Fix reversed path searches from inaccessible locations.

The Harvester trait and MoveAdjacentTo activity called the pathfinder but had a single source and multiple targets. The pathfinder interface only allows for the opposite: multiple sources and a single target. To work around this they would swap the inputs. This works in most cases but not all cases. One aspect of asymmetry is that an actor may move out of an inaccessible source cell, but not onto an inaccessible target cell.

Searches that involved an inaccessible source cell and that applied this swapping method would therefore fail to return a path, when a valid path was possible. Although a rare case, once good way to reproduce is to use a production building that spawns actors on inaccessible cells around it, such as the RA naval yard. A move order uses the pathfinder correctly and the unit will move out. Using a force attack causes the unit to use the broken "swapped" mechanism in MoveAdjacentTo and it will be stuck.

This asymmetry has been longstanding but the pathfinding infrastructure only sporadically accounted for it. It is now documented and applied consistently. Create a new overload on the pathfinder trait that allows a single source and multiple targets, so callers have an overload that does what they need and won't be tempted to swap the positions and run into this issue.

Internally, this requires us to teach Locomotor to ignore the self actor when performing movement cost checks for these "in reverse" searches so the unit doesn't consider the cell blocked by itself.
This commit is contained in:
RoosterDragon
2023-03-27 18:32:51 +01:00
committed by Paul Chote
parent e4ba9733fe
commit 4ec5a4b34a
11 changed files with 171 additions and 38 deletions

View File

@@ -198,8 +198,8 @@ namespace OpenRA.Mods.Common.Traits
return null;
// Start a search from each refinery's delivery location:
var path = mobile.PathFinder.FindPathToTargetCell(
self, refineries.Select(r => r.Key), self.Location, BlockedByActor.None,
var path = mobile.PathFinder.FindPathToTargetCells(
self, self.Location, refineries.Select(r => r.Key), BlockedByActor.None,
location =>
{
if (!refineries.ContainsKey(location))
@@ -211,7 +211,7 @@ namespace OpenRA.Mods.Common.Traits
});
if (path.Count > 0)
return refineries[path.Last()].Actor;
return refineries[path[0]].Actor;
return null;
}

View File

@@ -125,7 +125,7 @@ namespace OpenRA.Mods.Common.Traits
.SingleOrDefault(l => l.Info.Name == Locomotor);
return locomotor.MovementCostToEnterCell(
self, cell, check, ignoreActor, subCell) != PathGraph.MovementCostForUnreachableCell;
self, cell, check, ignoreActor, false, subCell) != PathGraph.MovementCostForUnreachableCell;
}
public bool CanStayInCell(World world, CPos cell)

View File

@@ -204,30 +204,30 @@ namespace OpenRA.Mods.Common.Traits
return terrainInfos[index].Speed;
}
public short MovementCostToEnterCell(Actor actor, CPos destNode, BlockedByActor check, Actor ignoreActor, SubCell subCell = SubCell.FullCell)
public short MovementCostToEnterCell(Actor actor, CPos destNode, BlockedByActor check, Actor ignoreActor, bool ignoreSelf = false, SubCell subCell = SubCell.FullCell)
{
var cellCost = MovementCostForCell(destNode);
if (cellCost == PathGraph.MovementCostForUnreachableCell ||
!CanMoveFreelyInto(actor, destNode, subCell, check, ignoreActor))
!CanMoveFreelyInto(actor, destNode, subCell, check, ignoreActor, ignoreSelf))
return PathGraph.MovementCostForUnreachableCell;
return cellCost;
}
public short MovementCostToEnterCell(Actor actor, CPos srcNode, CPos destNode, BlockedByActor check, Actor ignoreActor)
public short MovementCostToEnterCell(Actor actor, CPos srcNode, CPos destNode, BlockedByActor check, Actor ignoreActor, bool ignoreSelf = false)
{
var cellCost = MovementCostForCell(destNode, srcNode);
if (cellCost == PathGraph.MovementCostForUnreachableCell ||
!CanMoveFreelyInto(actor, destNode, SubCell.FullCell, check, ignoreActor))
!CanMoveFreelyInto(actor, destNode, SubCell.FullCell, check, ignoreActor, ignoreSelf))
return PathGraph.MovementCostForUnreachableCell;
return cellCost;
}
// Determines whether the actor is blocked by other Actors
bool CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor)
bool CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor, bool ignoreSelf)
{
// If the check allows: We are not blocked by other actors.
if (check == BlockedByActor.None)
@@ -260,7 +260,7 @@ namespace OpenRA.Mods.Common.Traits
// Cache doesn't account for ignored actors, subcells, temporary blockers or transit only actors.
// These must use the slow path.
if (ignoreActor == null && subCell == SubCell.FullCell &&
if (ignoreActor == null && !ignoreSelf && subCell == SubCell.FullCell &&
!cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker) && !cellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor))
{
// We already know there are uncrushable actors in the cell so we are always blocked.
@@ -282,7 +282,7 @@ namespace OpenRA.Mods.Common.Traits
var otherActors = subCell == SubCell.FullCell ? world.ActorMap.GetActorsAt(cell) : world.ActorMap.GetActorsAt(cell, subCell);
foreach (var otherActor in otherActors)
if (IsBlockedBy(actor, otherActor, ignoreActor, cell, check, cellFlag))
if (IsBlockedBy(actor, otherActor, ignoreActor, ignoreSelf, cell, check, cellFlag))
return false;
return true;
@@ -303,7 +303,7 @@ namespace OpenRA.Mods.Common.Traits
if (check > BlockedByActor.None)
{
bool CheckTransient(Actor otherActor) => IsBlockedBy(self, otherActor, ignoreActor, cell, check, GetCache(cell).CellFlag);
bool CheckTransient(Actor otherActor) => IsBlockedBy(self, otherActor, ignoreActor, false, cell, check, GetCache(cell).CellFlag);
if (!sharesCell)
return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell, CheckTransient) ? SubCell.Invalid : SubCell.FullCell;
@@ -320,9 +320,9 @@ namespace OpenRA.Mods.Common.Traits
/// <remarks>This logic is replicated in <see cref="HierarchicalPathFinder.ActorIsBlocking"/> and
/// <see cref="HierarchicalPathFinder.ActorCellIsBlocking"/>. If this method is updated please update those as
/// well.</remarks>
bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, CPos cell, BlockedByActor check, CellFlag cellFlag)
bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, bool ignoreSelf, CPos cell, BlockedByActor check, CellFlag cellFlag)
{
if (otherActor == ignoreActor)
if (otherActor == ignoreActor || (ignoreSelf && otherActor == actor))
return false;
var otherMobile = otherActor.OccupiesSpace as Mobile;

View File

@@ -76,15 +76,99 @@ namespace OpenRA.Mods.Common.Traits
/// The shortest path between a source and the target is returned.
/// </summary>
/// <remarks>
/// Searches that provide a multiple source cells are slower than those than provide only a single source cell,
/// <para>
/// It is allowed for an actor to occupy an inaccessible space and move out of it if another adjacent cell is
/// accessible, but it is not allowed to move into an inaccessible target space. Therefore it is vitally
/// important to not mix up the source and target locations. A path can exist from an inaccessible source space
/// to an accessible target space, but if those parameters as swapped then no path can exist.
/// </para>
/// <para>
/// Searches that provide multiple source cells are slower than those than provide only a single source cell,
/// as optimizations are possible for the single source case. Use searches from multiple source cells
/// sparingly.
/// </para>
/// </remarks>
public List<CPos> FindPathToTargetCell(
Actor self, IEnumerable<CPos> sources, CPos target, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
return FindPathToTarget(self, sources, target, check, customCost, ignoreActor, laneBias);
}
/// <summary>
/// Calculates a path for the actor from source to multiple possible targets.
/// Returned path is *reversed* and given target to source.
/// The shortest path between the source and a target is returned.
/// </summary>
/// <remarks>
/// <para>
/// It is allowed for an actor to occupy an inaccessible space and move out of it if another adjacent cell is
/// accessible, but it is not allowed to move into an inaccessible target space. Therefore it is vitally
/// important to not mix up the source and target locations. A path can exist from an inaccessible source space
/// to an accessible target space, but if those parameters as swapped then no path can exist.
/// </para>
/// <para>
/// Searches that provide multiple target cells are slower than those than provide only a single target cell,
/// as optimizations are possible for the single target case. Use searches to multiple target cells
/// sparingly.
/// </para>
/// </remarks>
public List<CPos> FindPathToTargetCells(
Actor self, CPos source, IEnumerable<CPos> targets, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
// We can reuse existing search infrastructure by swapping the single source and multiple targets,
// and calling the existing methods that allow multiple sources and one target.
// However there is a case of asymmetry we must handle, an actor may move out of a inaccessible source,
// but may not move onto a inaccessible target. We must account for this when performing the swap.
// As targets must be accessible, determine accessible targets in advance so when they becomes the sources
// we don't accidentally allow an inaccessible position to become viable.
var locomotor = GetActorLocomotor(self);
var accessibleTargets = targets
.Where(target =>
PathSearch.CellAllowsMovement(self.World, locomotor, target, customCost)
&& locomotor.MovementCostToEnterCell(self, target, check, ignoreActor, true) != PathGraph.MovementCostForUnreachableCell)
.ToList();
if (accessibleTargets.Count == 0)
return NoPath;
// When checking if the source location is accessible, we must also ignore self.
// So that when it becomes a target, we don't consider the location blocked by ourselves!
List<CPos> path;
var sourceIsAccessible =
PathSearch.CellAllowsMovement(self.World, locomotor, source, customCost)
&& locomotor.MovementCostToEnterCell(self, source, check, ignoreActor, true) != PathGraph.MovementCostForUnreachableCell;
if (sourceIsAccessible)
{
// As both ends are accessible, we can freely swap them.
path = FindPathToTarget(self, targets, source, check, customCost, ignoreActor, laneBias);
}
else
{
// When we treat the source as a target, we need to be able to path to it.
// We know this would fail as it is inaccessible but we need an exception to be made.
// A hierarchical path search doesn't support this ability,
// but the local pathfinder can deal with it when doing reverse searches.
pathFinderOverlay?.NewRecording(self, accessibleTargets, source);
using (var search = PathSearch.ToTargetCell(
world, locomotor, self, accessibleTargets, source, check, DefaultHeuristicWeightPercentage,
customCost, ignoreActor, laneBias, inReverse: true, recorder: pathFinderOverlay?.RecordLocalEdges(self)))
path = search.FindPath();
}
// Since we swapped the positions, we need to reverse the path to swap it back.
path.Reverse();
return path;
}
List<CPos> FindPathToTarget(
Actor self, IEnumerable<CPos> sources, CPos target, BlockedByActor check,
Func<CPos, int> customCost, Actor ignoreActor, bool laneBias)
{
var sourcesList = sources.ToList();
if (sourcesList.Count == 0)
@@ -161,6 +245,12 @@ namespace OpenRA.Mods.Common.Traits
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// This would apply for any actor using the given <see cref="Locomotor"/>.
/// </summary>
/// <remarks>
/// It is allowed for an actor to occupy an inaccessible space and move out of it if another adjacent cell is
/// accessible, but it is not allowed to move into an inaccessible target space. Therefore it is vitally
/// important to not mix up the source and target locations. A path can exist from an inaccessible source space
/// to an accessible target space, but if those parameters as swapped then no path can exist.
/// </remarks>
public bool PathExistsForLocomotor(Locomotor locomotor, CPos source, CPos target)
{
return hierarchicalPathFindersBlockedByNoneByLocomotor[locomotor].PathExists(source, target);