कुछ घंटों के लिए डिबगिंग के बाद, एल्गोरिदम काम कर रहा प्रतीत होता है। यह जांचने के लिए कि यह काम करता है या नहीं, जब मैं लूप छोड़ता हूं तो मैं वर्तमान नोड स्थिति में एंड नोड स्थिति की जांच कर रहा हूं। अब तक मूल्य सही दिखते हैं। समस्या यह है कि, मैं एनपीसी से जितना दूर हूं, जो वर्तमान स्थिर है, प्रदर्शन खराब हो जाता है। यह उस बिंदु पर जाता है जहां गेम 10 एफपीएस से कम नामुमकिन है। मेरा वर्तमान पथग्राफ 2500 नोड्स है, जो मुझे विश्वास है कि बहुत छोटा है, है ना? प्रदर्शन में सुधार करने के तरीके पर कोई विचार?ए * पथदर्शी खराब प्रदर्शन
struct Node
{
bool walkable; //Whether this node is blocked or open
vect2 position; //The tile's position on the map in pixels
int xIndex, yIndex; //The index values of the tile in the array
Node*[4] connections; //An array of pointers to nodes this current node connects to
Node* parent;
int gScore;
int hScore;
int fScore;
}
class AStar
{
private:
SList!Node openList; //List of nodes who have been visited, with F scores but not processed
SList!Node closedList; //List of nodes who have had their connections processed
//Node*[4] connections; //The connections of the current node;
Node currentNode; //The current node being processed
Node[] Path; //The path found;
const int connectionCost = 10;
Node start, end;
//////////////////////////////////////////////////////////
void AddToList(ref SList!Node list, ref Node node)
{
list.insert(node);
}
void RemoveFrom(ref SList!Node list, ref Node node)
{
foreach(elem; list)
{
if(node.xIndex == elem.xIndex && node.yIndex == elem.yIndex)
{
auto a = find(list[] , elem);
list.linearRemove(take(a, 1));
}
}
}
bool IsInList(SList!Node list, ref Node node)
{
foreach(elem; list)
{
if(node.xIndex == elem.xIndex && node.yIndex == elem.yIndex)
return true;
}
return false;
}
void ClearList(SList!Node list)
{
list.clear;
}
void SetParentNode(ref Node parent, ref Node child)
{
child.parent = &parent;
}
void SetStartAndEndNode(vect2 vStart, vect2 vEnd, Node[] PathGraph)
{
int startXIndex, startYIndex;
int endXIndex, endYIndex;
startXIndex = cast(int)(vStart.x/32);
startYIndex = cast(int)(vStart.y/32);
endXIndex = cast(int)(vEnd.x/32);
endYIndex = cast(int)(vEnd.y/32);
foreach(node; PathGraph)
{
if(node.xIndex == startXIndex && node.yIndex == startYIndex)
{
start = node;
}
if(node.xIndex == endXIndex && node.yIndex == endYIndex)
{
end = node;
}
}
}
void SetStartScores(ref Node start)
{
start.gScore = 0;
start.hScore = CalculateHScore(start, end);
start.fScore = CalculateFScore(start);
}
Node GetLowestFScore()
{
Node lowest;
lowest.fScore = 10000;
foreach(elem; openList)
{
if(elem.fScore < lowest.fScore)
lowest = elem;
}
return lowest;
}
//This function current sets the program into an infinite loop
//I still need to debug to figure out why the parent nodes aren't correct
void GeneratePath()
{
while(currentNode.position != start.position)
{
Path ~= currentNode;
currentNode = *currentNode.parent;
}
}
void ReversePath()
{
Node[] temp;
for(int i = Path.length - 1; i >= 0; i--)
{
temp ~= Path[i];
}
Path = temp.dup;
}
public:
//@FIXME It seems to find the path, but now performance is terrible
void FindPath(vect2 vStart, vect2 vEnd, Node[] PathGraph)
{
openList.clear;
closedList.clear;
SetStartAndEndNode(vStart, vEnd, PathGraph);
SetStartScores(start);
AddToList(openList, start);
while(currentNode.position != end.position)
{
currentNode = GetLowestFScore();
if(currentNode.position == end.position)
break;
else
{
RemoveFrom(openList, currentNode);
AddToList(closedList, currentNode);
for(int i = 0; i < currentNode.connections.length; i++)
{
if(currentNode.connections[i] is null)
continue;
else
{
if(IsInList(closedList, *currentNode.connections[i])
&& currentNode.gScore < currentNode.connections[i].gScore)
{
currentNode.connections[i].gScore = currentNode.gScore + connectionCost;
currentNode.connections[i].hScore = abs(currentNode.connections[i].xIndex - end.xIndex)
+ abs( currentNode.connections[i].yIndex - end.yIndex);
currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore;
currentNode.connections[i].parent = ¤tNode;
}
else if(IsInList(openList, *currentNode.connections[i])
&& currentNode.gScore < currentNode.connections[i].gScore)
{
currentNode.connections[i].gScore = currentNode.gScore + connectionCost;
currentNode.connections[i].hScore = abs(currentNode.connections[i].xIndex - end.xIndex)
+ abs( currentNode.connections[i].yIndex - end.yIndex);
currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore;
currentNode.connections[i].parent = ¤tNode;
}
else
{
currentNode.connections[i].gScore = currentNode.gScore + connectionCost;
currentNode.connections[i].hScore = abs(currentNode.connections[i].xIndex - end.xIndex)
+ abs(currentNode.connections[i].yIndex - end.yIndex);
currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore;
currentNode.connections[i].parent = ¤tNode;
AddToList(openList, *currentNode.connections[i]);
}
}
}
}
}
writeln("Current Node Position: ", currentNode.position);
writeln("End Node Position: ", end.position);
if(currentNode.position == end.position)
{
writeln("Current Node Parent: ", currentNode.parent);
//GeneratePath();
//ReversePath();
}
}
Node[] GetPath()
{
return Path;
}
}
तुम क्यों नोड * के बजाय सूचियों के लिए नोड प्रयोग करते हैं? – Trass3r