Tim wrote:Ok thx. Bad for your Barb Moonknight.
// ----- CALCULATE PATH -----
function calculatepath($startpos, $endpos)
{
$pathvector = array();
$start = explode("_",startpos);
$startx = $start[0];
$starty = $start[1];
$end = explode("_",$endpos);
$endx = $end[0];
$endy = $end[1];
$optimalpath ="";
$returnarray = array();
$returnarray = $this->findpath2($startpos,$endpos);
$cost = $returnarray[0];
//error_log("ai.php: Found path cost: $cost in game: $this->gameid for startpos: $startpos");
$optimalpath = $returnarray[1] . "#" . $endpos;
return array($cost,$optimalpath);
}
// ----- GET TARGET DISTANCE -----
function gettargetdistance($coord1,$coord2)
{
$coord1=explode("_",$coord1);
$coord2=explode("_",$coord2);
$x1 = $coord1[0];
$y1 = $coord1[1];
$x2 = $coord2[0];
$y2 = $coord2[1];
$deltax = abs($x1-$x2);
$deltay = abs($y1-$y2);
// Check for difficult terrain - lets us detect if there is water/mountain between us and target
$difficultterrain = 0;
while ($x1 != $x2 && $y1 != $y2)
{
if ($x1 < $x2)
{
$x1++;
}
else if ($x1 > $x2)
{
$x1--;
}
if ($y1 < $y2)
{
$y1++;
}
else if ($y1 > $y2)
{
$y1--;
}
$coord = $x1 . "_" . $y1;
$terraintype = $this->terrainhash[$this->maphash[$coord]];
if ($terraintype == "Vo" || $terraintype == "Mo" || $terraintype == "Wa" || $terraintype == "Ob" || $terraintype == "Rv" || $terraintype == "Oc")
{
$difficultterrain = 5; // Distance add-on if we pass difficult terrain as this means there is a greater risk we have trouble finding a good path
// error_log("difficultterrain found!");
break;
}
}
if ($deltax > $deltay)
{
return $deltax+$difficultterrain;
}
return $deltay+$difficultterrain;
}
// ----- GET DISTANCE ----
function getdistance($coord1,$coord2)
{
$coord1=explode("_",$coord1);
$coord2=explode("_",$coord2);
$x1 = $coord1[0];
$y1 = $coord1[1];
$x2 = $coord2[0];
$y2 = $coord2[1];
$deltax = abs($x1-$x2);
$deltay = abs($y1-$y2);
if ($deltax > $deltay)
{
return $deltax;
}
return $deltay;
// WB world...
// $x = $deltax*$deltax;
// $y = $deltay*$deltay;
// $newdistance = sqrt($x+$y);
// return $newdistance;
}
// ----- GET NUMBER OF SQUARES TO TARGET -----
function getnumberofsquarestotarget($startcoord,$endcoord)
{
$coord2 = explode("_",$startcoord);
$orginalx = $coord2[0];
$orginaly = $coord2[1];
$coord1 = explode("_",$endcoord);
$endx = $coord1[0];
$endy = $coord1[1];
$diffx = abs(orginalx-endx);
$diffy = abs(orginaly-endy);
if ($diffx > $diffy){return $diffx;}
else {return $diffy;}
}
// ----- GET ADJACENT SQUARES -----
function getadjacentsquares($coord)
{
// Returnerar intilliggande rutor på ett smart sätt i förhållande till målet, dvs närmst rutor kommer först
$c = explode("_",$coord);
$orginalx = $c[0];
$orginaly = $c[1];
$minx = $orginalx-1;
$maxx = $orginalx+1;
$miny = $orginaly-1;
$maxy = $orginaly+1;
if ($minx < 0){$minx = 0;}
if ($maxx == $this->mapwidth){$maxx = $this->mapwidth-1;}
if ($miny < 0){$miny = 0;}
if ($maxy == $this->mapheight){$maxy = $this->mapheight-1;}
$returnarray = array();
$k = 0;
$diffx = abs($orginalx-$endx);
$diffy = abs($orginaly-$endy);
if ($endx == $orginalx)
{
$xarray = array($orginalx,$minx,$maxx);
}
else if ($endx > $orginalx)
{
$xarray = array($maxx,$orginalx,$minx);
}
else
{
$xarray = array($minx,$orginalx,$maxx);
}
if ($endy == $orginaly)
{
$yarray = array($orginaly,$miny,$maxy);
}
else if ($endy > $orginaly)
{
$yarray = array($maxy,$orginaly,$miny);
}
else
{
$yarray = array($miny,$orginaly,$maxy);
}
$n = count($xarray);
$o = count($yarray);
if ($diffx > $diffy)
{
for ($x=0;$x<$n;$x++)
{
for ($y=0;$y<$o;$y++)
{
if (!($yarray[$y]==$orginaly && $xarray[$x]==$orginalx))
{
$returnarray[$k] = $xarray[$x] . "_" . $yarray[$y];
$k++;
}
}
}
}
else
{
for ($y=0;$y<$o;$y++)
{
for ($x=0;$x<$n;$x++)
{
if (!($yarray[$y]==$orginaly && $xarray[$x]==$orginalx))
{
$returnarray[$k] = $xarray[$x] . "_" . $yarray[$y];
$k++;
}
}
}
}
return $returnarray;
}
// ----- GET COST FOR -----
function getcostfor($coord,$prevcoord,$movecosttable, $currentmovetype)
{
$terrainid = $this->maphash[$coord];
$terraintype = $this->terrainhash[$terrainid];
$terrainid = $this->maphash[$prevcoord];
$previousterraintype = $this->terrainhash[$terrainid];
if ($movecosttable['affectedbyanchor'] == "yes" && $currentmovetype == "Sea" && $previousterraintype == "An" && $terraintype != "Wa" && $terraintype != "Sh" && $terraintype != "An" && $terraintype != "Br" && $terraintype != "Ob")
{
$currentmovetype = "Land";
//echo "Anchor convert to LAND<br>";
}
if ($movecosttable['affectedbyanchor'] == "yes" && $currentmovetype == "Land" && $terraintype=="An")
{
// Om man är landgående och går till en Anchor så ska man omvandlas till movetype Sea
$currentmovetype="Sea";
}
return array($movecosttable[$currentmovetype][$terraintype],$currentmovetype);
}
// ----- RECONSTRUCT PATH -----
function reconstruct_path($came_from, $current_node)
{
if ($came_from[$current_node])
{
$p = $this->reconstruct_path($came_from, $came_from[$current_node]);
$current_node = explode("#",$current_node);
$current_node = $current_node[0];
return $p . "#" . $current_node;
}
else
{
$current_node = explode("#",$current_node);
$current_node = $current_node[0];
return $current_node;
}
}
// ----- FINDPATH2 -----
function findpath2($startpos,$endpos)
{
$movetype = $this->movetype;
$pathfindinggroupmovecosttable = $this->groupmovecosttable;
$tentative_g_score;
$tentative_is_better;
$lowestcost = 1000;
$node = $startpos . "#" . $movetype;
$openset = array();
$openset[$startpos . "#" . $movetype] =1;
$closedset = array();
$came_from = array();
$g_score = array();
$h_score = array();
$f_score = array();
$returnarray = array();
$current_movetype = array();
$mover;
$splitnode;
$nodemovetype;
$adjsquarenode;
$current_movetype[$startpos . "#" . $movetype] = $movetype;
$g_score[$startpos . "#" . $movetype] = 0;
$h_score[$startpos . "#" . $movetype] = $this->getnumberofsquarestotarget($startpos,$endpos);
$f_score[$startpos . "#" . $movetype] = $h_score[$startpos . "#" . $movetype];
$adjsquares;
$n;
$k;
while ($openset)
{
$lowestcost = 10000;
foreach ($openset as $k => $v)
{
if ($f_score[$k]<$lowestcost)
{
$lowestcost= $f_score[$k];
$node = $k;
}
}
if ($lowestcost == 10000)
{
unset($openset);
break;
}
$mover = $current_movetype[$node];
$splitnode = explode("#",$node);
$node = $splitnode[0];
$nodemovetype = $splitnode[1];
if ($node == $endpos)
{
$urban = $node . "#" . $nodemovetype;
return array($g_score[$urban],$this->reconstruct_path($came_from, $came_from[$endpos . "#" . $nodemovetype]));
}
unset($openset[$node . "#" . $nodemovetype]) ;
$closedset[$node . "#" . $nodemovetype] = 1;
$adjsquares = $this->getadjacentsquares($node);
$n= count($adjsquares); // adjsquares.length;
for ($k=0;$k<$n;$k++)
{
$adjsquarenode = $adjsquares[$k] . "#" . $mover;
if ($closedset[$adjsquarenode] )
{
continue;
}
$returnarray = $this->getcostfor($adjsquares[$k], $node, $pathfindinggroupmovecosttable, $mover); // move.getcostfor(adjsquares[k], node, pathfindinggroupmovecosttable, mover);
$tentative_g_score = $g_score[$node . "#" . $nodemovetype] + $returnarray[0];
if (!$openset[$adjsquarenode])
{
$tentative_is_better = "yes";
$openset[$adjsquarenode] = 1;
}
else if ($tentative_g_score < $g_score[$adjsquarenode])
{
$tentative_is_better = "yes";
}
else
{
$tentative_is_better = "no";
}
if ($tentative_is_better == "yes")
{
$came_from[$adjsquarenode] = $node . "#" . $nodemovetype;
$g_score[$adjsquarenode] = $tentative_g_score;
$h_score[$adjsquarenode] = $this->getnumberofsquarestotarget($adjsquares[$k],$endpos);
$f_score[$adjsquarenode] = $g_score[$adjsquarenode] + $h_score[$adjsquarenode];
$current_movetype[$adjsquarenode] = $returnarray[1];
}
}
}
return "failure";
}
SnotlinG wrote:Let me know if you find anything, I´d be more than happy to optimize the code
[/code]
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