diff --git a/main.c b/main.c index f22aef7..ce229f8 100644 --- a/main.c +++ b/main.c @@ -1,5 +1,5 @@ // you will die someday -#define CURRENT_VERSION 8 // wehenver you change Entity increment this boz +#define CURRENT_VERSION 9 // wehenver you change Entity increment this boz #define SOKOL_IMPL #if defined(WIN32) || defined(_WIN32) @@ -580,6 +580,75 @@ typedef struct GameState { Entity entities[MAX_ENTITIES]; } GameState; GameState gs = {0}; + +PathCache cached_paths[32] = {0}; + +bool is_path_cache_old(double elapsed_time, PathCache *cache) +{ + double time_delta = elapsed_time - cache->elapsed_time; + if(time_delta < 0.0) + { + // path was cached in the future... likely from old save or something. Always invalidate + return true; + } + else + { + return time_delta >= TIME_BETWEEN_PATH_GENS; + } +} + +PathCacheHandle cache_path(double elapsed_time, AStarPath *path) +{ + ARR_ITER_I(PathCache, cached_paths, i) + { + if(!it->exists || is_path_cache_old(elapsed_time, it)) + { + int gen = it->generation; + *it = (PathCache){0}; + it->generation = gen + 1; + + it->path = *path; + it->elapsed_time = elapsed_time; + it->exists = true; + return (PathCacheHandle){.generation = it->generation, .index = i}; + } + } + return (PathCacheHandle){0}; +} + +// passes in the time to return 0 and invalidate if too old +PathCache *get_path_cache(double elapsed_time, PathCacheHandle handle) +{ + if(handle.generation == 0) + { + return 0; + } + else + { + assert(handle.index >= 0); + assert(handle.index < ARRLEN(cached_paths)); + PathCache *to_return = &cached_paths[handle.index]; + if(to_return->exists && to_return->generation == handle.generation) + { + if(is_path_cache_old(elapsed_time, to_return)) + { + to_return->exists = false; + return 0; + } + else + { + return to_return; + } + } + else + { + return 0; + } + } +} + + + double unprocessed_gameplay_time = 0.0; #define MINIMUM_TIMESTEP (1.0/60.0) @@ -2528,199 +2597,226 @@ G H SUM F cost: G + H */ - Vec2 from = it->pos; Vec2 to = targeting->pos; - typedef struct AStarNode { - bool exists; - struct AStarNode * parent; - bool in_closed_set; - bool in_open_set; - float f_score; // total of g score and h score - float g_score; // distance from the node to the start node - Vec2 pos; - } AStarNode; - - BUFF(AStarNode, 1024) nodes = {0}; - struct { Vec2 key; AStarNode *value; } *node_cache = 0; -#define V2_HASH(v) (FloorV2(v)) - const float jump_size = TILE_SIZE/2.0f; - BUFF_APPEND(&nodes, ((AStarNode){.in_open_set = true, .pos = from})); - Vec2 from_hash = V2_HASH(from); - float got_there_tolerance = max_coord(entity_aabb_size(player))*1.5f; - hmput(node_cache, from_hash, &nodes.data[0]); - bool should_quit = false; + PathCache *cached = get_path_cache(elapsed_time, it->cached_path); + AStarPath path = {0}; bool succeeded = false; - AStarNode *last_node = 0; - PROFILE_SCOPE("A* Pathfinding") // astar pathfinding a star - while(!should_quit) + if(cached) { - int openset_size = 0; - BUFF_ITER(AStarNode, &nodes) if(it->in_open_set) openset_size += 1; - if(openset_size == 0) - { - should_quit = true; - } - else - { - AStarNode *current = 0; - PROFILE_SCOPE("Get lowest fscore astar node in open set") - { - float min_fscore = INFINITY; - int min_fscore_index = -1; - BUFF_ITER_I(AStarNode, &nodes, i) - if(it->in_open_set) - { - if(it->f_score < min_fscore) - { - min_fscore = it->f_score; - min_fscore_index = i; - } - } - assert(min_fscore_index >= 0); - current = &nodes.data[min_fscore_index]; - assert(current); - } - - float length_to_goal = 0.0f; - PROFILE_SCOPE("get length to goal") length_to_goal = LenV2(SubV2(to, current->pos)); - - if(length_to_goal <= got_there_tolerance) - { - succeeded = true; - should_quit = true; - last_node = current; - } - else + path = cached->path; + succeeded = true; + } + else + { + Vec2 from = it->pos; + typedef struct AStarNode { + bool exists; + struct AStarNode * parent; + bool in_closed_set; + bool in_open_set; + float f_score; // total of g score and h score + float g_score; // distance from the node to the start node + Vec2 pos; + } AStarNode; + + BUFF(AStarNode, MAX_ASTAR_NODES) nodes = {0}; + struct { Vec2 key; AStarNode *value; } *node_cache = 0; +#define V2_HASH(v) (FloorV2(v)) + const float jump_size = TILE_SIZE/2.0f; + BUFF_APPEND(&nodes, ((AStarNode){.in_open_set = true, .pos = from})); + Vec2 from_hash = V2_HASH(from); + float got_there_tolerance = max_coord(entity_aabb_size(player))*1.5f; + hmput(node_cache, from_hash, &nodes.data[0]); + + bool should_quit = false; + AStarNode *last_node = 0; + PROFILE_SCOPE("A* Pathfinding") // astar pathfinding a star + while(!should_quit) { - current->in_open_set = false; - Vec2 neighbor_positions[] = { - V2(-jump_size, 0.0f), - V2( jump_size, 0.0f), - V2(0.0f, jump_size), - V2(0.0f, -jump_size), - - V2(-jump_size, jump_size), - V2( jump_size, jump_size), - V2( jump_size, -jump_size), - V2(-jump_size, -jump_size), - }; - ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos); - - Entity *e = it; - PROFILE_SCOPE("Checking neighbor positions") - ARR_ITER(Vec2, neighbor_positions) + int openset_size = 0; + BUFF_ITER(AStarNode, &nodes) if(it->in_open_set) openset_size += 1; + if(openset_size == 0) { - Vec2 cur_pos = *it; - - dbgsquare(cur_pos); - - bool would_block_me = false; - - - PROFILE_SCOPE("Checking for overlap") + should_quit = true; + } + else + { + AStarNode *current = 0; + PROFILE_SCOPE("Get lowest fscore astar node in open set") { - Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, cur_pos)); - BUFF_ITER(Overlap, &overlapping_at_want) if(is_overlap_collision(*it) && !(it->e && it->e == e)) would_block_me = true; + float min_fscore = INFINITY; + int min_fscore_index = -1; + BUFF_ITER_I(AStarNode, &nodes, i) + if(it->in_open_set) + { + if(it->f_score < min_fscore) + { + min_fscore = it->f_score; + min_fscore_index = i; + } + } + assert(min_fscore_index >= 0); + current = &nodes.data[min_fscore_index]; + assert(current); } - if(would_block_me) + float length_to_goal = 0.0f; + PROFILE_SCOPE("get length to goal") length_to_goal = LenV2(SubV2(to, current->pos)); + + if(length_to_goal <= got_there_tolerance) { + succeeded = true; + should_quit = true; + last_node = current; } else { - AStarNode *existing = 0; - Vec2 hash = V2_HASH(cur_pos); - existing = hmget(node_cache, hash); - - if(false) - PROFILE_SCOPE("look for existing A* node") - BUFF_ITER(AStarNode, &nodes) - { - if(V2ApproxEq(it->pos, cur_pos)) + current->in_open_set = false; + Vec2 neighbor_positions[] = { + V2(-jump_size, 0.0f), + V2( jump_size, 0.0f), + V2(0.0f, jump_size), + V2(0.0f, -jump_size), + + V2(-jump_size, jump_size), + V2( jump_size, jump_size), + V2( jump_size, -jump_size), + V2(-jump_size, -jump_size), + }; + ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos); + + Entity *e = it; + PROFILE_SCOPE("Checking neighbor positions") + ARR_ITER(Vec2, neighbor_positions) { - existing = it; - break; - } - } + Vec2 cur_pos = *it; - float tentative_gscore = current->g_score + jump_size; - if(tentative_gscore < (existing ? existing->g_score : INFINITY)) - { - if(!existing) - { - if(!BUFF_HAS_SPACE(&nodes)) + dbgsquare(cur_pos); + + bool would_block_me = false; + + + PROFILE_SCOPE("Checking for overlap") { - should_quit = true; - succeeded = false; + Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, cur_pos)); + BUFF_ITER(Overlap, &overlapping_at_want) if(is_overlap_collision(*it) && !(it->e && it->e == e)) would_block_me = true; } - else + + if(would_block_me) { - BUFF_APPEND(&nodes, (AStarNode){0}); - existing = &nodes.data[nodes.cur_index-1]; - existing->pos = cur_pos; - Vec2 pos_hash = V2_HASH(cur_pos); - hmput(node_cache, pos_hash, existing); } - } - - if(existing) - PROFILE_SCOPE("estimate heuristic") - { - existing->parent = current; - existing->g_score = tentative_gscore; - float h_score = 0.0f; + else { - // diagonal movement heuristic from some article - Vec2 curr_cell = *it; - Vec2 goal = to; - float D = jump_size; - float D2 = LenV2(V2(jump_size, jump_size)); - float dx = fabsf(curr_cell.x - goal.x); - float dy = fabsf(curr_cell.y - goal.y); - float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy); - - h_score += h; - // approx distance with manhattan distance - //h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y); + AStarNode *existing = 0; + Vec2 hash = V2_HASH(cur_pos); + existing = hmget(node_cache, hash); + + if(false) + PROFILE_SCOPE("look for existing A* node") + BUFF_ITER(AStarNode, &nodes) + { + if(V2ApproxEq(it->pos, cur_pos)) + { + existing = it; + break; + } + } + + float tentative_gscore = current->g_score + jump_size; + if(tentative_gscore < (existing ? existing->g_score : INFINITY)) + { + if(!existing) + { + if(!BUFF_HAS_SPACE(&nodes)) + { + should_quit = true; + succeeded = false; + } + else + { + BUFF_APPEND(&nodes, (AStarNode){0}); + existing = &nodes.data[nodes.cur_index-1]; + existing->pos = cur_pos; + Vec2 pos_hash = V2_HASH(cur_pos); + hmput(node_cache, pos_hash, existing); + } + } + + if(existing) + PROFILE_SCOPE("estimate heuristic") + { + existing->parent = current; + existing->g_score = tentative_gscore; + float h_score = 0.0f; + { + // diagonal movement heuristic from some article + Vec2 curr_cell = *it; + Vec2 goal = to; + float D = jump_size; + float D2 = LenV2(V2(jump_size, jump_size)); + float dx = fabsf(curr_cell.x - goal.x); + float dy = fabsf(curr_cell.y - goal.y); + float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy); + + h_score += h; + // approx distance with manhattan distance + //h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y); + } + existing->f_score = tentative_gscore + h_score; + existing->in_open_set = true; + } + } } - existing->f_score = tentative_gscore + h_score; - existing->in_open_set = true; } - } } } } - } - } - hmfree(node_cache); - node_cache = 0; + hmfree(node_cache); + node_cache = 0; - // reconstruct path - BUFF(Vec2, ARRLEN(nodes.data)) path = {0}; - if(succeeded) - { - assert(last_node); - AStarNode *cur = last_node; - while(cur) + // reconstruct path + if(succeeded) { - BUFF_PUSH_FRONT(&path, cur->pos); - cur = cur->parent; + assert(last_node); + AStarNode *cur = last_node; + while(cur) + { + BUFF_PUSH_FRONT(&path, cur->pos); + cur = cur->parent; + } } + + if(succeeded) + it->cached_path = cache_path(elapsed_time, &path); } Vec2 next_point_on_path = {0}; if(succeeded) { - assert(path.cur_index > 0); - if(path.cur_index == 1) + float nearest_dist = INFINITY; + int nearest_index = -1; + Entity *from = it; + BUFF_ITER_I(Vec2, &path, i) + { + float dist = LenV2(SubV2(*it, from->pos)); + if(dist < nearest_dist) + { + nearest_dist = dist; + nearest_index = i; + } + } + assert(nearest_index >= 0); + int target_index = (nearest_index + 1); + + if(target_index >= path.cur_index) { next_point_on_path = to; } else { - next_point_on_path = path.data[1]; + next_point_on_path = path.data[target_index]; } } diff --git a/makeprompt.h b/makeprompt.h index e153154..538a76a 100644 --- a/makeprompt.h +++ b/makeprompt.h @@ -149,6 +149,25 @@ typedef struct float alive_for; } PlayerAfterImage; +#define MAX_ASTAR_NODES 1024 +typedef BUFF(Vec2, MAX_ASTAR_NODES) AStarPath; +#define TIME_BETWEEN_PATH_GENS (0.5f) + +typedef struct +{ + bool exists; + int generation; + double elapsed_time; + + AStarPath path; +} PathCache; + +typedef struct +{ + int generation; + int index; +} PathCacheHandle; + typedef struct Entity { bool exists; @@ -186,6 +205,7 @@ typedef struct Entity double characters_said; NPCPlayerStanding standing; NpcKind npc_kind; + PathCacheHandle cached_path; ItemKind last_seen_holding_kind; #ifdef WEB int gen_request_id;