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Add pathfinding.
This commit is contained in:
@@ -0,0 +1,155 @@
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package org.apollo.game.model.entity.path;
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import java.util.ArrayDeque;
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import java.util.Deque;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.Map;
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import java.util.PriorityQueue;
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import java.util.Queue;
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import java.util.Set;
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import org.apollo.game.model.Position;
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/**
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* A {@link PathfindingAlgorithm} that utilises the A* algorithm to find a solution.
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* <p>
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* This implementation utilises a {@link PriorityQueue} of open {@link Node}s, in addition to the usual {@link HashSet}.
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* This allows for logarithmic-time finding of the cheapest element (as opposed to the linear time associated with
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* iterating over the set), whilst still maintaining the constant time contains and remove of the set.
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* <p>
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* This implementation also avoids the linear-time removal from the queue by polling until the first open node is found
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* when identifying the cheapest node.
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*
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* @author Major
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*/
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final class AStarPathfindingAlgorithm extends PathfindingAlgorithm {
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/**
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* The heuristic.
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*/
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private final Heuristic heuristic;
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/**
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* Creates the A* pathfinding algorithm with the specified heuristic.
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*
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* @param heuristic The heuristic.
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*/
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public AStarPathfindingAlgorithm(Heuristic heuristic) {
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this.heuristic = heuristic;
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}
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@Override
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public Deque<Position> find(Position origin, Position target) {
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Map<Position, Node> nodes = new HashMap<>();
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Node start = new Node(origin), end = new Node(target);
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nodes.put(origin, start);
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nodes.put(target, end);
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Set<Node> open = new HashSet<>();
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Queue<Node> sorted = new PriorityQueue<>();
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open.add(start);
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sorted.add(start);
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do {
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Node active = getCheapest(sorted);
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Position position = active.getPosition();
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if (position.equals(target)) {
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break;
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}
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open.remove(active);
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active.close();
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int x = position.getX(), y = position.getY();
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for (int nextX = x - 1; x <= x + 1; nextX++) {
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for (int nextY = y - 1; y <= y + 1; nextY++) {
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if (nextX == x && nextY == y) {
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continue;
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}
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Position adjacent = new Position(nextX, nextY);
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if (traversable(adjacent)) {
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Node node = createIfAbsent(adjacent, nodes);
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compare(active, node, open, sorted, heuristic);
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}
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}
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}
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} while (!open.isEmpty());
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Deque<Position> shortest = new ArrayDeque<>();
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Node active = end;
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if (active.hasParent()) {
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Position position = active.getPosition();
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while (!origin.equals(position)) {
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shortest.addFirst(position);
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active = active.getParent(); // If the target has a parent then all of the others will.
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position = active.getPosition();
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}
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}
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return shortest;
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}
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/**
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* Compares the two specified {@link Node}s, adding the other node to the open {@link Set} if the estimation is
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* cheaper than the current cost.
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*
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* @param active The active node.
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* @param other The node to compare the active node against.
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* @param open The set of open nodes.
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* @param sorted The sorted {@link Queue} of nodes.
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* @param heuristic The {@link Heuristic} used to estimate the cost of the node.
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*/
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private void compare(Node active, Node other, Set<Node> open, Queue<Node> sorted, Heuristic heuristic) {
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int cost = active.getCost() + heuristic.estimate(active.getPosition(), other.getPosition());
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if (other.getCost() > cost) {
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open.remove(other);
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other.close();
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} else if (other.isOpen() && !open.contains(other)) {
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other.setCost(cost);
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other.setParent(active);
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open.add(other);
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sorted.add(other);
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}
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}
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/**
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* Creates a {@link Node} and inserts it into the specified {@link Map} if one does not already exist, then returns
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* that node.
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*
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* @param position The {@link Position}.
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* @param nodes The map of positions to nodes.
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* @return The node.
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*/
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private Node createIfAbsent(Position position, Map<Position, Node> nodes) {
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Node existing = nodes.get(position);
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if (existing == null) {
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existing = new Node(position);
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nodes.put(position, existing);
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}
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return existing;
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}
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/**
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* Gets the cheapest open {@link Node} from the {@link Queue}.
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*
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* @param nodes The queue of nodes.
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* @return The cheapest node.
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*/
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private Node getCheapest(Queue<Node> nodes) {
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Node node = nodes.peek();
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while (!node.isOpen()) {
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nodes.poll();
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node = nodes.peek();
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}
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return node;
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}
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}
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@@ -0,0 +1,19 @@
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package org.apollo.game.model.entity.path;
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import org.apollo.game.model.Position;
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/**
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* The Chebyshev heuristic, ideal for a system that allows for 8-directional movement.
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*
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* @author Major
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*/
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final class ChebyshevHeuristic extends Heuristic {
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@Override
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public int estimate(Position current, Position goal) {
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int dx = Math.abs(current.getX() - goal.getX());
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int dy = Math.abs(current.getX() - goal.getY());
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return dx >= dy ? dx : dy;
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}
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}
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@@ -0,0 +1,21 @@
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package org.apollo.game.model.entity.path;
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import org.apollo.game.model.Position;
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/**
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* A heuristic used by the A* algorithm.
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*
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* @author Major
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*/
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abstract class Heuristic {
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/**
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* Estimates the value for this heuristic.
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*
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* @param current The current {@link Position}.
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* @param target The target position.
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* @return The heuristic value.
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*/
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public abstract int estimate(Position current, Position target);
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}
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@@ -0,0 +1,19 @@
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package org.apollo.game.model.entity.path;
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import org.apollo.game.model.Position;
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/**
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* The Manhattan heuristic, ideal for a system that limits movement to 4 directions.
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*
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* @author Major
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*/
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final class ManhattanHeuristic extends Heuristic {
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@Override
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public int estimate(Position current, Position goal) {
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int dx = Math.abs(current.getX() - goal.getX());
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int dy = Math.abs(current.getX() - goal.getY());
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return dx + dy;
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}
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}
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@@ -0,0 +1,148 @@
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package org.apollo.game.model.entity.path;
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import java.util.NoSuchElementException;
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import java.util.Optional;
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import org.apollo.game.model.Position;
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/**
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* A node representing a weighted {@link Position}.
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*
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* @author Major
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*/
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final class Node {
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/**
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* The cost of this node.
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*/
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private int cost;
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/**
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* Whether or not this node is open.
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*/
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private boolean open = true;
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/**
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* The parent node of this node.
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*/
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private Optional<Node> parent = Optional.empty();
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/**
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* The point this node represents.
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*/
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private final Position position;
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/**
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* Creates the node with the specified {@link Position} and cost.
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*
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* @param position The position.
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*/
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public Node(Position position) {
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this(position, 0);
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}
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/**
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* Creates the node with the specified {@link Position} and cost.
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*
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* @param position The position.
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* @param cost The cost of the node.
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*/
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public Node(Position position, int cost) {
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this.position = position;
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this.cost = cost;
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}
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/**
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* Closes this node.
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*/
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public void close() {
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open = false;
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}
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@Override
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public boolean equals(Object obj) {
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if (obj instanceof Node) {
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Node other = (Node) obj;
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return position.equals(other.position);
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}
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return false;
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}
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/**
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* Gets the cost of this node.
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*
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* @return The cost.
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*/
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public int getCost() {
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return cost;
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}
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/**
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* Gets the parent node of this node.
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*
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* @return The parent node.
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* @throws NoSuchElementException If this node does not have a parent.
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*/
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public Node getParent() {
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return parent.get();
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}
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/**
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* Gets the {@link Position} this node represents.
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*
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* @return The position.
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*/
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public Position getPosition() {
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return position;
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}
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@Override
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public int hashCode() {
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return position.getX() * 31 + position.getY();
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}
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/**
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* Returns whether or not this node has a parent node.
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*
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* @return {@code true} if this node has a parent node, otherwise {@code false}.
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*/
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public boolean hasParent() {
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return parent.isPresent();
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}
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/**
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* Returns whether or not this {@link Node} is open.
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*
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* @return {@code true} if this node is open, otherwise {@code false}.
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*/
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public boolean isOpen() {
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return open;
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}
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/**
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* Sets the cost of this node.
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*
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* @param cost The cost.
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*/
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public void setCost(int cost) {
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this.cost = cost;
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}
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/**
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* Sets the parent node of this node.
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*
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* @param parent The parent node. May be {@code null}.
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*/
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public void setParent(Node parent) {
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this.parent = Optional.ofNullable(parent);
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}
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@Override
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public String toString() {
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return Node.class.getSimpleName() + " [x=" + position.getX() + ", y=" + position.getY() + ", open=" + open + ", cost="
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+ cost + "]";
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}
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}
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@@ -0,0 +1,84 @@
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package org.apollo.game.model.entity.path;
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import java.util.Deque;
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import java.util.Set;
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import org.apollo.game.model.Direction;
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import org.apollo.game.model.Position;
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import org.apollo.game.model.World;
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import org.apollo.game.model.area.Sector;
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import org.apollo.game.model.area.SectorRepository;
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import org.apollo.game.model.entity.Entity.EntityType;
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import org.apollo.game.model.entity.GameObject;
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/**
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* An algorithm used to find a path between two {@link Position}s.
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*
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* @author Major
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*/
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abstract class PathfindingAlgorithm {
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/**
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* The repository of sectors.
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*/
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private static final SectorRepository repository = World.getWorld().getSectorRepository();
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/**
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* Finds a valid path from the origin {@link Position} to the target one.
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*
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* @param origin The origin position.
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* @param target The target position.
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* @return The {@link Deque} containing the positions to go through.
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*/
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public abstract Deque<Position> find(Position origin, Position target);
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/**
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* Returns whether or not the tile at the specified position is walkable. FIXME do this properly w/tile collision
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* data!
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*
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* @param position The {@link Position}.
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* @return {@code true} if the tile is walkable, otherwise {@code false}.
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*/
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protected boolean traversable(Position position) {
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Sector sector = repository.get(position.getSectorCoordinates());
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Set<GameObject> objects = sector.getEntities(position, EntityType.GAME_OBJECT);
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return objects.stream().anyMatch(object -> object.getDefinition().isSolid());
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}
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/**
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* Returns whether or not the {@link Position}s walking one step in a specified {@link Direction} would lead to is
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* traversable.
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*
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* @param position The starting position.
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* @param directions The directions that should be checked.
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* @return {@code true} if any of the directions lead to a traversable tile, otherwise {@code false}.
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*/
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protected boolean traversable(Position position, Direction... directions) {
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int height = position.getHeight();
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for (Direction direction : directions) {
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int x = position.getX(), y = position.getY();
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int value = direction.toInteger();
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if (value >= Direction.NORTH_WEST.toInteger() && value <= Direction.NORTH_EAST.toInteger()) {
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y++;
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} else if (value >= Direction.SOUTH_WEST.toInteger() && value <= Direction.SOUTH_EAST.toInteger()) {
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y--;
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}
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if (direction == Direction.NORTH_EAST || direction == Direction.EAST || direction == Direction.SOUTH_EAST) {
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x++;
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} else if (direction == Direction.NORTH_WEST || direction == Direction.WEST || direction == Direction.SOUTH_WEST) {
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x--;
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}
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if (traversable(new Position(x, y, height))) {
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return true;
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}
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}
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return false;
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}
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}
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@@ -0,0 +1,113 @@
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package org.apollo.game.model.entity.path;
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import java.util.ArrayDeque;
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import java.util.Deque;
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import org.apollo.game.model.Direction;
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import org.apollo.game.model.Position;
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/**
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* A very simple pathfinding algorithm that simply walks in the direction of the target until it either reaches it or is
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* blocked. TODO diagonal movement support.
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*
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* @author Major
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*/
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final class SimplePathfindingAlgorithm extends PathfindingAlgorithm {
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@Override
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public Deque<Position> find(Position origin, Position target) {
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int approximation = (int) (origin.getLongestDelta(target) * 1.5);
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Deque<Position> positions = new ArrayDeque<>(approximation);
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return addHorizontal(origin, target, positions);
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}
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/**
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* Adds the necessary and possible horizontal {@link Position}s to the existing {@link Deque}.
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* <p>
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* This method:
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* <ul>
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* <li>Adds positions horizontally until we are either horizontally aligned with the target, or the next step is not
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* traversable.
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* <li>Checks if we are not at the target, and that either of the horizontally-adjacent positions are traversable:
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* if so, we traverse horizontally (see {@link #addHorizontal}); if not, return the current path.
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* </ul>
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*
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* @param current The current position.
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* @param target The target position.
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* @param positions The deque of positions.
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* @return The deque of positions containing the path.
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*/
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private Deque<Position> addHorizontal(Position current, Position target, Deque<Position> positions) {
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int x = current.getX(), y = current.getY(), height = current.getHeight();
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int dx = x - target.getX();
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if (dx > 0) {
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Position west = new Position(x - 1, y, height);
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while (traversable(west) && dx-- > 0) {
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west = new Position(--x, y, height);
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positions.addLast(west);
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}
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} else if (dx < 0) {
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Position east = new Position(x + 1, y, height);
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while (traversable(east) && dx++ < 0) {
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east = new Position(++x, y, height);
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positions.addLast(east);
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}
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}
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Position last = new Position(x, y, height);
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if (!current.equals(last) && traversable(last, Direction.NORTH, Direction.SOUTH)) {
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return addVertical(last, target, positions);
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}
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return positions;
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}
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||||
/**
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||||
* Adds the necessary and possible vertical {@link Position}s to the existing {@link Deque}.
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||||
* <p>
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||||
* This method:
|
||||
* <ul>
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||||
* <li>Adds positions vertically until we are either vertically aligned with the target, or the next step is not
|
||||
* traversable.
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||||
* <li>Checks if we are not at the target, and that either of the horizontally-adjacent positions are traversable:
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||||
* if so, we traverse horizontally (see {@link #addHorizontal}); if not, return the current path.
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* </ul>
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||||
*
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* @param current The current position.
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||||
* @param target The target position.
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||||
* @param positions The deque of positions.
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||||
* @return The deque of positions containing the path.
|
||||
*/
|
||||
private Deque<Position> addVertical(Position current, Position target, Deque<Position> positions) {
|
||||
int x = current.getX(), y = current.getY(), height = current.getHeight();
|
||||
int dy = y - target.getY();
|
||||
|
||||
if (dy > 0) {
|
||||
Position south = new Position(x, y - 1, height);
|
||||
|
||||
while (traversable(south) && dy-- > 0) {
|
||||
south = new Position(x, --y, height);
|
||||
positions.addLast(south);
|
||||
}
|
||||
} else if (dy < 0) {
|
||||
Position north = new Position(x, y + 1, height);
|
||||
|
||||
while (traversable(north) && dy++ < 0) {
|
||||
north = new Position(x, ++y, height);
|
||||
positions.addLast(north);
|
||||
}
|
||||
}
|
||||
|
||||
Position last = new Position(x, y, height);
|
||||
if (!last.equals(target) && traversable(last, Direction.EAST, Direction.WEST)) {
|
||||
return addHorizontal(last, target, positions);
|
||||
}
|
||||
|
||||
return positions;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
/**
|
||||
* Contains pathfinding-related classes.
|
||||
*/
|
||||
package org.apollo.game.model.entity.path;
|
||||
Reference in New Issue
Block a user