Repath around blocking units or structures.
This commit is contained in:
@@ -22,7 +22,7 @@ namespace OpenRa.Game
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static TreeCache treeCache;
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public static TerrainRenderer terrain;
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public static Viewport viewport;
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public static PathFinder pathFinder;
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public static PathFinder PathFinder;
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public static Network network;
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public static WorldRenderer worldRenderer;
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public static Controller controller;
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@@ -65,7 +65,7 @@ namespace OpenRa.Game
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LoadMapBuildings(mapFile);
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LoadMapUnits(mapFile);
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pathFinder = new PathFinder(map, terrain.tileSet);
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PathFinder = new PathFinder(map, terrain.tileSet);
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network = new Network();
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@@ -42,6 +42,32 @@ namespace OpenRa.Game
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return path;
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}
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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{
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var offset = map.Offset;
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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var estimator = DefaultEstimator( from );
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var cost = 0.0;
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var prev = path[ 0 ] + offset;
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for( int i = 0 ; i < path.Count ; i++ )
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{
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var sl = path[ i ] + offset;
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if( Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
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{
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queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
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cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
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}
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var d = sl - prev;
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cost += ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[ (int)umt ][ sl.X, sl.Y ];
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prev = sl;
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}
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var ret = FindPath( cellInfo, queue, estimator, umt, true );
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ret.Reverse();
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return ret;
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}
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List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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{
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var startLocation = unitLocation + map.Offset;
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@@ -50,13 +76,8 @@ namespace OpenRa.Game
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
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{
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var cellInfo = new CellInfo[128, 128];
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var offset = map.Offset;
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for (int x = 0; x < 128; x++)
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for (int y = 0; y < 128; y++)
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cellInfo[x, y] = new CellInfo(double.PositiveInfinity, new int2(x, y), false);
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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foreach (var sl in startLocations)
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@@ -65,6 +86,13 @@ namespace OpenRa.Game
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cellInfo[sl.X, sl.Y].MinCost = 0;
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}
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return FindPath( cellInfo, queue, estimator, umt, false );
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}
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List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
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{
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var offset = map.Offset;
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while( !queue.Empty )
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{
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PathDistance p = queue.Pop();
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@@ -84,6 +112,8 @@ namespace OpenRa.Game
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continue;
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if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
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continue;
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if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere - offset ) != null )
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continue;
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double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
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double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost;
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@@ -102,6 +132,15 @@ namespace OpenRa.Game
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return new List<int2>();
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}
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static CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ 128, 128 ];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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cellInfo[ x, y ] = new CellInfo( double.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination, int2 offset )
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{
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List<int2> ret = new List<int2>();
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@@ -128,7 +128,7 @@ namespace OpenRa.Game.Traits
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public MoveTo( int2 destination )
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{
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this.getPath = (self, mobile) => Game.pathFinder.FindUnitPath(
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this.getPath = (self, mobile) => Game.PathFinder.FindUnitPath(
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self.Location, destination,
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mobile.GetMovementType());
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this.destination = destination;
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@@ -136,7 +136,7 @@ namespace OpenRa.Game.Traits
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public MoveTo(Actor target, int range)
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{
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this.getPath = (self, mobile) => Game.pathFinder.FindUnitPathToRange(
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this.getPath = (self, mobile) => Game.PathFinder.FindUnitPathToRange(
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self.Location, target.Location,
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mobile.GetMovementType(), range);
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this.destination = null;
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@@ -145,7 +145,8 @@ namespace OpenRa.Game.Traits
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static bool CanEnterCell(int2 c, Actor self)
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{
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var u = Game.UnitInfluence.GetUnitAt(c);
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return u == null || u == self;
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var b = Game.BuildingInfluence.GetBuildingAt(c);
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return (u == null || u == self) && b == null;
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}
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public void Tick( Actor self, Mobile mobile )
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@@ -169,21 +170,23 @@ namespace OpenRa.Game.Traits
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destination = mobile.toCell;
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return;
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}
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else
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destination = path[0];
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var nextCell = path[ path.Count - 1 ];
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int2 dir = nextCell - mobile.fromCell;
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var nextCell = PopPath( self, mobile );
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if( nextCell == null )
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return;
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int2 dir = nextCell.Value - mobile.fromCell;
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var firstFacing = Util.GetFacing( dir, mobile.facing );
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if( firstFacing != mobile.facing )
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{
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mobile.currentActivity = new Turn( firstFacing ) { NextActivity = this };
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path.Add( nextCell.Value );
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}
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else
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{
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if (!CanEnterCell(nextCell, self)) return; /* todo: repath, sometimes */
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mobile.toCell = nextCell;
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path.RemoveAt( path.Count - 1 );
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mobile.toCell = nextCell.Value;
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move = new MoveFirstHalf(
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CenterOfCell( mobile.fromCell ),
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BetweenCells( mobile.fromCell, mobile.toCell ),
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@@ -191,11 +194,30 @@ namespace OpenRa.Game.Traits
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mobile.facing,
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0 );
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Game.UnitInfluence.Update(mobile);
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Game.UnitInfluence.Update( mobile );
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}
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mobile.currentActivity.Tick( self, mobile );
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}
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int2? PopPath( Actor self, Mobile mobile )
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{
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if( path.Count == 0 ) return null;
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var nextCell = path[ path.Count - 1 ];
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if( !CanEnterCell( nextCell, self ) )
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{
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Game.UnitInfluence.Remove( mobile );
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path = Game.PathFinder.FindPathToPath( self.Location, path, mobile.GetMovementType() )
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.TakeWhile( a => a != self.Location )
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.ToList();
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Game.UnitInfluence.Add( mobile );
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if( path.Count == 0 )
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return null;
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nextCell = path[ path.Count - 1 ];
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}
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path.RemoveAt( path.Count - 1 );
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return nextCell;
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}
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static float2 CenterOfCell( int2 loc )
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{
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return new float2( 12, 12 ) + Game.CellSize * (float2)loc;
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@@ -261,27 +283,24 @@ namespace OpenRa.Game.Traits
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protected override MovePart OnComplete( Actor self, Mobile mobile, MoveTo parent )
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{
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if( parent.path.Count > 0 )
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var nextCell = parent.PopPath( self, mobile );
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if( nextCell != null )
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{
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var nextCell = parent.path[ parent.path.Count - 1 ];
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if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
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{
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if( CanEnterCell( nextCell, self ) )
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{
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parent.path.RemoveAt( parent.path.Count - 1 );
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var ret = new MoveFirstHalf(
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BetweenCells( mobile.fromCell, mobile.toCell ),
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BetweenCells( mobile.toCell, nextCell ),
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BetweenCells( mobile.toCell, nextCell.Value ),
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mobile.facing,
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Util.GetNearestFacing( mobile.facing, Util.GetFacing( nextCell - mobile.toCell, mobile.facing ) ),
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Util.GetNearestFacing( mobile.facing, Util.GetFacing( nextCell.Value - mobile.toCell, mobile.facing ) ),
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moveFraction - moveFractionTotal );
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mobile.fromCell = mobile.toCell;
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mobile.toCell = nextCell;
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mobile.toCell = nextCell.Value;
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Game.UnitInfluence.Update( mobile );
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return ret;
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}
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}
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else
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parent.path.Add( nextCell.Value );
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}
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var ret2 = new MoveSecondHalf(
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BetweenCells( mobile.fromCell, mobile.toCell ),
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@@ -25,7 +25,13 @@ namespace OpenRa.Game
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Update(u);
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}
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public Actor GetUnitAt(int2 a) { return influence[a.X, a.Y]; }
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public Actor GetUnitAt( int2 a )
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{
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var actor = influence[ a.X, a.Y ];
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if( actor != null && !actor.traits.Get<Mobile>().OccupiedCells().Contains( a ) )
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throw new InvalidOperationException( "UIM: Unit is not in influenced square" );
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return actor;
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}
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public void Add(Mobile a)
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{
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