Many harvester behavior improvements; summary below.

Implemented Harvester territory marking with a simple resource claim system in ResourceClaimLayer trait added to World.
Added customCost for PathSearch to support new Harvester search preferences.
Explicit delivery order forces harvester to always deliver to that refinery.
Explicit harvest order frees harvester from forced delivery refinery and allows for auto-balancing.
Harvesters auto-balance refinery choice such that no more than 3 harvesters are linked to any one refinery at a time.
Harvesters try very hard to not block the refinery dock location.
Harvesters try to avoid enemy territory when searching for resources.
Group-select harvest order intelligently disperses harvesters around the order location.
Fixed PathFinder caching to not be a sliding window. This is a correctness issue. Sliding window causes no-route paths to be cached permanently in tight move loops and doesn't allow eventual progress to be made. This may have negative performance implications.
This commit is contained in:
James Dunne
2012-06-18 18:55:23 -05:00
parent 1aafc9f726
commit 80123b6aa4
15 changed files with 490 additions and 111 deletions

View File

@@ -18,9 +18,10 @@ namespace OpenRA.Mods.RA.Move
public class PathSearch : IDisposable
{
World world;
public CellInfo[ , ] cellInfo;
public CellInfo[,] cellInfo;
public PriorityQueue<PathDistance> queue;
public Func<CPos, int> heuristic;
Func<CPos, int> customCost;
Func<CPos, bool> customBlock;
public bool checkForBlocked;
public Actor ignoreBuilding;
@@ -35,6 +36,7 @@ namespace OpenRA.Mods.RA.Move
cellInfo = InitCellInfo();
this.mobileInfo = mobileInfo;
this.owner = owner;
customCost = null;
queue = new PriorityQueue<PathDistance>();
}
@@ -62,6 +64,12 @@ namespace OpenRA.Mods.RA.Move
return this;
}
public PathSearch WithCustomCost(Func<CPos, int> w)
{
customCost = w;
return this;
}
public PathSearch WithoutLaneBias()
{
LaneBias = 0;
@@ -70,7 +78,7 @@ namespace OpenRA.Mods.RA.Move
public PathSearch FromPoint(CPos from)
{
AddInitialCell( from );
AddInitialCell(from);
return this;
}
@@ -92,12 +100,19 @@ namespace OpenRA.Mods.RA.Move
if (thisCost == int.MaxValue)
return p.Location;
if (customCost != null)
{
int c = customCost(p.Location);
if (c == int.MaxValue)
return p.Location;
}
foreach( CVec d in directions )
{
CPos newHere = p.Location + d;
if (!world.Map.IsInMap(newHere.X, newHere.Y)) continue;
if( cellInfo[ newHere.X, newHere.Y ].Seen )
if (cellInfo[newHere.X, newHere.Y].Seen)
continue;
var costHere = mobileInfo.MovementCostForCell(world, newHere);
@@ -111,32 +126,37 @@ namespace OpenRA.Mods.RA.Move
if (customBlock != null && customBlock(newHere))
continue;
var est = heuristic( newHere );
if( est == int.MaxValue )
var est = heuristic(newHere);
if (est == int.MaxValue)
continue;
int cellCost = costHere;
if( d.X * d.Y != 0 ) cellCost = ( cellCost * 34 ) / 24;
if (d.X * d.Y != 0) cellCost = (cellCost * 34) / 24;
if (customCost != null)
cellCost += customCost(newHere);
// directional bonuses for smoother flow!
var ux = (newHere.X + (inReverse ? 1 : 0) & 1);
var uy = (newHere.Y + (inReverse ? 1 : 0) & 1);
if (LaneBias != 0)
{
var ux = (newHere.X + (inReverse ? 1 : 0) & 1);
var uy = (newHere.Y + (inReverse ? 1 : 0) & 1);
if (ux == 0 && d.Y < 0) cellCost += LaneBias;
else if (ux == 1 && d.Y > 0) cellCost += LaneBias;
if (uy == 0 && d.X < 0) cellCost += LaneBias;
else if (uy == 1 && d.X > 0) cellCost += LaneBias;
if (ux == 0 && d.Y < 0) cellCost += LaneBias;
else if (ux == 1 && d.Y > 0) cellCost += LaneBias;
if (uy == 0 && d.X < 0) cellCost += LaneBias;
else if (uy == 1 && d.X > 0) cellCost += LaneBias;
}
int newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
int newCost = cellInfo[p.Location.X, p.Location.Y].MinCost + cellCost;
if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
if (newCost >= cellInfo[newHere.X, newHere.Y].MinCost)
continue;
cellInfo[ newHere.X, newHere.Y ].Path = p.Location;
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
queue.Add( new PathDistance( newCost + est, newHere ) );
cellInfo[newHere.X, newHere.Y].Path = p.Location;
cellInfo[newHere.X, newHere.Y].MinCost = newCost;
queue.Add(new PathDistance(newCost + est, newHere));
}
return p.Location;
}
@@ -158,24 +178,28 @@ namespace OpenRA.Mods.RA.Move
if (!world.Map.IsInMap(location.X, location.Y))
return;
cellInfo[ location.X, location.Y ] = new CellInfo( 0, location, false );
queue.Add( new PathDistance( heuristic( location ), location ) );
cellInfo[location.X, location.Y] = new CellInfo(0, location, false);
queue.Add(new PathDistance(heuristic(location), location));
}
public static PathSearch Search( World world, MobileInfo mi, Player owner, bool checkForBlocked )
public static PathSearch Search(World world, MobileInfo mi, Player owner, bool checkForBlocked)
{
var search = new PathSearch(world, mi, owner) {
checkForBlocked = checkForBlocked };
var search = new PathSearch(world, mi, owner)
{
checkForBlocked = checkForBlocked
};
return search;
}
public static PathSearch FromPoint(World world, MobileInfo mi, Player owner, CPos from, CPos target, bool checkForBlocked)
{
var search = new PathSearch(world, mi, owner) {
heuristic = DefaultEstimator( target ),
checkForBlocked = checkForBlocked };
var search = new PathSearch(world, mi, owner)
{
heuristic = DefaultEstimator(target),
checkForBlocked = checkForBlocked
};
search.AddInitialCell( from );
search.AddInitialCell(from);
return search;
}
@@ -187,8 +211,8 @@ namespace OpenRA.Mods.RA.Move
checkForBlocked = checkForBlocked
};
foreach( var sl in froms )
search.AddInitialCell( sl );
foreach (var sl in froms)
search.AddInitialCell(sl);
return search;
}
@@ -207,7 +231,7 @@ namespace OpenRA.Mods.RA.Move
cellInfoPool.Enqueue(ci);
}
CellInfo[ , ] InitCellInfo()
CellInfo[,] InitCellInfo()
{
CellInfo[,] result = null;
while (cellInfoPool.Count > 0)
@@ -225,10 +249,10 @@ namespace OpenRA.Mods.RA.Move
}
if (result == null)
result = new CellInfo[ world.Map.MapSize.X, world.Map.MapSize.Y ];
result = new CellInfo[world.Map.MapSize.X, world.Map.MapSize.Y];
for( int x = 0 ; x < world.Map.MapSize.X ; x++ )
for( int y = 0 ; y < world.Map.MapSize.Y ; y++ )
for (int x = 0; x < world.Map.MapSize.X; x++)
for (int y = 0; y < world.Map.MapSize.Y; y++)
result[ x, y ] = new CellInfo( int.MaxValue, new CPos( x, y ), false );
return result;
@@ -239,8 +263,8 @@ namespace OpenRA.Mods.RA.Move
return here =>
{
CVec d = (here - destination).Abs();
int diag = Math.Min( d.X, d.Y );
int straight = Math.Abs( d.X - d.Y );
int diag = Math.Min(d.X, d.Y);
int straight = Math.Abs(d.X - d.Y);
return (3400 * diag / 24) + (100 * straight);
};
}