- 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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@@ -13,6 +13,7 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -45,7 +46,7 @@ namespace OpenRA.Mods.Common.Activities
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moveDisablers = self.TraitsImplementing<IDisableMove>();
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getPath = () =>
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self.World.WorldActor.Trait<PathFinder>().FindPath(
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self.World.WorldActor.Trait<IPathFinder>().FindPath(
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PathSearch.FromPoint(self.World, mobile.Info, self, mobile.ToCell, destination, false)
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.WithoutLaneBias());
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this.destination = destination;
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@@ -61,7 +62,7 @@ namespace OpenRA.Mods.Common.Activities
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mobile = self.Trait<Mobile>();
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moveDisablers = self.TraitsImplementing<IDisableMove>();
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getPath = () => self.World.WorldActor.Trait<PathFinder>()
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getPath = () => self.World.WorldActor.Trait<IPathFinder>()
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.FindUnitPath(mobile.ToCell, destination, self);
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this.destination = destination;
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this.nearEnough = nearEnough;
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@@ -72,7 +73,7 @@ namespace OpenRA.Mods.Common.Activities
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mobile = self.Trait<Mobile>();
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moveDisablers = self.TraitsImplementing<IDisableMove>();
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getPath = () => self.World.WorldActor.Trait<PathFinder>()
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getPath = () => self.World.WorldActor.Trait<IPathFinder>()
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.FindUnitPathToRange(mobile.FromCell, subCell, self.World.Map.CenterOfSubCell(destination, subCell), nearEnough, self);
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this.destination = destination;
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this.nearEnough = nearEnough;
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@@ -84,7 +85,7 @@ namespace OpenRA.Mods.Common.Activities
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moveDisablers = self.TraitsImplementing<IDisableMove>();
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getPath = () =>
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self.World.WorldActor.Trait<PathFinder>().FindPath(
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self.World.WorldActor.Trait<IPathFinder>().FindPath(
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PathSearch.FromPoint(self.World, mobile.Info, self, mobile.ToCell, destination, false)
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.WithIgnoredActor(ignoredActor));
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@@ -103,7 +104,7 @@ namespace OpenRA.Mods.Common.Activities
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if (!target.IsValidFor(self))
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return NoPath;
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return self.World.WorldActor.Trait<PathFinder>().FindUnitPathToRange(
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return self.World.WorldActor.Trait<IPathFinder>().FindUnitPathToRange(
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mobile.ToCell, mobile.ToSubCell, target.CenterPosition, range, self);
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};
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@@ -132,7 +133,7 @@ namespace OpenRA.Mods.Common.Activities
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return hash;
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}
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List<CPos> EvalPath(Actor self, Mobile mobile)
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List<CPos> EvalPath()
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{
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var path = getPath().TakeWhile(a => a != mobile.ToCell).ToList();
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mobile.PathHash = HashList(path);
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@@ -155,7 +156,7 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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}
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path = EvalPath(self, mobile);
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path = EvalPath();
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SanityCheckPath(mobile);
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}
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@@ -167,7 +168,7 @@ namespace OpenRA.Mods.Common.Activities
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destination = path[0];
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var nextCell = PopPath(self, mobile);
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var nextCell = PopPath(self);
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if (nextCell == null)
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return this;
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@@ -202,7 +203,7 @@ namespace OpenRA.Mods.Common.Activities
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throw new InvalidOperationException("(Move) Sanity check failed");
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}
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Pair<CPos, SubCell>? PopPath(Actor self, Mobile mobile)
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Pair<CPos, SubCell>? PopPath(Actor self)
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{
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if (path.Count == 0)
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return null;
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@@ -210,7 +211,7 @@ namespace OpenRA.Mods.Common.Activities
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var nextCell = path[path.Count - 1];
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// Next cell in the move is blocked by another actor
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if (!mobile.CanEnterCell(nextCell, ignoredActor, true))
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if (!mobile.CanMoveFreelyInto(nextCell, ignoredActor, true))
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{
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// Are we close enough?
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var cellRange = nearEnough.Range / 1024;
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@@ -246,7 +247,7 @@ namespace OpenRA.Mods.Common.Activities
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// Calculate a new path
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mobile.RemoveInfluence();
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var newPath = EvalPath(self, mobile);
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var newPath = EvalPath();
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mobile.AddInfluence();
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if (newPath.Count != 0)
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@@ -372,7 +373,7 @@ namespace OpenRA.Mods.Common.Activities
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var fromSubcellOffset = self.World.Map.OffsetOfSubCell(mobile.FromSubCell);
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var toSubcellOffset = self.World.Map.OffsetOfSubCell(mobile.ToSubCell);
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var nextCell = parent.PopPath(self, mobile);
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var nextCell = parent.PopPath(self);
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if (nextCell != null)
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{
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if (IsTurn(mobile, nextCell.Value.First))
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