fix lane bias in PathSearch

This commit is contained in:
Chris Forbes
2010-04-23 17:20:10 +12:00
parent 12db5e7939
commit 0e18d4e050
2 changed files with 25 additions and 8 deletions

View File

@@ -60,7 +60,7 @@ namespace OpenRA
List<CachedPath> CachedPaths = new List<CachedPath>();
const int MaxPathAge = 50; /* x 40ms ticks */
public List<int2> FindUnitPath( int2 from, int2 target, UnitMovementType umt )
public List<int2> FindUnitPath(int2 from, int2 target, UnitMovementType umt)
{
using (new PerfSample("find_unit_path"))
{
@@ -72,8 +72,11 @@ namespace OpenRA
}
var pb = FindBidiPath(
PathSearch.FromPoint(world, target, from, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)),
PathSearch.FromPoint(world, from, target, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)));
PathSearch.FromPoint(world, target, from, umt, false)
.WithCustomBlocker(AvoidUnitsNear(from, 4)),
PathSearch.FromPoint(world, from, target, umt, false)
.WithCustomBlocker(AvoidUnitsNear(from, 4))
.InReverse());
CheckSanePath2(pb, from, target);
@@ -90,7 +93,9 @@ namespace OpenRA
var tilesInRange = world.FindTilesInCircle(target, range)
.Where( t => world.IsPathableCell( t, umt ) );
var path = FindPath( PathSearch.FromPoints( world, tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
var path = FindPath( PathSearch.FromPoints( world, tilesInRange, src, umt, false )
.WithCustomBlocker(AvoidUnitsNear(src, 4))
.InReverse());
path.Reverse();
return path;
}

View File

@@ -38,6 +38,7 @@ namespace OpenRA
Func<int2, bool> customBlock;
public bool checkForBlocked;
public Actor ignoreBuilding;
public bool inReverse;
BuildingInfluence buildingInfluence;
UnitInfluence unitInfluence;
@@ -53,6 +54,12 @@ namespace OpenRA
resources = world.WorldActor.traits.Get<ResourceLayer>();
}
public PathSearch InReverse()
{
inReverse = true;
return this;
}
public PathSearch WithCustomBlocker(Func<int2, bool> customBlock)
{
this.customBlock = customBlock;
@@ -65,6 +72,8 @@ namespace OpenRA
return this;
}
const float LaneBias = .5f;
public int2 Expand( World world, float[][ , ] passableCost )
{
var p = queue.Pop();
@@ -107,10 +116,13 @@ namespace OpenRA
float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere;
// directional bonuses for smoother flow!
if (((newHere.X & 1) == 0) && d.Y < 0) cellCost -= .1f;
else if (((newHere.X & 1) == 1) && d.Y > 0) cellCost -= .1f;
if (((newHere.Y & 1) == 0) && d.X < 0) cellCost -= .1f;
else if (((newHere.Y & 1) == 1) && d.X > 0) cellCost -= .1f;
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;
float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;