- Introduced Unit Testing capabilities to the PathFinder trait and algorithm.
Introduced also a small Unit test project to prove it. - Separated caching capabilities from PathFinder class to increase cohesion and maintainability. Refactored the pathfinding algorithm by extracting methods based on responsibilities like calculating costs and reordering functions. These changes should provide a in average a small increase in pathfinding performance and maintainability. - Optimized the pathfinder algorithm to reuse calculations like the MovementCost and heuristics. - Introduced base classes, IPathSearch and IPriorityQueue interfaces, and restructured code to ease readability and testability - Renamed the PathFinder related classes to more appropriate names. Made the traits rely on the interface IPathfinder instead of concrete PathFinder implementation. - Massive performance improvements - Solved error with harvesters' Heuristic - Updated the heuristic to ease redability and adjustability. D can be adjusted to offer best paths by decreasing and more performance by increasing it - Refactored the CellLayer<CellInfo> creation in its own Singleton class - Extracted the graph abstraction onto an IGraph interface, making the Pathfinder agnostic to the definition of world and terrain. This abstraction can help in the future to be able to cache graphs for similar classes and their costs, speeding up the pathfinder and being able to feed the A* algorithm with different types of graphs like Hierarchical graphs
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@@ -132,12 +132,10 @@ namespace OpenRA
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get { return TileShape; }
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}
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[FieldLoader.Ignore]
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public readonly WVec[] SubCellOffsets;
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[FieldLoader.Ignore] public readonly WVec[] SubCellOffsets;
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public readonly SubCell DefaultSubCell;
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public readonly SubCell LastSubCell;
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[FieldLoader.Ignore]
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public IFolder Container;
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[FieldLoader.Ignore] public IFolder Container;
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public string Path { get; private set; }
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// Yaml map data
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@@ -157,8 +155,7 @@ namespace OpenRA
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public WVec OffsetOfSubCell(SubCell subCell) { return SubCellOffsets[(int)subCell]; }
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[FieldLoader.LoadUsing("LoadOptions")]
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public MapOptions Options;
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[FieldLoader.LoadUsing("LoadOptions")] public MapOptions Options;
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static object LoadOptions(MiniYaml y)
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{
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@@ -170,8 +167,7 @@ namespace OpenRA
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return options;
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}
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[FieldLoader.LoadUsing("LoadVideos")]
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public MapVideos Videos;
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[FieldLoader.LoadUsing("LoadVideos")] public MapVideos Videos;
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static object LoadVideos(MiniYaml y)
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{
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@@ -183,37 +179,26 @@ namespace OpenRA
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return videos;
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}
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[FieldLoader.Ignore]
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public Lazy<Dictionary<string, ActorReference>> Actors;
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[FieldLoader.Ignore] public Lazy<Dictionary<string, ActorReference>> Actors;
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public int PlayerCount { get { return Players.Count(p => p.Value.Playable); } }
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public Rectangle Bounds;
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// Yaml map data
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[FieldLoader.Ignore]
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public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
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[FieldLoader.Ignore]
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public Lazy<List<SmudgeReference>> Smudges;
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[FieldLoader.Ignore] public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
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[FieldLoader.Ignore] public Lazy<List<SmudgeReference>> Smudges;
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[FieldLoader.Ignore]
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public List<MiniYamlNode> RuleDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> SequenceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> VoxelSequenceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> WeaponDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> VoiceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> NotificationDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore]
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public List<MiniYamlNode> TranslationDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> RuleDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> SequenceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> VoxelSequenceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> WeaponDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> VoiceDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> NotificationDefinitions = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> TranslationDefinitions = new List<MiniYamlNode>();
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// Binary map data
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[FieldLoader.Ignore]
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public byte TileFormat = 2;
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[FieldLoader.Ignore] public byte TileFormat = 2;
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public int2 MapSize;
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@@ -223,25 +208,18 @@ namespace OpenRA
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set { MapSize = value; }
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}
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[FieldLoader.Ignore]
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public Lazy<CellLayer<TerrainTile>> MapTiles;
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[FieldLoader.Ignore]
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public Lazy<CellLayer<ResourceTile>> MapResources;
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[FieldLoader.Ignore]
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public Lazy<CellLayer<byte>> MapHeight;
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[FieldLoader.Ignore] public Lazy<CellLayer<TerrainTile>> MapTiles;
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[FieldLoader.Ignore] public Lazy<CellLayer<ResourceTile>> MapResources;
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[FieldLoader.Ignore] public Lazy<CellLayer<byte>> MapHeight;
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[FieldLoader.Ignore]
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public CellLayer<byte> CustomTerrain;
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[FieldLoader.Ignore] public CellLayer<byte> CustomTerrain;
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[FieldLoader.Ignore]
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Lazy<TileSet> cachedTileSet;
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[FieldLoader.Ignore]
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Lazy<Ruleset> rules;
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[FieldLoader.Ignore] Lazy<TileSet> cachedTileSet;
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[FieldLoader.Ignore] Lazy<Ruleset> rules;
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public Ruleset Rules { get { return rules != null ? rules.Value : null; } }
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public SequenceProvider SequenceProvider { get { return Rules.Sequences[Tileset]; } }
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[FieldLoader.Ignore]
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public CellRegion Cells;
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[FieldLoader.Ignore] public CellRegion Cells;
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public static Map FromTileset(TileSet tileset)
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{
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