Less perf, but avoids reinventing the wheel and searches a wider area
This commit is contained in:
@@ -138,26 +138,33 @@ namespace OpenRA.Traits
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return new Order("Move", self, xy, mi.Modifiers.HasModifier(Modifiers.Shift));
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return new Order("Move", self, xy, mi.Modifiers.HasModifier(Modifiers.Shift));
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}
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}
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public int2 NearestMoveableCell(int2 target)
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{
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if (CanEnterCell(target))
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return target;
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var searched = new List<int2>(){};
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// Limit search to a radius of 10 tiles
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for (int r = 1; r < 10; r++)
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foreach (var tile in self.World.FindTilesInCircle(target,r).Except(searched))
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{
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if (CanEnterCell(tile))
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return tile;
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searched.Add(tile);
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}
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// Couldn't find a cell
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return target;
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString == "Move")
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if (order.OrderString == "Move")
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{
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{
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int2 currentLocation = order.TargetLocation;
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int2 currentLocation = NearestMoveableCell(order.TargetLocation);
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if(!CanEnterCell(currentLocation))
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if (!CanEnterCell(currentLocation))
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{
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return;
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NearLocationsFinder locationsFinder = new NearLocationsFinder(self.Location, order.TargetLocation);
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do
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{
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if(locationsFinder.HasNext())
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{
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currentLocation = locationsFinder.GetNext();
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}
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else
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return;
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}
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while(!CanEnterCell(currentLocation));
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}
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if( !order.Queued ) self.CancelActivity();
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if( !order.Queued ) self.CancelActivity();
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self.QueueActivity(new Activities.Move(currentLocation, 8));
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self.QueueActivity(new Activities.Move(currentLocation, 8));
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@@ -349,66 +356,4 @@ namespace OpenRA.Traits
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}
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}
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}
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}
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}
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}
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class NearLocationsFinder
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{
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int2 currentTargetLocation;
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int2 actorLocation;
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float2 cos;
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float distance;
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int attempts;
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const int maxAttempts = 8 /* number of cell checked */ * 2 /* radius */;
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public NearLocationsFinder(int2 actorLocation, int2 currentTargetLocation)
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{
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this.actorLocation = actorLocation;
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this.currentTargetLocation = currentTargetLocation;
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this.attempts = 0;
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int cx = currentTargetLocation.X - actorLocation.X;
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int cy = currentTargetLocation.Y - actorLocation.Y;
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this.distance = (float)Math.Sqrt(cx*cx + cy*cy);
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this.cos = new float2((cx / this.distance), (cy / this.distance));
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}
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public bool HasNext()
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{
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return attempts < maxAttempts || distance > 2;
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}
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public int2 GetNext()
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{
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// search location nearby
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if(attempts < maxAttempts)
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{
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int radius = attempts / 8;
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switch(attempts++ % 8)
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{
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case 0:
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return new int2(currentTargetLocation.X + radius, currentTargetLocation.Y + radius);
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case 1:
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return new int2(currentTargetLocation.X, currentTargetLocation.Y + radius);
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case 2:
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return new int2(currentTargetLocation.X - radius, currentTargetLocation.Y + radius);
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case 3:
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return new int2(currentTargetLocation.X - radius, currentTargetLocation.Y);
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case 4:
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return new int2(currentTargetLocation.X - radius, currentTargetLocation.Y - radius);
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case 5:
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return new int2(currentTargetLocation.X, currentTargetLocation.Y - radius);
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case 6:
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return new int2(currentTargetLocation.X + radius, currentTargetLocation.Y - radius);
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case 7:
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return new int2(currentTargetLocation.X + radius, currentTargetLocation.Y);
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}
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}
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else
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{
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// search location on the "direct" path to target
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if(distance-- > 2)
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return new int2(actorLocation.X + (int)Math.Round(distance * cos.X), actorLocation.Y + (int)Math.Round(distance * cos.Y));
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}
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return currentTargetLocation;
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}
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}
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}
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}
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