move Mobile et al into Mods/
This commit is contained in:
61
OpenRA.Mods.RA/Move/Drag.cs
Executable file
61
OpenRA.Mods.RA/Move/Drag.cs
Executable file
@@ -0,0 +1,61 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Move
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{
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public class Drag : IActivity
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{
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IActivity NextActivity { get; set; }
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int2 endLocation;
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int2 startLocation;
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int length;
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public Drag(int2 start, int2 end, int length)
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{
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startLocation = start;
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endLocation = end;
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this.length = length;
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}
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int ticks = 0;
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public IActivity Tick( Actor self )
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{
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var mobile = self.Trait<Mobile>();
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mobile.PxPosition = int2.Lerp(startLocation, endLocation, ticks, length - 1);
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if (++ticks >= length)
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{
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mobile.IsMoving = false;
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return NextActivity;
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}
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mobile.IsMoving = true;
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return this;
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}
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public void Cancel(Actor self) { }
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public void Queue( IActivity activity )
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{
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if( NextActivity != null )
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NextActivity.Queue( activity );
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else
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NextActivity = activity;
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}
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public IEnumerable<float2> GetCurrentPath()
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{
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yield return endLocation;
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}
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}
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}
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403
OpenRA.Mods.RA/Move/Mobile.cs
Executable file
403
OpenRA.Mods.RA/Move/Mobile.cs
Executable file
@@ -0,0 +1,403 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Traits.Activities;
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using OpenRA.FileFormats;
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using System.Diagnostics;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Move
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{
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public class MobileInfo : ITraitInfo
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{
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[FieldLoader.LoadUsing( "LoadSpeeds" )]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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[FieldLoader.Load] public readonly string[] Crushes;
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[FieldLoader.Load] public readonly int WaitAverage = 60;
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[FieldLoader.Load] public readonly int WaitSpread = 20;
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[FieldLoader.Load] public readonly int InitialFacing = 128;
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[FieldLoader.Load] public readonly int ROT = 255;
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[FieldLoader.Load] public readonly int Speed = 1;
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[FieldLoader.Load] public readonly bool OnRails = false;
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public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds( MiniYaml y )
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{
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Dictionary<string,TerrainInfo> ret = new Dictionary<string, TerrainInfo>();
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foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes)
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{
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var speed = (float)FieldLoader.GetValue("speed", typeof(float),t.Value.Value);
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var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? (int)FieldLoader.GetValue("cost", typeof(int), t.Value.NodesDict["PathingCost"].Value) : (int)(10000/speed);
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ret.Add(t.Key, new TerrainInfo{Speed = speed, Cost = cost});
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}
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return ret;
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}
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public class TerrainInfo
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{
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public int Cost = int.MaxValue;
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public float Speed = 0;
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}
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}
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public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IOccupySpace, IMove, IFacing, INudge
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{
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public readonly Actor self;
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public readonly MobileInfo Info;
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public bool IsMoving { get; internal set; }
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int __facing;
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int2 __fromCell, __toCell;
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int __altitude;
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[Sync]
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public int Facing
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{
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get { return __facing; }
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set { __facing = value; }
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}
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[Sync]
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public int Altitude
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{
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get { return __altitude; }
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set { __altitude = value; }
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}
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public int ROT { get { return Info.ROT; } }
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public int InitialFacing { get { return Info.InitialFacing; } }
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[Sync]
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public int2 PxPosition { get; set; }
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[Sync]
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public int2 fromCell { get { return __fromCell; } }
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[Sync]
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public int2 toCell { get { return __toCell; } }
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[Sync]
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public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
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public void SetLocation(int2 from, int2 to)
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{
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if (fromCell == from && toCell == to) return;
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RemoveInfluence();
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__fromCell = from;
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__toCell = to;
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AddInfluence();
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}
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UnitInfluence uim;
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const int avgTicksBeforePathing = 5;
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const int spreadTicksBeforePathing = 5;
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internal int ticksBeforePathing = 0;
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public Mobile(ActorInitializer init, MobileInfo info)
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{
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this.self = init.self;
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this.Info = info;
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uim = self.World.WorldActor.Trait<UnitInfluence>();
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if (init.Contains<LocationInit>())
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{
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this.__fromCell = this.__toCell = init.Get<LocationInit,int2>();
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this.PxPosition = Util.CenterOfCell( fromCell );
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AddInfluence();
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}
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this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
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this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;
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}
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public void SetPosition(Actor self, int2 cell)
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{
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SetLocation( cell, cell );
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PxPosition = Util.CenterOfCell(fromCell);
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}
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public void SetPxPosition( Actor self, int2 px )
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{
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var cell = Util.CellContaining( px );
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SetLocation( cell, cell );
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PxPosition = px;
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}
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public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter( Info ); } }
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// Note: Returns a valid order even if the unit can't move to the target
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
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{
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if( order is MoveOrderTargeter )
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{
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if( Info.OnRails ) return null;
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return new Order( "Move", self, Util.CellContaining( target.CenterLocation ), false );
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}
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return null;
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}
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public int2 NearestMoveableCell(int2 target)
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{
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if (CanEnterCell(target))
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return target;
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var searched = new List<int2>(){};
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// Limit search to a radius of 10 tiles
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for (int r = 1; r < 10; r++)
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foreach (var tile in self.World.FindTilesInCircle(target,r).Except(searched))
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{
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if (CanEnterCell(tile))
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return tile;
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searched.Add(tile);
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}
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// Couldn't find a cell
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return target;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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int2 currentLocation = NearestMoveableCell(order.TargetLocation);
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if (!CanEnterCell(currentLocation))
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return;
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if( !order.Queued ) self.CancelActivity();
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self.QueueActivity(new Move(currentLocation, 8));
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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{
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if (self.Destroyed) return;
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w.Add(new MoveFlash(self.World, order.TargetLocation));
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var line = self.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTarget(self, Target.FromCell(currentLocation), Color.Green);
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});
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ticksBeforePathing = avgTicksBeforePathing +
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self.World.SharedRandom.Next( -spreadTicksBeforePathing, spreadTicksBeforePathing );
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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return "Move";
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return null;
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}
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public int2 TopLeft { get { return toCell; } }
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public IEnumerable<int2> OccupiedCells()
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{
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return (fromCell == toCell)
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? new[] { fromCell }
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: CanEnterCell(toCell)
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? new[] { toCell }
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: new[] { fromCell, toCell };
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}
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public bool CanEnterCell(int2 p)
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{
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return CanEnterCell( p, null, true);
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}
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public static bool CanEnterCell( World world, MobileInfo mi, int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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var bim = world.WorldActor.Trait<BuildingInfluence>();
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var uim = world.WorldActor.Trait<UnitInfluence>();
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return Mobile.CanEnterCell( mi, world, uim, bim, cell, ignoreActor, checkTransientActors );
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}
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public bool CanEnterCell( int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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var bim = self.World.WorldActor.Trait<BuildingInfluence>();
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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return CanEnterCell( Info, self.World, uim, bim, cell, ignoreActor, checkTransientActors );
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}
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public static bool CanEnterCell( MobileInfo mobileInfo, World world, UnitInfluence uim, BuildingInfluence bim, int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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if (MovementCostForCell(mobileInfo, world, cell) == int.MaxValue)
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return false;
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// Check for buildings
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var building = bim.GetBuildingBlocking(cell);
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if (building != null && building != ignoreActor)
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{
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if (mobileInfo.Crushes == null)
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return false;
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var crushable = building.TraitsImplementing<ICrushable>();
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if (crushable.Count() == 0)
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return false;
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if (!crushable.Any(b => b.CrushClasses.Intersect(mobileInfo.Crushes).Any()))
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return false;
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}
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// Check mobile actors
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var blockingActors = uim.GetUnitsAt( cell ).Where( x => x != ignoreActor ).ToList();
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if (checkTransientActors && blockingActors.Count > 0)
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{
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// We can enter a cell with nonshareable units only if we can crush all of them
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if (mobileInfo.Crushes == null)
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return false;
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if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
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a.TraitsImplementing<ICrushable>().Any(b => b.CrushClasses.Intersect(mobileInfo.Crushes).Any()))))
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return false;
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}
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return true;
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}
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public void FinishedMoving(Actor self)
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{
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var crushable = uim.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushClasses.Intersect(Info.Crushes).Any());
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foreach (var b in crushActions)
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b.OnCrush(self);
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}
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}
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public static int MovementCostForCell(MobileInfo info, World world, int2 cell)
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{
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if (!world.Map.IsInMap(cell.X,cell.Y))
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return int.MaxValue;
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var type = world.GetTerrainType(cell);
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if (!info.TerrainSpeeds.ContainsKey(type))
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return int.MaxValue;
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return info.TerrainSpeeds[type].Cost;
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}
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public float MovementSpeedForCell(Actor self, int2 cell)
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{
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var type = self.World.GetTerrainType(cell);
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if (!Info.TerrainSpeeds.ContainsKey(type))
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return 0;
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var modifier = self
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.TraitsImplementing<ISpeedModifier>()
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.Select(t => t.GetSpeedModifier())
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.Product();
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return Info.Speed * Info.TerrainSpeeds[type].Speed * modifier / 100f;
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}
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public void AddInfluence()
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{
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uim.Add( self, this );
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}
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public void RemoveInfluence()
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{
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uim.Remove( self, this );
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}
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public void OnNudge(Actor self, Actor nudger)
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{
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/* initial fairly braindead implementation. */
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if (self.Owner.Stances[nudger.Owner] != Stance.Ally)
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||||
return; /* don't allow ourselves to be pushed around
|
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* by the enemy! */
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|
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if (!self.IsIdle)
|
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return; /* don't nudge if we're busy doing something! */
|
||||
|
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// pick an adjacent available cell.
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var availCells = new List<int2>();
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var notStupidCells = new List<int2>();
|
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|
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for( var i = -1; i < 2; i++ )
|
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for (var j = -1; j < 2; j++)
|
||||
{
|
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var p = toCell + new int2(i, j);
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if (CanEnterCell(p))
|
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availCells.Add(p);
|
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else
|
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if (p != nudger.Location && p != toCell)
|
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notStupidCells.Add(p);
|
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}
|
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|
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var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) :
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notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (int2?)null;
|
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|
||||
if (moveTo.HasValue)
|
||||
{
|
||||
self.CancelActivity();
|
||||
if (self.Owner == self.World.LocalPlayer)
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
if (self.Destroyed) return;
|
||||
var line = self.TraitOrDefault<DrawLineToTarget>();
|
||||
if (line != null)
|
||||
line.SetTargetSilently(self, Target.FromCell(moveTo.Value), Color.Green);
|
||||
});
|
||||
self.QueueActivity(new Move(moveTo.Value, 0));
|
||||
|
||||
Log.Write("debug", "OnNudge #{0} from {1} to {2}",
|
||||
self.ActorID, self.Location, moveTo.Value);
|
||||
}
|
||||
else
|
||||
Log.Write("debug", "OnNudge #{0} refuses at {1}",
|
||||
self.ActorID, self.Location);
|
||||
}
|
||||
|
||||
class MoveOrderTargeter : IOrderTargeter
|
||||
{
|
||||
readonly MobileInfo unitType;
|
||||
|
||||
public MoveOrderTargeter( MobileInfo unitType )
|
||||
{
|
||||
this.unitType = unitType;
|
||||
}
|
||||
|
||||
public string OrderID { get { return "Move"; } }
|
||||
public int OrderPriority { get { return 4; } }
|
||||
|
||||
public bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanTargetLocation( Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, ref string cursor )
|
||||
{
|
||||
cursor = "move";
|
||||
if( self.World.LocalPlayer.Shroud.IsVisible( location ) && !self.Trait<Mobile>().CanEnterCell( location ) )
|
||||
cursor = "move-blocked";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public IActivity MoveTo( int2 cell ) { return new Move( cell ); }
|
||||
public IActivity MoveTo( int2 cell, int range ) { return new Move( cell, range ); }
|
||||
public IActivity MoveTo( int2 cell, Actor ignoredActor ) { return new Move( cell, ignoredActor ); }
|
||||
public IActivity MoveTo( Actor target, int range ) { return new Move( target, range ); }
|
||||
public IActivity MoveTo( Target target, int range ) { return new Move( target, range ); }
|
||||
public IActivity MoveTo( Func<List<int2>> pathFunc ) { return new Move( pathFunc ); }
|
||||
}
|
||||
}
|
||||
376
OpenRA.Mods.RA/Move/Move.cs
Executable file
376
OpenRA.Mods.RA/Move/Move.cs
Executable file
@@ -0,0 +1,376 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see LICENSE.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
using OpenRA.Traits.Activities;
|
||||
|
||||
namespace OpenRA.Mods.RA.Move
|
||||
{
|
||||
class Move : CancelableActivity
|
||||
{
|
||||
int2? destination;
|
||||
int nearEnough;
|
||||
public List<int2> path;
|
||||
Func<Actor, Mobile, List<int2>> getPath;
|
||||
public Actor ignoreBuilding;
|
||||
|
||||
// Scriptable move order
|
||||
// Ignores lane bias and nearby units
|
||||
public Move( int2 destination )
|
||||
{
|
||||
this.getPath = (self,mobile) =>
|
||||
self.World.WorldActor.Trait<PathFinder>().FindPath(
|
||||
PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false )
|
||||
.WithoutLaneBias());
|
||||
this.destination = destination;
|
||||
this.nearEnough = 0;
|
||||
}
|
||||
|
||||
public Move( int2 destination, int nearEnough )
|
||||
{
|
||||
this.getPath = (self,mobile) => self.World.WorldActor.Trait<PathFinder>().FindUnitPath( mobile.toCell, destination, self );
|
||||
this.destination = destination;
|
||||
this.nearEnough = nearEnough;
|
||||
}
|
||||
|
||||
public Move(int2 destination, Actor ignoreBuilding)
|
||||
{
|
||||
this.getPath = (self,mobile) =>
|
||||
self.World.WorldActor.Trait<PathFinder>().FindPath(
|
||||
PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false )
|
||||
.WithCustomBlocker( self.World.WorldActor.Trait<PathFinder>().AvoidUnitsNear( mobile.toCell, 4, self ))
|
||||
.WithIgnoredBuilding( ignoreBuilding ));
|
||||
|
||||
this.destination = destination;
|
||||
this.nearEnough = 0;
|
||||
this.ignoreBuilding = ignoreBuilding;
|
||||
}
|
||||
|
||||
public Move( Actor target, int range )
|
||||
{
|
||||
this.getPath = (self,mobile) => self.World.WorldActor.Trait<PathFinder>().FindUnitPathToRange(
|
||||
mobile.toCell, target.Location,
|
||||
range, self );
|
||||
this.destination = null;
|
||||
this.nearEnough = range;
|
||||
}
|
||||
|
||||
public Move(Target target, int range)
|
||||
{
|
||||
this.getPath = (self,mobile) => self.World.WorldActor.Trait<PathFinder>().FindUnitPathToRange(
|
||||
mobile.toCell, Util.CellContaining(target.CenterLocation),
|
||||
range, self);
|
||||
this.destination = null;
|
||||
this.nearEnough = range;
|
||||
}
|
||||
|
||||
public Move(Func<List<int2>> getPath)
|
||||
{
|
||||
this.getPath = (_1,_2) => getPath();
|
||||
this.destination = null;
|
||||
this.nearEnough = 0;
|
||||
}
|
||||
|
||||
static int HashList<T>(List<T> xs)
|
||||
{
|
||||
int hash = 0;
|
||||
int n = 0;
|
||||
foreach (var x in xs)
|
||||
hash += n++ * x.GetHashCode();
|
||||
|
||||
return hash;
|
||||
}
|
||||
|
||||
List<int2> EvalPath( Actor self, Mobile mobile )
|
||||
{
|
||||
var path = getPath(self, mobile).TakeWhile(a => a != mobile.toCell).ToList();
|
||||
mobile.PathHash = HashList(path);
|
||||
Log.Write("debug", "EvalPathHash #{0} {1}",
|
||||
self.ActorID, mobile.PathHash);
|
||||
return path;
|
||||
}
|
||||
|
||||
public override IActivity Tick( Actor self )
|
||||
{
|
||||
var mobile = self.Trait<Mobile>();
|
||||
|
||||
if (destination == mobile.toCell)
|
||||
return NextActivity;
|
||||
|
||||
if( path == null )
|
||||
{
|
||||
if (mobile.ticksBeforePathing > 0)
|
||||
{
|
||||
--mobile.ticksBeforePathing;
|
||||
return this;
|
||||
}
|
||||
|
||||
path = EvalPath(self, mobile);
|
||||
SanityCheckPath( mobile );
|
||||
}
|
||||
|
||||
if( path.Count == 0 )
|
||||
{
|
||||
destination = mobile.toCell;
|
||||
return this;
|
||||
}
|
||||
|
||||
destination = path[ 0 ];
|
||||
|
||||
var nextCell = PopPath( self, mobile );
|
||||
if( nextCell == null )
|
||||
return this;
|
||||
|
||||
int2 dir = nextCell.Value - mobile.fromCell;
|
||||
var firstFacing = Util.GetFacing( dir, mobile.Facing );
|
||||
if( firstFacing != mobile.Facing )
|
||||
{
|
||||
path.Add( nextCell.Value );
|
||||
return Util.SequenceActivities( new Turn( firstFacing ), this ).Tick( self );
|
||||
}
|
||||
else
|
||||
{
|
||||
mobile.SetLocation( mobile.fromCell, nextCell.Value );
|
||||
var move = new MoveFirstHalf(
|
||||
this,
|
||||
Util.CenterOfCell( mobile.fromCell ),
|
||||
Util.BetweenCells( mobile.fromCell, mobile.toCell ),
|
||||
mobile.Facing,
|
||||
mobile.Facing,
|
||||
0 );
|
||||
|
||||
return move.Tick( self );
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional( "SANITY_CHECKS")]
|
||||
void SanityCheckPath( Mobile mobile )
|
||||
{
|
||||
if( path.Count == 0 )
|
||||
return;
|
||||
var d = path[path.Count-1] - mobile.toCell;
|
||||
if( d.LengthSquared > 2 )
|
||||
throw new InvalidOperationException( "(Move) Sanity check failed" );
|
||||
}
|
||||
|
||||
bool hasWaited;
|
||||
bool hasNudged;
|
||||
int waitTicksRemaining;
|
||||
|
||||
void NudgeBlocker(Actor self, int2 nextCell)
|
||||
{
|
||||
var blocker = self.World.WorldActor.Trait<UnitInfluence>().GetUnitsAt(nextCell).FirstOrDefault();
|
||||
if (blocker == null) return;
|
||||
|
||||
Log.Write("debug", "NudgeBlocker #{0} nudges #{1} at {2} from {3}",
|
||||
self.ActorID, blocker.ActorID, nextCell, self.Location);
|
||||
|
||||
var nudge = blocker.TraitOrDefault<INudge>();
|
||||
if (nudge != null)
|
||||
nudge.OnNudge(blocker, self);
|
||||
}
|
||||
|
||||
int2? PopPath( Actor self, Mobile mobile )
|
||||
{
|
||||
if( path.Count == 0 ) return null;
|
||||
var nextCell = path[ path.Count - 1 ];
|
||||
if( !mobile.CanEnterCell( nextCell, ignoreBuilding, true ) )
|
||||
{
|
||||
if( ( mobile.toCell - destination.Value ).LengthSquared <= nearEnough )
|
||||
{
|
||||
path.Clear();
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!hasNudged)
|
||||
{
|
||||
NudgeBlocker(self, nextCell);
|
||||
hasNudged = true;
|
||||
}
|
||||
|
||||
if (!hasWaited)
|
||||
{
|
||||
var info = self.Info.Traits.Get<MobileInfo>();
|
||||
waitTicksRemaining = info.WaitAverage + self.World.SharedRandom.Next(-info.WaitSpread, info.WaitSpread);
|
||||
hasWaited = true;
|
||||
}
|
||||
|
||||
if (--waitTicksRemaining >= 0)
|
||||
return null;
|
||||
|
||||
if (mobile.ticksBeforePathing > 0)
|
||||
{
|
||||
--mobile.ticksBeforePathing;
|
||||
return null;
|
||||
}
|
||||
|
||||
mobile.RemoveInfluence();
|
||||
var newPath = EvalPath(self, mobile);
|
||||
mobile.AddInfluence();
|
||||
|
||||
if (newPath.Count != 0)
|
||||
path = newPath;
|
||||
|
||||
return null;
|
||||
}
|
||||
hasNudged = false;
|
||||
hasWaited = false;
|
||||
path.RemoveAt( path.Count - 1 );
|
||||
return nextCell;
|
||||
}
|
||||
|
||||
protected override bool OnCancel()
|
||||
{
|
||||
path = new List<int2>();
|
||||
return true;
|
||||
}
|
||||
|
||||
public override IEnumerable<float2> GetCurrentPath()
|
||||
{
|
||||
if( path != null )
|
||||
return Enumerable.Reverse(path).Select( c => (float2)Util.CenterOfCell(c) );
|
||||
if( destination != null )
|
||||
return new float2[] { destination.Value };
|
||||
return new float2[ 0 ];
|
||||
}
|
||||
|
||||
abstract class MovePart : IActivity
|
||||
{
|
||||
public readonly Move move;
|
||||
public readonly int2 from, to;
|
||||
public readonly int fromFacing, toFacing;
|
||||
public int moveFraction;
|
||||
public readonly int moveFractionTotal;
|
||||
|
||||
public MovePart( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction )
|
||||
{
|
||||
this.move = move;
|
||||
this.from = from;
|
||||
this.to = to;
|
||||
this.fromFacing = fromFacing;
|
||||
this.toFacing = toFacing;
|
||||
this.moveFraction = startingFraction;
|
||||
this.moveFractionTotal = ( ( to - from ) * 3 ).Length;
|
||||
}
|
||||
|
||||
public void Cancel( Actor self )
|
||||
{
|
||||
move.Cancel( self );
|
||||
}
|
||||
|
||||
public void Queue( IActivity activity )
|
||||
{
|
||||
move.Queue( activity );
|
||||
}
|
||||
|
||||
public IActivity Tick( Actor self )
|
||||
{
|
||||
var mobile = self.Trait<Mobile>();
|
||||
var ret = InnerTick( self, mobile );
|
||||
mobile.IsMoving = ( ret is MovePart );
|
||||
|
||||
if( moveFraction > moveFractionTotal )
|
||||
moveFraction = moveFractionTotal;
|
||||
UpdateCenterLocation( self, mobile );
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
IActivity InnerTick( Actor self, Mobile mobile )
|
||||
{
|
||||
moveFraction += (int)mobile.MovementSpeedForCell(self, mobile.toCell);
|
||||
if( moveFraction <= moveFractionTotal )
|
||||
return this;
|
||||
|
||||
var next = OnComplete( self, mobile, move );
|
||||
if( next != null )
|
||||
return next;
|
||||
|
||||
return move;
|
||||
}
|
||||
|
||||
void UpdateCenterLocation( Actor self, Mobile mobile )
|
||||
{
|
||||
mobile.PxPosition = int2.Lerp( from, to, moveFraction, moveFractionTotal );
|
||||
|
||||
if( moveFraction >= moveFractionTotal )
|
||||
mobile.Facing = toFacing & 0xFF;
|
||||
else
|
||||
mobile.Facing = int2.Lerp( fromFacing, toFacing, moveFraction, moveFractionTotal ) & 0xFF;
|
||||
}
|
||||
|
||||
protected abstract MovePart OnComplete( Actor self, Mobile mobile, Move parent );
|
||||
|
||||
public IEnumerable<float2> GetCurrentPath()
|
||||
{
|
||||
return move.GetCurrentPath();
|
||||
}
|
||||
}
|
||||
|
||||
class MoveFirstHalf : MovePart
|
||||
{
|
||||
public MoveFirstHalf( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction )
|
||||
: base( move, from, to, fromFacing, toFacing, startingFraction )
|
||||
{
|
||||
}
|
||||
|
||||
protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent )
|
||||
{
|
||||
var nextCell = parent.PopPath( self, mobile );
|
||||
if( nextCell != null )
|
||||
{
|
||||
if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
|
||||
{
|
||||
var ret = new MoveFirstHalf(
|
||||
move,
|
||||
Util.BetweenCells( mobile.fromCell, mobile.toCell ),
|
||||
Util.BetweenCells( mobile.toCell, nextCell.Value ),
|
||||
mobile.Facing,
|
||||
Util.GetNearestFacing( mobile.Facing, Util.GetFacing( nextCell.Value - mobile.toCell, mobile.Facing ) ),
|
||||
moveFraction - moveFractionTotal );
|
||||
mobile.SetLocation( mobile.toCell, nextCell.Value );
|
||||
return ret;
|
||||
}
|
||||
else
|
||||
parent.path.Add( nextCell.Value );
|
||||
}
|
||||
var ret2 = new MoveSecondHalf(
|
||||
move,
|
||||
Util.BetweenCells( mobile.fromCell, mobile.toCell ),
|
||||
Util.CenterOfCell( mobile.toCell ),
|
||||
mobile.Facing,
|
||||
mobile.Facing,
|
||||
moveFraction - moveFractionTotal );
|
||||
mobile.SetLocation( mobile.toCell, mobile.toCell );
|
||||
return ret2;
|
||||
}
|
||||
}
|
||||
|
||||
class MoveSecondHalf : MovePart
|
||||
{
|
||||
public MoveSecondHalf( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction )
|
||||
: base( move, from, to, fromFacing, toFacing, startingFraction )
|
||||
{
|
||||
}
|
||||
|
||||
protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent )
|
||||
{
|
||||
mobile.PxPosition = Util.CenterOfCell( mobile.toCell );
|
||||
mobile.SetLocation( mobile.toCell, mobile.toCell );
|
||||
mobile.FinishedMoving(self);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
240
OpenRA.Mods.RA/Move/PathFinder.cs
Executable file
240
OpenRA.Mods.RA/Move/PathFinder.cs
Executable file
@@ -0,0 +1,240 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see LICENSE.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using OpenRA.Support;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Move
|
||||
{
|
||||
public class PathFinderInfo : ITraitInfo
|
||||
{
|
||||
public object Create( ActorInitializer init ) { return new PathFinder( init.world ); }
|
||||
}
|
||||
|
||||
public class PathFinder
|
||||
{
|
||||
readonly World world;
|
||||
public PathFinder( World world ) { this.world = world; }
|
||||
|
||||
class CachedPath
|
||||
{
|
||||
public int2 from;
|
||||
public int2 to;
|
||||
public List<int2> result;
|
||||
public int tick;
|
||||
public Actor actor;
|
||||
}
|
||||
|
||||
List<CachedPath> CachedPaths = new List<CachedPath>();
|
||||
const int MaxPathAge = 50; /* x 40ms ticks */
|
||||
|
||||
public List<int2> FindUnitPath(int2 from, int2 target, Actor self)
|
||||
{
|
||||
using (new PerfSample("Pathfinder"))
|
||||
{
|
||||
var cached = CachedPaths.FirstOrDefault(p => p.from == from && p.to == target && p.actor == self);
|
||||
if (cached != null)
|
||||
{
|
||||
Log.Write("debug", "Actor {0} asked for a path from {1} tick(s) ago", self.ActorID, world.FrameNumber - cached.tick);
|
||||
cached.tick = world.FrameNumber;
|
||||
return new List<int2>(cached.result);
|
||||
}
|
||||
|
||||
var mi = self.Info.Traits.Get<MobileInfo>();
|
||||
|
||||
var pb = FindBidiPath(
|
||||
PathSearch.FromPoint(world, mi, target, from, true)
|
||||
.WithCustomBlocker(AvoidUnitsNear(from, 4, self)),
|
||||
PathSearch.FromPoint(world, mi, from, target, true)
|
||||
.WithCustomBlocker(AvoidUnitsNear(from, 4, self))
|
||||
.InReverse());
|
||||
|
||||
CheckSanePath2(pb, from, target);
|
||||
|
||||
CachedPaths.RemoveAll(p => world.FrameNumber - p.tick > MaxPathAge);
|
||||
CachedPaths.Add(new CachedPath { from = from, to = target, actor = self, result = pb, tick = world.FrameNumber });
|
||||
return new List<int2>(pb);
|
||||
}
|
||||
}
|
||||
|
||||
public List<int2> FindUnitPathToRange( int2 src, int2 target, int range, Actor self )
|
||||
{
|
||||
using( new PerfSample( "Pathfinder" ) )
|
||||
{
|
||||
var mobileInfo = self.Info.Traits.Get<MobileInfo>();
|
||||
var tilesInRange = world.FindTilesInCircle(target, range)
|
||||
.Where( t => Mobile.CanEnterCell(self.World, mobileInfo, t, null, true));
|
||||
|
||||
var path = FindPath( PathSearch.FromPoints( world, mobileInfo, tilesInRange, src, false )
|
||||
.WithCustomBlocker(AvoidUnitsNear(src, 4, self))
|
||||
.InReverse());
|
||||
path.Reverse();
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
public Func<int2, bool> AvoidUnitsNear(int2 p, int dist, Actor self)
|
||||
{
|
||||
return q =>
|
||||
p != q &&
|
||||
((p - q).LengthSquared < dist * dist) &&
|
||||
(world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(q).Any(a => a.Group != self.Group));
|
||||
}
|
||||
|
||||
public List<int2> FindPath( PathSearch search )
|
||||
{
|
||||
using (new PerfSample("Pathfinder"))
|
||||
{
|
||||
while (!search.queue.Empty)
|
||||
{
|
||||
var p = search.Expand( world );
|
||||
if (search.heuristic(p) == 0)
|
||||
return MakePath(search.cellInfo, p);
|
||||
}
|
||||
|
||||
// no path exists
|
||||
return new List<int2>();
|
||||
}
|
||||
}
|
||||
|
||||
static List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
|
||||
{
|
||||
List<int2> ret = new List<int2>();
|
||||
int2 pathNode = destination;
|
||||
|
||||
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
|
||||
{
|
||||
ret.Add( pathNode );
|
||||
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
|
||||
}
|
||||
|
||||
ret.Add(pathNode);
|
||||
CheckSanePath(ret);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public List<int2> FindBidiPath( /* searches from both ends toward each other */
|
||||
PathSearch fromSrc,
|
||||
PathSearch fromDest)
|
||||
{
|
||||
using (new PerfSample("Pathfinder"))
|
||||
{
|
||||
while (!fromSrc.queue.Empty && !fromDest.queue.Empty)
|
||||
{
|
||||
/* make some progress on the first search */
|
||||
var p = fromSrc.Expand( world );
|
||||
|
||||
if (fromDest.cellInfo[p.X, p.Y].Seen && fromDest.cellInfo[p.X, p.Y].MinCost < float.PositiveInfinity)
|
||||
return MakeBidiPath(fromSrc, fromDest, p);
|
||||
|
||||
/* make some progress on the second search */
|
||||
var q = fromDest.Expand( world );
|
||||
|
||||
if (fromSrc.cellInfo[q.X, q.Y].Seen && fromSrc.cellInfo[q.X, q.Y].MinCost < float.PositiveInfinity)
|
||||
return MakeBidiPath(fromSrc, fromDest, q);
|
||||
}
|
||||
|
||||
return new List<int2>();
|
||||
}
|
||||
}
|
||||
|
||||
static List<int2> MakeBidiPath(PathSearch a, PathSearch b, int2 p)
|
||||
{
|
||||
var ca = a.cellInfo;
|
||||
var cb = b.cellInfo;
|
||||
|
||||
var ret = new List<int2>();
|
||||
|
||||
var q = p;
|
||||
while (ca[q.X, q.Y].Path != q)
|
||||
{
|
||||
ret.Add( q );
|
||||
q = ca[ q.X, q.Y ].Path;
|
||||
}
|
||||
ret.Add(q);
|
||||
|
||||
ret.Reverse();
|
||||
|
||||
q = p;
|
||||
while (cb[q.X, q.Y].Path != q)
|
||||
{
|
||||
q = cb[q.X, q.Y].Path;
|
||||
ret.Add(q);
|
||||
}
|
||||
|
||||
CheckSanePath( ret );
|
||||
return ret;
|
||||
}
|
||||
|
||||
[Conditional( "SANITY_CHECKS" )]
|
||||
static void CheckSanePath( List<int2> path )
|
||||
{
|
||||
if( path.Count == 0 )
|
||||
return;
|
||||
var prev = path[ 0 ];
|
||||
for( int i = 0 ; i < path.Count ; i++ )
|
||||
{
|
||||
var d = path[ i ] - prev;
|
||||
if( Math.Abs( d.X ) > 1 || Math.Abs( d.Y ) > 1 )
|
||||
throw new InvalidOperationException( "(PathFinder) path sanity check failed" );
|
||||
prev = path[ i ];
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional("SANITY_CHECKS")]
|
||||
static void CheckSanePath2(List<int2> path, int2 src, int2 dest)
|
||||
{
|
||||
if (path.Count == 0)
|
||||
return;
|
||||
|
||||
if (path[0] != dest)
|
||||
throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't go to dest");
|
||||
if (path[path.Count - 1] != src)
|
||||
throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't come from src");
|
||||
}
|
||||
}
|
||||
|
||||
public struct CellInfo
|
||||
{
|
||||
public int MinCost;
|
||||
public int2 Path;
|
||||
public bool Seen;
|
||||
|
||||
public CellInfo( int minCost, int2 path, bool seen )
|
||||
{
|
||||
MinCost = minCost;
|
||||
Path = path;
|
||||
Seen = seen;
|
||||
}
|
||||
}
|
||||
|
||||
public struct PathDistance : IComparable<PathDistance>
|
||||
{
|
||||
public int EstTotal;
|
||||
public int2 Location;
|
||||
|
||||
public PathDistance(int estTotal, int2 location)
|
||||
{
|
||||
EstTotal = estTotal;
|
||||
Location = location;
|
||||
}
|
||||
|
||||
public int CompareTo(PathDistance other)
|
||||
{
|
||||
return Math.Sign(EstTotal - other.EstTotal);
|
||||
}
|
||||
}
|
||||
}
|
||||
218
OpenRA.Mods.RA/Move/PathSearch.cs
Executable file
218
OpenRA.Mods.RA/Move/PathSearch.cs
Executable file
@@ -0,0 +1,218 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see LICENSE.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Move
|
||||
{
|
||||
public class PathSearch
|
||||
{
|
||||
World world;
|
||||
public CellInfo[ , ] cellInfo;
|
||||
public PriorityQueue<PathDistance> queue;
|
||||
public Func<int2, int> heuristic;
|
||||
Func<int2, bool> customBlock;
|
||||
public bool checkForBlocked;
|
||||
public Actor ignoreBuilding;
|
||||
public bool inReverse;
|
||||
|
||||
MobileInfo mobileInfo;
|
||||
BuildingInfluence bim;
|
||||
UnitInfluence uim;
|
||||
|
||||
public PathSearch(World world, MobileInfo mobileInfo)
|
||||
{
|
||||
this.world = world;
|
||||
bim = world.WorldActor.Trait<BuildingInfluence>();
|
||||
uim = world.WorldActor.Trait<UnitInfluence>();
|
||||
cellInfo = InitCellInfo();
|
||||
this.mobileInfo = mobileInfo;
|
||||
queue = new PriorityQueue<PathDistance>();
|
||||
}
|
||||
|
||||
public PathSearch InReverse()
|
||||
{
|
||||
inReverse = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PathSearch WithCustomBlocker(Func<int2, bool> customBlock)
|
||||
{
|
||||
this.customBlock = customBlock;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PathSearch WithIgnoredBuilding(Actor b)
|
||||
{
|
||||
ignoreBuilding = b;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PathSearch WithHeuristic(Func<int2, int> h)
|
||||
{
|
||||
heuristic = h;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PathSearch WithoutLaneBias()
|
||||
{
|
||||
LaneBias = 0;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PathSearch FromPoint(int2 from)
|
||||
{
|
||||
AddInitialCell( from );
|
||||
return this;
|
||||
}
|
||||
|
||||
int LaneBias = 1;
|
||||
|
||||
public int2 Expand( World world )
|
||||
{
|
||||
var p = queue.Pop();
|
||||
while (cellInfo[p.Location.X, p.Location.Y].Seen)
|
||||
if (queue.Empty)
|
||||
return p.Location;
|
||||
else
|
||||
p = queue.Pop();
|
||||
|
||||
cellInfo[p.Location.X, p.Location.Y].Seen = true;
|
||||
|
||||
var thisCost = Mobile.MovementCostForCell(mobileInfo, world, p.Location);
|
||||
|
||||
if (thisCost == int.MaxValue)
|
||||
return p.Location;
|
||||
|
||||
foreach( int2 d in directions )
|
||||
{
|
||||
int2 newHere = p.Location + d;
|
||||
|
||||
if (!world.Map.IsInMap(newHere.X, newHere.Y)) continue;
|
||||
if( cellInfo[ newHere.X, newHere.Y ].Seen )
|
||||
continue;
|
||||
|
||||
var costHere = Mobile.MovementCostForCell(mobileInfo, world, newHere);
|
||||
|
||||
if (costHere == int.MaxValue)
|
||||
continue;
|
||||
|
||||
if (!Mobile.CanEnterCell(mobileInfo, world, uim, bim, newHere, ignoreBuilding, checkForBlocked))
|
||||
continue;
|
||||
|
||||
if (customBlock != null && customBlock(newHere))
|
||||
continue;
|
||||
|
||||
var est = heuristic( newHere );
|
||||
if( est == int.MaxValue )
|
||||
continue;
|
||||
|
||||
int cellCost = costHere;
|
||||
if( d.X * d.Y != 0 ) cellCost = ( cellCost * 34 ) / 24;
|
||||
|
||||
// directional bonuses for smoother flow!
|
||||
var ux = (newHere.X + (inReverse ? 1 : 0) & 1);
|
||||
var uy = (newHere.Y + (inReverse ? 1 : 0) & 1);
|
||||
|
||||
if (ux == 0 && d.Y < 0) cellCost += LaneBias;
|
||||
else if (ux == 1 && d.Y > 0) cellCost += LaneBias;
|
||||
if (uy == 0 && d.X < 0) cellCost += LaneBias;
|
||||
else if (uy == 1 && d.X > 0) cellCost += LaneBias;
|
||||
|
||||
int newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
|
||||
|
||||
if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
|
||||
continue;
|
||||
|
||||
cellInfo[ newHere.X, newHere.Y ].Path = p.Location;
|
||||
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
|
||||
|
||||
queue.Add( new PathDistance( newCost + est, newHere ) );
|
||||
|
||||
}
|
||||
return p.Location;
|
||||
}
|
||||
|
||||
static readonly int2[] directions =
|
||||
{
|
||||
new int2( -1, -1 ),
|
||||
new int2( -1, 0 ),
|
||||
new int2( -1, 1 ),
|
||||
new int2( 0, -1 ),
|
||||
new int2( 0, 1 ),
|
||||
new int2( 1, -1 ),
|
||||
new int2( 1, 0 ),
|
||||
new int2( 1, 1 ),
|
||||
};
|
||||
|
||||
public void AddInitialCell( int2 location )
|
||||
{
|
||||
if (!world.Map.IsInMap(location.X, location.Y))
|
||||
return;
|
||||
|
||||
cellInfo[ location.X, location.Y ] = new CellInfo( 0, location, false );
|
||||
queue.Add( new PathDistance( heuristic( location ), location ) );
|
||||
}
|
||||
|
||||
public static PathSearch Search( World world, MobileInfo mi, bool checkForBlocked )
|
||||
{
|
||||
var search = new PathSearch(world, mi) {
|
||||
checkForBlocked = checkForBlocked };
|
||||
return search;
|
||||
}
|
||||
|
||||
public static PathSearch FromPoint( World world, MobileInfo mi, int2 from, int2 target, bool checkForBlocked )
|
||||
{
|
||||
var search = new PathSearch(world, mi) {
|
||||
heuristic = DefaultEstimator( target ),
|
||||
checkForBlocked = checkForBlocked };
|
||||
|
||||
search.AddInitialCell( from );
|
||||
return search;
|
||||
}
|
||||
|
||||
public static PathSearch FromPoints(World world, MobileInfo mi, IEnumerable<int2> froms, int2 target, bool checkForBlocked)
|
||||
{
|
||||
var search = new PathSearch(world, mi)
|
||||
{
|
||||
heuristic = DefaultEstimator(target),
|
||||
checkForBlocked = checkForBlocked
|
||||
};
|
||||
|
||||
foreach( var sl in froms )
|
||||
search.AddInitialCell( sl );
|
||||
|
||||
return search;
|
||||
}
|
||||
|
||||
CellInfo[ , ] InitCellInfo()
|
||||
{
|
||||
var cellInfo = new CellInfo[ world.Map.MapSize.X, world.Map.MapSize.Y ];
|
||||
for( int x = 0 ; x < world.Map.MapSize.X ; x++ )
|
||||
for( int y = 0 ; y < world.Map.MapSize.Y ; y++ )
|
||||
cellInfo[ x, y ] = new CellInfo( int.MaxValue, new int2( x, y ), false );
|
||||
return cellInfo;
|
||||
}
|
||||
|
||||
public static Func<int2, int> DefaultEstimator( int2 destination )
|
||||
{
|
||||
return here =>
|
||||
{
|
||||
int2 d = ( here - destination ).Abs();
|
||||
int diag = Math.Min( d.X, d.Y );
|
||||
int straight = Math.Abs( d.X - d.Y );
|
||||
return (3400 * diag / 24) + (100 * straight);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user