Add support for bridge construction
Each movement class is given a crude transientDomain graph. Whenever a bridge state changes, the domain index rebuilds the relevant cells, setting its domain and creating a transient domain connection. This graph is searched as a fallback if the straightforward domain comparison is false. Behavior needs to be double-checked, and ideally destructing connections would be supported, but so far performance and behavior on allies-02 seems good.
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@@ -218,6 +218,12 @@ namespace OpenRA.Mods.RA
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foreach (var c in TileSprites[currentTemplate].Keys)
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self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
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// If this bridge repair operation connects two pathfinding domains,
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// update the domain index.
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var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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if (domainIndex != null)
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domainIndex.UpdateCells(self.World, TileSprites[currentTemplate].Keys);
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if (LongBridgeSegmentIsDead() && !killedUnits)
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{
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killedUnits = true;
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@@ -13,15 +13,9 @@ 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.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Orders;
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using OpenRA.Support;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Move;
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using XRandom = OpenRA.Thirdparty.Random;
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namespace OpenRA.Mods.RA
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{
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@@ -30,53 +24,147 @@ namespace OpenRA.Mods.RA
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public class DomainIndex : IWorldLoaded
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{
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Dictionary<uint, MovementClassDomainIndex> domains;
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Dictionary<uint, MovementClassDomainIndex> domainIndexes;
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public void WorldLoaded(World world)
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{
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domains = new Dictionary<uint, MovementClassDomainIndex>();
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domainIndexes = new Dictionary<uint, MovementClassDomainIndex>();
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var movementClasses = new HashSet<uint>(
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Rules.Info.Where(ai => ai.Value.Traits.Contains<MobileInfo>())
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.Select(ai => (uint)ai.Value.Traits.Get<MobileInfo>().GetMovementClass(world.TileSet)));
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foreach(var mc in movementClasses) domains[mc] = new MovementClassDomainIndex(world, mc);
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foreach (var mc in movementClasses) domainIndexes[mc] = new MovementClassDomainIndex(world, mc);
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}
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public bool IsPassable(CPos p1, CPos p2, uint movementClass)
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{
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return domains[movementClass].IsPassable(p1, p2);
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return domainIndexes[movementClass].IsPassable(p1, p2);
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}
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/// Regenerate the domain index for a group of cells
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public void UpdateCells(World world, IEnumerable<CPos> cells)
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{
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var dirty = new HashSet<CPos>(cells);
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foreach (var index in domainIndexes) index.Value.UpdateCells(world, dirty);
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}
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}
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class MovementClassDomainIndex
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{
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Rectangle bounds;
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uint movementClass;
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int[,] domains;
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Dictionary<int, HashSet<int>> transientConnections;
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public MovementClassDomainIndex(World world, uint movementClass)
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{
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this.movementClass = movementClass;
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bounds = world.Map.Bounds;
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this.movementClass = movementClass;
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domains = new int[(bounds.Width + bounds.X), (bounds.Height + bounds.Y)];
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BuildDomains(world);
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}
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transientConnections = new Dictionary<int, HashSet<int>>();
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public int GetDomainOf(CPos p)
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{
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return domains[p.X, p.Y];
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BuildDomains(world);
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}
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public bool IsPassable(CPos p1, CPos p2)
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{
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return domains[p1.X, p1.Y] == domains[p2.X, p2.Y];
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if (domains[p1.X, p1.Y] == domains[p2.X, p2.Y]) return true;
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// Even though p1 and p2 are in different domains, it's possible
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// that some dynamic terrain (i.e. bridges) may connect them.
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return HasConnection(GetDomainOf(p1), GetDomainOf(p2));
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}
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public void SetDomain(CPos p, int domain)
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public void UpdateCells(World world, HashSet<CPos> dirtyCells)
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{
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var neighborDomains = new List<int>();
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foreach (var cell in dirtyCells)
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{
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// Select all neighbors inside the map boundries
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var neighbors = CVec.directions.Select(d => d + cell)
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.Where(c => bounds.Contains(c.X, c.Y));
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bool found = false;
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foreach (var neighbor in neighbors)
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{
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if (!dirtyCells.Contains(neighbor))
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{
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int neighborDomain = GetDomainOf(neighbor);
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bool match = CanTraverseTile(world, neighbor);
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if (match) neighborDomains.Add(neighborDomain);
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// Set ourselves to the first non-dirty neighbor we find.
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if (!found)
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{
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SetDomain(cell, neighborDomain);
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found = true;
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}
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}
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}
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}
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foreach (var c1 in neighborDomains)
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{
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foreach (var c2 in neighborDomains)
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{
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CreateConnection(c1, c2);
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}
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}
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}
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int GetDomainOf(CPos p)
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{
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return domains[p.X, p.Y];
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}
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void SetDomain(CPos p, int domain)
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{
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domains[p.X, p.Y] = domain;
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}
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bool HasConnection(int d1, int d2)
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{
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// Search our connections graph for a possible route
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var visited = new HashSet<int>();
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var toProcess = new Stack<int>();
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toProcess.Push(d1);
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int i = 0;
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while (toProcess.Count() > 0)
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{
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int current = toProcess.Pop();
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if (!transientConnections.ContainsKey(current)) continue;
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foreach (int neighbor in transientConnections[current])
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{
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if (neighbor == d2) return true;
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if (!visited.Contains(neighbor)) toProcess.Push(neighbor);
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}
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visited.Add(current);
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i += 1;
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}
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return false;
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}
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void CreateConnection(int d1, int d2)
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{
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if (!transientConnections.ContainsKey(d1)) transientConnections[d1] = new HashSet<int>();
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if (!transientConnections.ContainsKey(d2)) transientConnections[d2] = new HashSet<int>();
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transientConnections[d1].Add(d2);
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transientConnections[d2].Add(d1);
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}
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bool CanTraverseTile(World world, CPos p)
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{
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string currentTileType = WorldUtils.GetTerrainType(world, p);
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int terrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == currentTileType);
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return (movementClass & (1 << terrainOffset)) > 0;
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}
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void BuildDomains(World world)
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{
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@@ -100,9 +188,7 @@ namespace OpenRA.Mods.RA
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unassigned.Remove(start);
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// Wander around looking for water transitions
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string currentTileType = WorldUtils.GetTerrainType(world, start);
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int terrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == currentTileType);
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bool currentPassable = (movementClass & (1 << terrainOffset)) > 0;
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bool currentPassable = CanTraverseTile(world, start);
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var toProcess = new Queue<CPos>();
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var seen = new HashSet<CPos>();
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@@ -114,9 +200,7 @@ namespace OpenRA.Mods.RA
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if (seen.Contains(p)) continue;
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seen.Add(p);
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string candidateTileType = WorldUtils.GetTerrainType(world, p);
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int candidateTerrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == candidateTileType);
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bool candidatePassable = (movementClass & (1 << candidateTerrainOffset)) > 0;
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bool candidatePassable = CanTraverseTile(world, p);
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// Check if we're still in one contiguous domain
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if (currentPassable == candidatePassable)
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