/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*/
package com.l2jserver.gameserver.pathfinding;
import java.util.LinkedList;
import java.util.List;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.pathfinding.cellnodes.CellPathFinding;
import com.l2jserver.gameserver.pathfinding.geonodes.GeoPathFinding;
import com.l2jserver.gameserver.pathfinding.utils.BinaryNodeHeap;
import com.l2jserver.gameserver.pathfinding.utils.CellNodeMap;
import com.l2jserver.gameserver.pathfinding.utils.FastNodeList;
import javolution.util.FastList;
/**
*
* @author -Nemesiss-
*/
public abstract class PathFinding
{
public static PathFinding getInstance()
{
if (!Config.GEODATA_CELLFINDING)
{
//Higher Memory Usage, Smaller Cpu Usage
return GeoPathFinding.getInstance();
}
else
// Cell pathfinding, calculated directly from geodata files
{
return CellPathFinding.getInstance();
}
}
public abstract boolean pathNodesExist(short regionoffset);
public abstract List findPath(int x, int y, int z, int tx, int ty, int tz, int instanceId);
public abstract Node[] readNeighbors(Node n, int idx);
public List search(Node start, Node end)
{
// The simplest grid-based pathfinding.
// Drawback is not having higher cost for diagonal movement (means funny routes)
// Could be optimized e.g. not to calculate backwards as far as forwards.
// List of Visited Nodes
LinkedList visited = new LinkedList();
// List of Nodes to Visit
LinkedList to_visit = new LinkedList();
to_visit.add(start);
int i = 0;
while (i < 800)
{
Node node;
try
{
node = to_visit.removeFirst();
}
catch (Exception e)
{
// No Path found
return null;
}
if (node.equals(end)) //path found!
return constructPath(node);
else
{
i++;
visited.add(node);
node.attachNeighbors();
Node[] neighbors = node.getNeighbors();
if (neighbors == null)
continue;
for (Node n : neighbors)
{
if (!visited.contains(n) && !to_visit.contains(n))
{
n.setParent(node);
to_visit.add(n);
}
}
}
}
//No Path found
return null;
}
public List searchByClosest(Node start, Node end)
{
// Note: This is the version for cell-based calculation, harder
// on cpu than from block-based pathnode files. However produces better routes.
// Always continues checking from the closest to target non-blocked
// node from to_visit list. There's extra length in path if needed
// to go backwards/sideways but when moving generally forwards, this is extra fast
// and accurate. And can reach insane distances (try it with 8000 nodes..).
// Minimum required node count would be around 300-400.
// Generally returns a bit (only a bit) more intelligent looking routes than
// the basic version. Not a true distance image (which would increase CPU
// load) level of intelligence though.
// List of Visited Nodes
CellNodeMap known = new CellNodeMap();
// List of Nodes to Visit
LinkedList to_visit = new LinkedList();
to_visit.add(start);
known.add(start);
int targetx = end.getLoc().getNodeX();
int targety = end.getLoc().getNodeY();
int targetz = end.getLoc().getZ();
int dx, dy, dz;
boolean added;
int i = 0;
while (i < 3500)
{
Node node;
try
{
node = to_visit.removeFirst();
}
catch (Exception e)
{
// No Path found
return null;
}
i++;
node.attachNeighbors();
if (node.equals(end))
{
//path found! note that node z coordinate is updated only in attach
//to improve performance (alternative: much more checks)
//System.out.println("path found, i:"+i);
return constructPath(node);
}
Node[] neighbors = node.getNeighbors();
if (neighbors == null)
continue;
for (Node n : neighbors)
{
if (!known.contains(n))
{
added = false;
n.setParent(node);
dx = targetx - n.getLoc().getNodeX();
dy = targety - n.getLoc().getNodeY();
dz = targetz - n.getLoc().getZ();
n.setCost(dx * dx + dy * dy + dz / 2 * dz/*+n.getCost()*/);
for (int index = 0; index < to_visit.size(); index++)
{
// supposed to find it quite early..
if (to_visit.get(index).getCost() > n.getCost())
{
to_visit.add(index, n);
added = true;
break;
}
}
if (!added)
to_visit.addLast(n);
known.add(n);
}
}
}
//No Path found
//System.out.println("no path found");
return null;
}
public List searchByClosest2(Node start, Node end)
{
// Always continues checking from the closest to target non-blocked
// node from to_visit list. There's extra length in path if needed
// to go backwards/sideways but when moving generally forwards, this is extra fast
// and accurate. And can reach insane distances (try it with 800 nodes..).
// Minimum required node count would be around 300-400.
// Generally returns a bit (only a bit) more intelligent looking routes than
// the basic version. Not a true distance image (which would increase CPU
// load) level of intelligence though.
// List of Visited Nodes
FastNodeList visited = new FastNodeList(550);
// List of Nodes to Visit
LinkedList to_visit = new LinkedList();
to_visit.add(start);
int targetx = end.getLoc().getNodeX();
int targety = end.getLoc().getNodeY();
int dx, dy;
boolean added;
int i = 0;
while (i < 550)
{
Node node;
try
{
node = to_visit.removeFirst();
}
catch (Exception e)
{
// No Path found
return null;
}
if (node.equals(end)) //path found!
return constructPath2(node);
else
{
i++;
visited.add(node);
node.attachNeighbors();
Node[] neighbors = node.getNeighbors();
if (neighbors == null)
continue;
for (Node n : neighbors)
{
if (!visited.containsRev(n) && !to_visit.contains(n))
{
added = false;
n.setParent(node);
dx = targetx - n.getLoc().getNodeX();
dy = targety - n.getLoc().getNodeY();
n.setCost(dx * dx + dy * dy);
for (int index = 0; index < to_visit.size(); index++)
{
// supposed to find it quite early..
if (to_visit.get(index).getCost() > n.getCost())
{
to_visit.add(index, n);
added = true;
break;
}
}
if (!added)
to_visit.addLast(n);
}
}
}
}
//No Path found
return null;
}
public List searchAStar(Node start, Node end)
{
// Not operational yet?
int start_x = start.getLoc().getX();
int start_y = start.getLoc().getY();
int end_x = end.getLoc().getX();
int end_y = end.getLoc().getY();
//List of Visited Nodes
FastNodeList visited = new FastNodeList(800);//TODO! Add limit to cfg
// List of Nodes to Visit
BinaryNodeHeap to_visit = new BinaryNodeHeap(800);
to_visit.add(start);
int i = 0;
while (i < 800)//TODO! Add limit to cfg
{
Node node;
try
{
node = to_visit.removeFirst();
}
catch (Exception e)
{
// No Path found
return null;
}
if (node.equals(end)) //path found!
return constructPath(node);
else
{
visited.add(node);
node.attachNeighbors();
for (Node n : node.getNeighbors())
{
if (!visited.contains(n) && !to_visit.contains(n))
{
i++;
n.setParent(node);
n.setCost(Math.abs(start_x - n.getLoc().getNodeX()) + Math.abs(start_y - n.getLoc().getNodeY())
+ Math.abs(end_x - n.getLoc().getNodeX()) + Math.abs(end_y - n.getLoc().getNodeY()));
to_visit.add(n);
}
}
}
}
//No Path found
return null;
}
public List constructPath(Node node)
{
LinkedList path = new LinkedList();
int previousdirectionx = -1000;
int previousdirectiony = -1000;
int directionx;
int directiony;
while (node.getParent() != null)
{
// only add a new route point if moving direction changes
if (node.getParent().getParent() != null // to check and clean diagonal movement
&& Math.abs(node.getLoc().getNodeX() - node.getParent().getParent().getLoc().getNodeX()) == 1
&& Math.abs(node.getLoc().getNodeY() - node.getParent().getParent().getLoc().getNodeY()) == 1)
{
directionx = node.getLoc().getNodeX() - node.getParent().getParent().getLoc().getNodeX();
directiony = node.getLoc().getNodeY() - node.getParent().getParent().getLoc().getNodeY();
}
else
{
directionx = node.getLoc().getNodeX() - node.getParent().getLoc().getNodeX();
directiony = node.getLoc().getNodeY() - node.getParent().getLoc().getNodeY();
}
if (directionx != previousdirectionx || directiony != previousdirectiony)
{
previousdirectionx = directionx;
previousdirectiony = directiony;
path.addFirst(node.getLoc());
}
node = node.getParent();
}
// then LOS based filtering to reduce the number of route points
if (path.size() > 4)
{
//System.out.println("pathsize:"+path.size());
List valueList = new FastList();
for (int index = 0; index < path.size() - 3; index = index + 3)
{
//System.out.println("Attempt filter");
if (GeoData.getInstance().canMoveFromToTarget(path.get(index).getX(), path.get(index).getY(), path.get(index).getZ(), path.get(index + 3).getX(), path.get(index + 3).getY(), path.get(index + 3).getZ(), 0))
{
//System.out.println("filtering i:"+(index+1));
valueList.add(index + 1);
valueList.add(index + 2);
}
}
for (int index = valueList.size() - 1; index >= 0; index--)
{
path.remove(valueList.get(index).intValue());
}
//System.out.println("pathsize:"+path.size());
}
return path;
}
public List constructPath2(Node node)
{
LinkedList path = new LinkedList();
int previousdirectionx = -1000;
int previousdirectiony = -1000;
int directionx;
int directiony;
while (node.getParent() != null)
{
// only add a new route point if moving direction changes
directionx = node.getLoc().getNodeX() - node.getParent().getLoc().getNodeX();
directiony = node.getLoc().getNodeY() - node.getParent().getLoc().getNodeY();
if (directionx != previousdirectionx || directiony != previousdirectiony)
{
previousdirectionx = directionx;
previousdirectiony = directiony;
path.addFirst(node.getLoc());
}
node = node.getParent();
}
return path;
}
/**
* Convert geodata position to pathnode position
* @param geo_pos
* @return pathnode position
*/
public short getNodePos(int geo_pos)
{
return (short) (geo_pos >> 3); //OK?
}
/**
* Convert node position to pathnode block position
* @param geo_pos
* @return pathnode block position (0...255)
*/
public short getNodeBlock(int node_pos)
{
return (short) (node_pos % 256);
}
public byte getRegionX(int node_pos)
{
return (byte) ((node_pos >> 8) + 10);
}
public byte getRegionY(int node_pos)
{
return (byte) ((node_pos >> 8) + 10);
}
public short getRegionOffset(byte rx, byte ry)
{
return (short) ((rx << 5) + ry);
}
/**
* Convert pathnode x to World x position
* @param node_x, rx
* @return
*/
public int calculateWorldX(short node_x)
{
return L2World.MAP_MIN_X + node_x * 128 + 48;
}
/**
* Convert pathnode y to World y position
* @param node_y
* @return
*/
public int calculateWorldY(short node_y)
{
return L2World.MAP_MIN_Y + node_y * 128 + 48;
}
}