示例#1
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 def __init__(self):
     self.pathstorage = Pathstorage()
     self.obstacle_map = [[]]
     self.fifo = Fifo(self)
     self.islands = Islands()
     #TODO: searching Islands!
     self.jobs = []  # contains all pathfindingjobs
示例#2
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	def __init__(self):
		self.pathstorage = Pathstorage()
		self.obstacle_map = [[]]
		self.fifo = Fifo(self)
		self.islands = Islands()
		#TODO: searching Islands!
		self.jobs = []	# contains all pathfindingjobs
示例#3
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文件: Pathmanager.py 项目: joe42/yasc
	def __init__(self):
		self.pathstorage = Pathstorage()
		self.obstacle_map = [[]]
		self.fifo = Fifo(self)
		self.islands = Islands()
		self.jobs = {}	# contains all pathfindingjobs
		self.job_ID = 0 # the ID for a pathfindingjob - must be unique
示例#4
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class Pathmanager:
	"""
	Organizes the pathfinding. Can start serveral threads, realizes the two-tiered
	pathfinding, cares about the obstaclemap ...
	There is one Pathmanager per match. He cares about all pathrequest from all players.
	"""
	# TODO: ObstacleMap
	
	
	def __init__(self):
		self.pathstorage = Pathstorage()
		self.obstacle_map = [[]]
		self.fifo = Fifo(self)
		self.islands = Islands()
		#TODO: searching Islands!
		self.jobs = []	# contains all pathfindingjobs
		
		
	def addJob(self, reference, start, end):
		"""
		@param reference: the reference of the instance of the settler who needs the path
		@param start: the startnode
		@param end: the endnode
		"""
		self.jobs.append(threading.Thread(target = self.findPath, args=(reference,start,end)))
		self.jobs[len(self.jobs)-1].start()
		

	def returnJob(self):
		"""
		Returns a path to the unit. Called by the FIFO.
		"""
		while not self.fifo.isEmpty():
			job = self.fifo.pop()
			#print job
			reference = job.keys()
			reference.callbackPath(job[reference])
		#pass
		

	def findPath(self, reference, start, end):
		"""
		Start computing the Path.
		@param reference: the reference of the settler who needs the path
		@param start: the startnode
		@param end: the endnode
		"""
		
		if self.islands.sameIsland(start, end):
			pf = Pathfinder(self.pathstorage)
			lock = threading.Lock()
			# computing the (macro)path:
			path = pf.aStar(start, end, None)	# obstaclemap is None for testing
			
			# TODO: if both nodes are at the same island, there should be a path every time
			
			# if a macropath was computed:
			if abs(path[0][0] - path[1][0]) > 1 or abs(path[0][1] - path[1][1]) > 1:
				macro_path = path
				last_index = len(path) - 1
				#path = []
				i = 0	# only every second node of the macro path is used
				
				for node in macro_path:
					if i%2 == 0 and i+2 < last_index:
						temp_path = pf.aStar(node, macro_path[i+2], None)
						lock.acquire()	# because only one thread should access the one FIFO
						self.fifo.add(reference, temp_path)
						lock.release()
						#print temp_path
						#for item in temp_path:
						#	path.append(item)
						time.sleep(2)
						
					elif i%2 == 0:	# endnode is closer than one macrostep
						temp_path = pf.aStar(node, end, None)
						lock.acquire()
						self.fifo.add(reference, temp_path)
						lock.release()
						#print temp_path
						#for item in temp_path:
						#	path.append(item)
						break
						
					i = i + 1
			else:	# its a short path (no macropath needed)
				lock.acquire()
				self.fifo.add(reference, path)
				lock.release()
				
		else:	# start- and endpoint not at the same island - no path can be computed
			lock.acquire()
			self.fifo.add(reference, None)
			lock.release()
		#print path
		
		
	def findIslands(self):
		"""
		Let the class Islands find and store islands.
		"""
		#self.updateObstaclemap()
		self.islands.searchIslands(self.obstacle_map)
		
	
	def updateObstaclemap(self):
		"""
		Be up to date. Checks every node wheather it is blocked (permanently, not by units) or not.
		"""
		pass
示例#5
0
class Pathmanager:
    """
	Organizes the pathfinding. Can start serveral threads, realizes the two-tiered
	pathfinding, cares about the obstaclemap ...
	There is one Pathmanager per match. He cares about all pathrequest from all players.
	"""

    # TODO: ObstacleMap

    def __init__(self):
        self.pathstorage = Pathstorage()
        self.obstacle_map = [[]]
        self.fifo = Fifo(self)
        self.islands = Islands()
        #TODO: searching Islands!
        self.jobs = []  # contains all pathfindingjobs

    def addJob(self, reference, start, end):
        """
		@param reference: the reference of the instance of the settler who needs the path
		@param start: the startnode
		@param end: the endnode
		"""
        self.jobs.append(
            threading.Thread(target=self.findPath,
                             args=(reference, start, end)))
        self.jobs[len(self.jobs) - 1].start()

    def returnJob(self):
        """
		Returns a path to the unit. Called by the FIFO.
		"""
        while not self.fifo.isEmpty():
            job = self.fifo.pop()
            #print job
            reference = job.keys()
            reference.callbackPath(job[reference])
        #pass

    def findPath(self, reference, start, end):
        """
		Start computing the Path.
		@param reference: the reference of the settler who needs the path
		@param start: the startnode
		@param end: the endnode
		"""

        if self.islands.sameIsland(start, end):
            pf = Pathfinder(self.pathstorage)
            lock = threading.Lock()
            # computing the (macro)path:
            path = pf.aStar(start, end,
                            None)  # obstaclemap is None for testing

            # TODO: if both nodes are at the same island, there should be a path every time

            # if a macropath was computed:
            if abs(path[0][0] - path[1][0]) > 1 or abs(path[0][1] -
                                                       path[1][1]) > 1:
                macro_path = path
                last_index = len(path) - 1
                #path = []
                i = 0  # only every second node of the macro path is used

                for node in macro_path:
                    if i % 2 == 0 and i + 2 < last_index:
                        temp_path = pf.aStar(node, macro_path[i + 2], None)
                        lock.acquire(
                        )  # because only one thread should access the one FIFO
                        self.fifo.add(reference, temp_path)
                        lock.release()
                        #print temp_path
                        #for item in temp_path:
                        #	path.append(item)
                        time.sleep(2)

                    elif i % 2 == 0:  # endnode is closer than one macrostep
                        temp_path = pf.aStar(node, end, None)
                        lock.acquire()
                        self.fifo.add(reference, temp_path)
                        lock.release()
                        #print temp_path
                        #for item in temp_path:
                        #	path.append(item)
                        break

                    i = i + 1
            else:  # its a short path (no macropath needed)
                lock.acquire()
                self.fifo.add(reference, path)
                lock.release()

        else:  # start- and endpoint not at the same island - no path can be computed
            lock.acquire()
            self.fifo.add(reference, None)
            lock.release()
        #print path

    def findIslands(self):
        """
		Let the class Islands find and store islands.
		"""
        #self.updateObstaclemap()
        self.islands.searchIslands(self.obstacle_map)

    def updateObstaclemap(self):
        """
		Be up to date. Checks every node wheather it is blocked (permanently, not by units) or not.
		"""
        pass