Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
This commit is contained in:
306
OpenRA.Mods.Common/Traits/World/PathFinder.cs
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306
OpenRA.Mods.Common/Traits/World/PathFinder.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using OpenRA;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Calculates routes for mobile units based on the A* search algorithm.", " Attach this to the world actor.")]
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public class PathFinderInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new PathFinder(init.world); }
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}
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public class PathFinder
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{
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const int MaxPathAge = 50; /* x 40ms ticks */
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static readonly List<CPos> emptyPath = new List<CPos>(0);
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readonly World world;
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public PathFinder(World world) { this.world = world; }
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class CachedPath
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{
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public CPos from;
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public CPos to;
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public List<CPos> result;
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public int tick;
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public Actor actor;
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}
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List<CachedPath> CachedPaths = new List<CachedPath>();
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public List<CPos> FindUnitPath(CPos from, CPos target, Actor self)
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{
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using (new PerfSample("Pathfinder"))
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{
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var cached = CachedPaths.FirstOrDefault(p => p.from == from && p.to == target && p.actor == self);
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if (cached != null)
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{
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Log.Write("debug", "Actor {0} asked for a path from {1} tick(s) ago", self.ActorID, world.WorldTick - cached.tick);
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if (world.WorldTick - cached.tick > MaxPathAge)
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CachedPaths.Remove(cached);
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return new List<CPos>(cached.result);
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}
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var mi = self.Info.Traits.Get<MobileInfo>();
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// If a water-land transition is required, bail early
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var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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if (domainIndex != null)
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{
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var passable = mi.GetMovementClass(world.TileSet);
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if (!domainIndex.IsPassable(from, target, (uint)passable))
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return emptyPath;
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}
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var fromPoint = PathSearch.FromPoint(world, mi, self, target, from, true)
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.WithIgnoredActor(self);
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var fromPointReverse = PathSearch.FromPoint(world, mi, self, from, target, true)
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.WithIgnoredActor(self)
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.Reverse();
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var pb = FindBidiPath(
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fromPoint,
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fromPointReverse);
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CheckSanePath2(pb, from, target);
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CachedPaths.RemoveAll(p => world.WorldTick - p.tick > MaxPathAge);
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CachedPaths.Add(new CachedPath { from = from, to = target, actor = self, result = pb, tick = world.WorldTick });
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return new List<CPos>(pb);
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}
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}
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public List<CPos> FindUnitPathToRange(CPos src, SubCell srcSub, WPos target, WRange range, Actor self)
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{
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using (new PerfSample("Pathfinder"))
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{
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var mi = self.Info.Traits.Get<MobileInfo>();
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var targetCell = self.World.Map.CellContaining(target);
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var rangeSquared = range.Range * range.Range;
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// Correct for SubCell offset
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target -= self.World.Map.OffsetOfSubCell(srcSub);
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// Select only the tiles that are within range from the requested SubCell
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// This assumes that the SubCell does not change during the path traversal
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var tilesInRange = world.Map.FindTilesInCircle(targetCell, range.Range / 1024 + 1)
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.Where(t => (world.Map.CenterOfCell(t) - target).LengthSquared <= rangeSquared
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&& mi.CanEnterCell(self.World, self, t));
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// See if there is any cell within range that does not involve a cross-domain request
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// Really, we only need to check the circle perimeter, but it's not clear that would be a performance win
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var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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if (domainIndex != null)
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{
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var passable = mi.GetMovementClass(world.TileSet);
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tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(src, t, (uint)passable)));
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if (!tilesInRange.Any())
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return emptyPath;
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}
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var path = FindBidiPath(
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PathSearch.FromPoints(world, mi, self, tilesInRange, src, true),
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PathSearch.FromPoint(world, mi, self, src, targetCell, true).Reverse());
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return path;
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}
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}
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public List<CPos> FindPath(PathSearch search)
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{
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using (new PerfSample("Pathfinder"))
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{
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using (search)
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{
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List<CPos> path = null;
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while (!search.Queue.Empty)
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{
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var p = search.Expand(world);
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if (search.Heuristic(p) == 0)
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{
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path = MakePath(search.CellInfo, p);
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break;
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}
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}
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var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
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if (dbg != null)
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dbg.AddLayer(search.Considered.Select(p => new Pair<CPos, int>(p, search.CellInfo[p].MinCost)), search.MaxCost, search.Owner);
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if (path != null)
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return path;
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}
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// no path exists
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return emptyPath;
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}
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}
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static List<CPos> MakePath(CellLayer<CellInfo> cellInfo, CPos destination)
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{
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var ret = new List<CPos>();
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var pathNode = destination;
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while (cellInfo[pathNode].Path != pathNode)
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{
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ret.Add(pathNode);
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pathNode = cellInfo[pathNode].Path;
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}
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ret.Add(pathNode);
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CheckSanePath(ret);
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return ret;
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}
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// Searches from both ends toward each other
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public List<CPos> FindBidiPath(PathSearch fromSrc, PathSearch fromDest)
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{
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using (new PerfSample("Pathfinder"))
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{
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using (fromSrc)
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using (fromDest)
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{
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List<CPos> path = null;
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while (!fromSrc.Queue.Empty && !fromDest.Queue.Empty)
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{
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/* make some progress on the first search */
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var p = fromSrc.Expand(world);
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if (fromDest.CellInfo[p].Seen &&
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fromDest.CellInfo[p].MinCost < float.PositiveInfinity)
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{
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path = MakeBidiPath(fromSrc, fromDest, p);
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break;
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}
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/* make some progress on the second search */
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var q = fromDest.Expand(world);
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if (fromSrc.CellInfo[q].Seen &&
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fromSrc.CellInfo[q].MinCost < float.PositiveInfinity)
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{
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path = MakeBidiPath(fromSrc, fromDest, q);
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break;
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}
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}
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var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
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if (dbg != null)
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{
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dbg.AddLayer(fromSrc.Considered.Select(p => new Pair<CPos, int>(p, fromSrc.CellInfo[p].MinCost)), fromSrc.MaxCost, fromSrc.Owner);
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dbg.AddLayer(fromDest.Considered.Select(p => new Pair<CPos, int>(p, fromDest.CellInfo[p].MinCost)), fromDest.MaxCost, fromDest.Owner);
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}
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if (path != null)
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return path;
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}
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return emptyPath;
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}
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}
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static List<CPos> MakeBidiPath(PathSearch a, PathSearch b, CPos p)
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{
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var ca = a.CellInfo;
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var cb = b.CellInfo;
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var ret = new List<CPos>();
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var q = p;
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while (ca[q].Path != q)
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{
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ret.Add(q);
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q = ca[q].Path;
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}
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ret.Add(q);
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ret.Reverse();
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q = p;
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while (cb[q].Path != q)
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{
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q = cb[q].Path;
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ret.Add(q);
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}
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CheckSanePath(ret);
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return ret;
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}
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[Conditional("SANITY_CHECKS")]
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static void CheckSanePath(List<CPos> path)
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{
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if (path.Count == 0)
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return;
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var prev = path[0];
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for (var i = 0; i < path.Count; i++)
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{
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var d = path[i] - prev;
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if (Math.Abs(d.X) > 1 || Math.Abs(d.Y) > 1)
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throw new InvalidOperationException("(PathFinder) path sanity check failed");
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prev = path[i];
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}
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}
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[Conditional("SANITY_CHECKS")]
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static void CheckSanePath2(List<CPos> path, CPos src, CPos dest)
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{
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if (path.Count == 0)
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return;
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if (path[0] != dest)
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throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't go to dest");
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if (path[path.Count - 1] != src)
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throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't come from src");
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}
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}
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public struct CellInfo
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{
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public int MinCost;
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public CPos Path;
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public bool Seen;
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public CellInfo(int minCost, CPos path, bool seen)
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{
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MinCost = minCost;
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Path = path;
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Seen = seen;
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}
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}
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public struct PathDistance : IComparable<PathDistance>
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{
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public readonly int EstTotal;
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public readonly CPos Location;
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public PathDistance(int estTotal, CPos location)
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{
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EstTotal = estTotal;
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Location = location;
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}
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public int CompareTo(PathDistance other)
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{
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return Math.Sign(EstTotal - other.EstTotal);
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}
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}
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}
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