- 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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@@ -29,17 +29,16 @@ namespace OpenRA.Mods.Common.Traits
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All = TransientActors | BlockedByMovers
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}
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public interface IMobileInfo
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public interface IMobileInfo : IMoveInfo
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{
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int MovementCostForCell(World world, CPos cell);
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bool CanEnterCell(World world, Actor self, CPos cell, out int movementCost, Actor ignoreActor = null, CellConditions check = CellConditions.All);
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bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All);
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int GetMovementClass(TileSet tileset);
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}
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[Desc("Unit is able to move.")]
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public class MobileInfo : ITraitInfo, IOccupySpaceInfo, IFacingInfo, IMoveInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>, IMobileInfo
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public class MobileInfo : IMobileInfo, IOccupySpaceInfo, IFacingInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
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{
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[FieldLoader.LoadUsing("LoadSpeeds")]
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[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
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@@ -565,7 +564,7 @@ namespace OpenRA.Mods.Common.Traits
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return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
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}
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public bool CanMoveFreely(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
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public bool CanMoveFreelyInto(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
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{
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return Info.CanMoveFreelyInto(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
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}
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