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Languages & Coding => Blitz Code Archives => Algorithms => Topic started by: BlitzBot on June 29, 2017, 00:28:42

Title: [bmx] Breadth-first pathfinder by Andres [ 1+ years ago ]
Post by: BlitzBot on June 29, 2017, 00:28:42
Title : Breadth-first pathfinder
Author : Andres
Posted : 1+ years ago

Description : Here's an easy to use pathfinder, made it as portable as possible. Uses only 4 functions. Supports 2D and 3D maps (map's depth).
The pathmap is filled with flags like:
PATH_TOP, PATH_BOTTOM, PATH_LEFT, PATH_RIGHT, PATH_CEIL, PATH_FLOOR, PATH_ALL

As you can see it doesn't support just 1/0 maps, but also can handle walls (hope you understand what i mean :)

The path returned by FindPath() is a string (something like "11444422222222223331123") where 1 - north, 2 - south, 3 - west, 4 - east, 5 - up, 6 - down.

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Ffile.oat.ee%2F%3Fid%3Ddownload%26amp%3Bfile%3DanC%255Bsep%255Dpathfind.jpg%26amp%3Bfolder%3D&hash=28993d6e11687cc095ff77c828df81490efe89c1)

Functions:
CreatePathmap:TPathmap(width:Long, height:Long, depth:Long = 1)
PathmapSlot(this:TPathmap, flags:Int, x:Long, y:Long, z:Long = 0) ' Used to fill pathmap with information
FindPath:String(this:TPathmap, x1:Long, y1:Long, z1:Long, x2:Long, y2:Long, z2:Long) ' finds the path in a pathmap from position x1, y1, z1 to x2, y2, z2
FreePathmap(this:TPathmap)


Example:
SuperStrict

Graphics(800, 600)
SeedRnd(MilliSecs())

Global map_width:Int = 80
Global map_height:Int = 60

Include "pathfind.bmx"

' Create level
Global map:Int[map_width, map_height]
For Local y:Int = 0 To map_height -1
For Local x:Int = 0 To map_width - 1
If Rand(0, 5) < 2 Then map[x, y] = PATH_ALL
Next
Next

' Create pathmap
Global pathmap:TPathmap = CreatePathmap:TPathmap(map_width, map_height)
Global path:String = ""

' Copy level to pathmap
For Local y:Long = 0 To map_height -1
For Local x:Long = 0 To map_width - 1
PathmapSlot(pathmap, map[x, y], x, y)
Next
Next

While Not KeyHit(KEY_ESCAPE)
Cls()

' Draw level
For Local y:Int = 0 To map_height -1
For Local x:Int = 0 To map_width - 1
If CheckFlag(map[x, y], PATH_ALL)
SetColor(255, 0, 0)
Else
SetColor(255, 255, 255)
EndIf
DrawRect(x * 10, y * 10, 10, 10)
Next
Next

' 1 - north, 2 - south, 3 - west, 4 - east, 5 - up, 6 - down
path = FindPath(pathmap, map_width / 2, map_height / 2, 0, MouseX() / 10.0, MouseY() / 10.0, 0)

' Draw the PATH
If Len(path) > 0
SetColor(0, 0, 255)
Local x:Long = map_width / 2, y:Long = map_height / 2
For Local i:Int = 1 To Len(path)
Select Mid(path, i, 1)
Case "1"
y :- 1
Case "2"
y :+ 1
Case "3"
x :- 1
Case "4"
x :+ 1
End Select
DrawOval(x * 10, y * 10, 10, 10)
Next
EndIf

Flip()
Wend

FreePathmap(pathmap)


Code :
Code (blitzmax) Select
Const FLAG1:Int = $01
Const FLAG2:Int = $02
Const FLAG4:Int = $04
Const FLAG8:Int = $08
Const FLAG16:Int = $10
Const FLAG32:Int = $20
Const FLAG64:Int = $40
Const FLAG128:Int = $80

Function CheckFlag:Int(flags:Int, flag:Int)
If flags & flag Then Return True Else Return False
End Function

Const PATH_TOP:Int = FLAG1
Const PATH_BOTTOM:Int = FLAG2
Const PATH_LEFT:Int = FLAG4
Const PATH_RIGHT:Int = FLAG8
Const PATH_CEIL:Int = FLAG16
Const PATH_FLOOR:Int = FLAG32
Const PATH_ALL:Int = FLAG64

' List used for path find
Global pathmap_path_list:TList = CreateList()

' Pathmap type
Type TPathmap
Field width:Long, height:Long, depth:Long

Field map:TBank
End Type

Type TPath
Field x:Long, y:Long, z:Long
Field path:String
End Type

' Create a new pathmap
Function CreatePathmap:TPathmap(width:Long, height:Long, depth:Long = 1)
Local this:TPathmap = New TPathmap
this.width = width
this.height = height
this.depth = depth

this.map = CreateBank(this.width * this.height * this.depth)

Return this
End Function

' Insert flags to pathmap slot
Function PathmapSlot(this:TPathmap, flags:Int, x:Long, y:Long, z:Long = 0)
Local offset:Long = (z * this.width * this.height) + (y * this.width) + x
PokeByte(this.map, offset, flags)
End Function

' Search for a path within pathmap; 1 - north, 2 - south, 3 - west, 4 - east, 5 - up, 6 - down
Function FindPath:String(this:TPathmap, x1:Long, y1:Long, z1:Long, x2:Long, y2:Long, z2:Long)
Local offset:Long, offset_top:Long, offset_bottom:Long, offset_left:Long, offset_right:Long, offset_ceil:Long, offset_floor:Long

Local temp_bank:TBank = CreateBank(BankSize(this.map))
CopyBank(this.map, 0, temp_bank, 0, BankSize(this.map))

ClearList(pathmap_path_list)
Local that:TPath = New TPath
that.x = x1
that.y = y1
that.z = z1
that.path = ""
ListAddFirst(pathmap_path_list, that)
ListAddFirst(pathmap_path_list, that)

For that:TPath = EachIn pathmap_path_list
offset = (that.z * this.width * this.height) + (that.y * this.width) + that.x

' TOP
If that.y > 0
offset_top = (that.z * this.width * this.height) + ((that.y - 1) * this.width) + that.x
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_TOP) And Not CheckFlag(PeekByte(temp_bank, offset_top), PATH_BOTTOM) And Not CheckFlag(PeekByte(temp_bank, offset_top), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x
pth.y = that.y - 1
pth.z = that.z
pth.path = that.path + "1"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_top, PATH_ALL)
EndIf
EndIf
' LEFT
If that.x > 0
offset_left = (that.z * this.width * this.height) + (that.y * this.width) + that.x - 1
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_LEFT) And Not CheckFlag(PeekByte(temp_bank, offset_left), PATH_RIGHT) And Not CheckFlag(PeekByte(temp_bank, offset_left), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x - 1
pth.y = that.y
pth.z = that.z
pth.path = that.path + "3"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_left, PATH_ALL)
EndIf
EndIf
' BOTTOM
If that.y + 1 < this.height
offset_bottom = (that.z * this.width * this.height) + ((that.y + 1) * this.width) + that.x
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_BOTTOM) And Not CheckFlag(PeekByte(temp_bank, offset_bottom), PATH_TOP) And Not CheckFlag(PeekByte(temp_bank, offset_bottom), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x
pth.y = that.y + 1
pth.z = that.z
pth.path = that.path + "2"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_bottom, PATH_ALL)
EndIf
EndIf
' RIGHT
If that.x + 1 < this.width
offset_right = (that.z * this.width * this.height) + (that.y * this.width) + that.x + 1
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_RIGHT) And Not CheckFlag(PeekByte(temp_bank, offset_right), PATH_LEFT) And Not CheckFlag(PeekByte(temp_bank, offset_right), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x + 1
pth.y = that.y
pth.z = that.z
pth.path = that.path + "4"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_right, PATH_ALL)
EndIf
EndIf

' If the pathmap has 3 dimensions
If this.depth > 1
If that.z > 0
offset_ceil = ((that.z - 1) * this.width * this.height) + (that.y * this.width) + that.x
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_CEIL) And Not CheckFlag(PeekByte(temp_bank, offset_ceil), PATH_FLOOR) And Not CheckFlag(PeekByte(temp_bank, offset_ceil), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x
pth.y = that.y - 1
pth.z = that.z
pth.path = that.path + "5"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_ceil, PATH_ALL)
EndIf
EndIf
If that.z + 1< this.depth
offset_floor = ((that.z + 1) * this.width * this.height) + (that.y * this.width) + that.x
If Not CheckFlag(PeekByte(temp_bank, offset), PATH_FLOOR) And Not CheckFlag(PeekByte(temp_bank, offset_floor), PATH_CEIL) And Not CheckFlag(PeekByte(temp_bank, offset_floor), PATH_ALL)
Local pth:TPath = New TPath
pth.x = that.x
pth.y = that.y + 1
pth.z = that.z
pth.path = that.path + "6"
ListAddLast(pathmap_path_list, pth)
PokeByte(temp_bank, offset_floor, PATH_ALL)
EndIf
EndIf
EndIf

' CORRECT PATH FOUND
If that.x = x2 And that.y = y2 And that.z = z2
Local path:String = that.path
ClearList(pathmap_path_list)
temp_bank = Null
Return path
EndIf

' Return false if there is no solution
If ListIsEmpty(pathmap_path_list) Then
temp_bank = Null
Return "[ERROR]"
EndIf

' Remove the parent
ListRemove(pathmap_path_list, that)
that = Null
Next
Return "FAILED"
End Function

' Remove pathmap from memory
Function FreePathmap(this:TPathmap)
this.map = Null
End Function


Comments :


markcw(Posted 1+ years ago)

 That was cool, Andres.