Fix PathFinder.FindPathToTargetCells.

When this hits the case that "As both ends are accessible, we can freely swap them." - we must note that we are reversing the path search and pass the information into the HierarchicalPathFinder. When a normal path search occurs, the actor trying to pathfind will never check its own location - and thus never gets blocked by itself. When a search is reversed, the search will check the actors location. If we inform the search it is doing done in reverse, it will special case this scenario and avoid the actor blocking itself. But if it is not told about this scenario, then this special case is not applied and no path will be found when in fact a path is possible.
This commit is contained in:
RoosterDragon
2024-07-06 10:26:21 +01:00
committed by Gustas
parent c24913ea24
commit 1cd3e1bf3f
2 changed files with 25 additions and 21 deletions

View File

@@ -94,7 +94,7 @@ namespace OpenRA.Mods.Common.Traits
Actor ignoreActor = null,
bool laneBias = true)
{
return FindPathToTarget(self, sources.ToList(), target, check, customCost, ignoreActor, laneBias);
return FindPathToTarget(self, sources.ToList(), target, check, customCost, ignoreActor, false, laneBias);
}
/// <summary>
@@ -149,7 +149,7 @@ namespace OpenRA.Mods.Common.Traits
if (sourceIsAccessible)
{
// As both ends are accessible, we can freely swap them.
path = FindPathToTarget(self, targetsList, source, check, customCost, ignoreActor, laneBias);
path = FindPathToTarget(self, targetsList, source, check, customCost, ignoreActor, true, laneBias);
}
else
{
@@ -171,7 +171,7 @@ namespace OpenRA.Mods.Common.Traits
List<CPos> FindPathToTarget(
Actor self, List<CPos> sources, CPos target, BlockedByActor check,
Func<CPos, int> customCost, Actor ignoreActor, bool laneBias)
Func<CPos, int> customCost, Actor ignoreActor, bool inReverse, bool laneBias)
{
if (sources.Count == 0)
return NoPath;
@@ -181,7 +181,7 @@ namespace OpenRA.Mods.Common.Traits
// If the target cell is inaccessible, bail early.
// The destination cell must allow movement and also have a reachable movement cost.
if (!PathSearch.CellAllowsMovement(self.World, locomotor, target, customCost)
|| locomotor.MovementCostToEnterCell(self, target, check, ignoreActor) == PathGraph.MovementCostForUnreachableCell)
|| locomotor.MovementCostToEnterCell(self, target, check, ignoreActor, inReverse) == PathGraph.MovementCostForUnreachableCell)
return NoPath;
// When searching from only one source cell, some optimizations are possible.
@@ -201,12 +201,12 @@ namespace OpenRA.Mods.Common.Traits
// Use a hierarchical path search, which performs a guided bidirectional search.
return GetHierarchicalPathFinder(locomotor, check, ignoreActor).FindPath(
self, source, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias, pathFinderOverlay);
self, source, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, inReverse, laneBias, pathFinderOverlay);
}
// Use a hierarchical path search, which performs a guided unidirectional search.
return GetHierarchicalPathFinder(locomotor, check, ignoreActor).FindPath(
self, sources, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias, pathFinderOverlay);
self, sources, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, inReverse, laneBias, pathFinderOverlay);
}
HierarchicalPathFinder GetHierarchicalPathFinder(Locomotor locomotor, BlockedByActor check, Actor ignoreActor)