_class();
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this._closed = AIList();
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foreach (node in sources) {
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if (typeof(node) == "array") {
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if (node[1] <= 0) throw("directional value should never be zero or negative.");
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local new_path = this.Path(null, node[0], node[1], this._cost_callback, this._cost_callback_param);
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this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], goals, this._estimate_callback_param));
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} else {
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this._open.Insert(node, node.GetCost());
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}
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}
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this._goals = goals;
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foreach (tile in ignored_tiles) {
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this._closed.AddItem(tile, ~0);
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}
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}
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function AyStar::FindPath(iterations)
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{
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if (this._open == null) throw("can't execute over an uninitialized path");
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while (this._open.Count() > 0 && (iterations == -1 || iterations-- > 0)) {
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/* Get the path with the best score so far */
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local path = this._open.Pop();
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local cur_tile = path.GetTile();
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/* Make sure we didn't already passed it */
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if (this._closed.HasItem(cur_tile)) {
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/* If the direction is already on the list, skip this entry */
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if ((this._closed.GetValue(cur_tile) & path.GetDirection()) != 0) continue;
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/* Scan the path for a possible collision */
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local scan_path = path.GetParent();
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local mismatch = false;
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while (scan_path != null) {
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if (scan_path.GetTile() == cur_tile) {
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if (!this._check_direction_callback(cur_tile, scan_path.GetDirection(), path.GetDirection(), this._check_direction_callback_param)) {
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mismatch = true;
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break;
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}
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}
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scan_path = scan_path.GetParent();
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}
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if (mismatch) continue;
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/* Add the new direction */
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this._closed.SetValue(cur_tile, this._closed.GetValue(cur_tile) | path.GetDirection());
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} else {
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/* New entry, make sure we don't check it again */
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this._closed.AddItem(cur_tile, path.GetDirection());
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}
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/* Check if we found the end */
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foreach (goal in this._goals) {
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if (typeof(goal) == "array") {
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if (cur_tile == goal[0]) {
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local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
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foreach (node in neighbours) {
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if (node[0] == goal[1]) {
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this._CleanPath();
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return path;
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}
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}
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continue;
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}
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} else {
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if (cur_tile == goal) {
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this._CleanPath();
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return path;
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}
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}
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}
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/* Scan all neighbours */
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local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
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foreach (node in neighbours) {
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if (node[1] <= 0) throw("directional value should never be zero or negative.");
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if ((this._closed.GetValue(node[0]) & node[1]) != 0) continue;
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/* Calculate the new paths and add them to the open list */
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local new_path = this.Path(path, node[0], node[1], this._cost_callback, this._cost_callback_param);
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this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], this._goals, this._estimate_callback_param));
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}
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}
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if (this._open.Count() > 0) return false;
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this._CleanPath();
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return null;
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}
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function AyStar::_CleanPath()
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{
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this._closed = null;
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this._open = null;
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this._goals = null;
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}
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/**
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* The path of the AyStar algorithm.
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* It is reversed, that is, the first entry is more close to the goal-nodes
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* than his GetParent(). You can walk this list to find the whole path.
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* The last entry has a GetParent() of null.
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*/
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class AyStar.Path
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{
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_prev = null;
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_tile = null;
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_direction = null;
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_cost = null;
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constructor(old_path, new_tile, new_direction, cost_callback, cost_callback_param)
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{
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this._prev = old_path;
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this._tile = new_tile;
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this._direction = new_direction;
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this._cost = cost_callback(old_path, new_tile, new_direction, cost_callback_param);
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};
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/**
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* Return the tile where this (partial-)path ends.
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*/
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function GetTile() { return this._tile; }
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/**
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* Return the direction from which we entered the tile in this (partial-)path.
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*/
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function GetDirection() { return this._direction; }
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/**
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* Return an instance of this class leading to the previous node.
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*/
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function GetParent() { return this._prev; }
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/**
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* Return the cost of this (partial-)path from the beginning up to this node.
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*/
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function GetCost() { return this._cost; }
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};
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