Merge pull request #7430 from Rydra/upstream/pf-optimized

[Discussion PR] Complete refactor of Pathfinder
This commit is contained in:
Paul Chote
2015-03-03 19:50:25 +00:00
31 changed files with 1866 additions and 615 deletions

View File

@@ -22,14 +22,32 @@ using OpenRA.Traits;
namespace OpenRA
{
public class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>
public interface IActor
{
ActorInfo Info { get; }
IWorld World { get; }
uint ActorID { get; }
Player Owner { get; set; }
T TraitOrDefault<T>();
T Trait<T>();
IEnumerable<T> TraitsImplementing<T>();
IEnumerable<IRenderable> Render(WorldRenderer wr);
}
public class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>, IActor
{
public readonly ActorInfo Info;
public readonly World World;
public readonly uint ActorID;
ActorInfo IActor.Info { get { return this.Info; } }
[Sync]
public Player Owner;
public readonly World World;
IWorld IActor.World { get { return World; } }
public readonly uint ActorID;
uint IActor.ActorID { get { return this.ActorID; } }
[Sync] public Player Owner { get; set; }
public bool IsInWorld { get; internal set; }
public bool Destroyed { get; private set; }
@@ -235,7 +253,7 @@ namespace OpenRA
{
World.AddFrameEndTask(w =>
{
if (this.Destroyed)
if (Destroyed)
return;
var oldOwner = Owner;

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@@ -0,0 +1,19 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
namespace OpenRA
{
public interface ICacheStorage<T>
{
void Remove(string key);
void Store(string key, T data);
T Retrieve(string key);
}
}

25
OpenRA.Game/LogProxy.cs Normal file
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@@ -0,0 +1,25 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
namespace OpenRA
{
public interface ILog
{
void Write(string channel, string format, params object[] args);
}
public class LogProxy : ILog
{
public void Write(string channel, string format, params object[] args)
{
Log.Write(channel, format, args);
}
}
}

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@@ -24,7 +24,7 @@ namespace OpenRA
readonly T[] entries;
public CellLayer(Map map)
public CellLayer(IMap map)
: this(map.TileShape, new Size(map.MapSize.X, map.MapSize.Y)) { }
public CellLayer(TileShape shape, Size size)
@@ -45,6 +45,21 @@ namespace OpenRA
Array.Copy(anotherLayer.entries, entries, entries.Length);
}
public static CellLayer<T> CreateInstance(Func<MPos, T> initialCellValueFactory, Size size, TileShape tileShape)
{
var cellLayer = new CellLayer<T>(tileShape, size);
for (var v = 0; v < size.Height; v++)
{
for (var u = 0; u < size.Width; u++)
{
var mpos = new MPos(u, v);
cellLayer[mpos] = initialCellValueFactory(mpos);
}
}
return cellLayer;
}
// Resolve an array index from cell coordinates
int Index(CPos cell)
{

View File

@@ -111,12 +111,28 @@ namespace OpenRA
MissionSelector = 4
}
public class Map
public interface IMap
{
TileShape TileShape { get; }
int2 MapSize { get; set; }
bool Contains(CPos cell);
CPos CellContaining(WPos pos);
WVec OffsetOfSubCell(SubCell subCell);
IEnumerable<CPos> FindTilesInCircle(CPos center, int maxRange);
WPos CenterOfCell(CPos cell);
}
public class Map : IMap
{
public const int MaxTilesInCircleRange = 50;
public readonly TileShape TileShape;
[FieldLoader.Ignore]
public readonly WVec[] SubCellOffsets;
TileShape IMap.TileShape
{
get { return TileShape; }
}
[FieldLoader.Ignore] public readonly WVec[] SubCellOffsets;
public readonly SubCell DefaultSubCell;
public readonly SubCell LastSubCell;
[FieldLoader.Ignore] public IFolder Container;
@@ -139,8 +155,7 @@ namespace OpenRA
public WVec OffsetOfSubCell(SubCell subCell) { return SubCellOffsets[(int)subCell]; }
[FieldLoader.LoadUsing("LoadOptions")]
public MapOptions Options;
[FieldLoader.LoadUsing("LoadOptions")] public MapOptions Options;
static object LoadOptions(MiniYaml y)
{
@@ -152,8 +167,7 @@ namespace OpenRA
return options;
}
[FieldLoader.LoadUsing("LoadVideos")]
public MapVideos Videos;
[FieldLoader.LoadUsing("LoadVideos")] public MapVideos Videos;
static object LoadVideos(MiniYaml y)
{
@@ -188,6 +202,12 @@ namespace OpenRA
public int2 MapSize;
int2 IMap.MapSize
{
get { return MapSize; }
set { MapSize = value; }
}
[FieldLoader.Ignore] public Lazy<CellLayer<TerrainTile>> MapTiles;
[FieldLoader.Ignore] public Lazy<CellLayer<ResourceTile>> MapResources;
[FieldLoader.Ignore] public Lazy<CellLayer<byte>> MapHeight;

View File

@@ -84,6 +84,8 @@
<Compile Include="Activities\Activity.cs" />
<Compile Include="Activities\CallFunc.cs" />
<Compile Include="Actor.cs" />
<Compile Include="CacheStorage.cs" />
<Compile Include="LogProxy.cs" />
<Compile Include="MPos.cs" />
<Compile Include="GameRules\Warhead.cs" />
<Compile Include="Graphics\QuadRenderer.cs" />

View File

@@ -13,15 +13,28 @@ using System.Collections.Generic;
namespace OpenRA.Primitives
{
public class PriorityQueue<T>
where T : IComparable<T>
public interface IPriorityQueue<T>
{
List<T[]> items = new List<T[]>();
void Add(T item);
bool Empty { get; }
T Peek();
T Pop();
}
public class PriorityQueue<T> : IPriorityQueue<T>
{
readonly List<T[]> items;
readonly IComparer<T> comparer;
int level, index;
public PriorityQueue()
public PriorityQueue() : this(Comparer<T>.Default)
{
items.Add(new T[1]);
}
public PriorityQueue(IComparer<T> comparer)
{
items = new List<T[]> { new T[1] };
this.comparer = comparer;
}
public void Add(T item)
@@ -29,7 +42,7 @@ namespace OpenRA.Primitives
var addLevel = level;
var addIndex = index;
while (addLevel >= 1 && Above(addLevel, addIndex).CompareTo(item) > 0)
while (addLevel >= 1 && comparer.Compare(Above(addLevel, addIndex), item) > 0)
{
items[addLevel][addIndex] = Above(addLevel, addIndex);
--addLevel;
@@ -88,10 +101,10 @@ namespace OpenRA.Primitives
}
if (downLevel <= level && downIndex < index - 1 &&
At(downLevel, downIndex).CompareTo(At(downLevel, downIndex + 1)) >= 0)
comparer.Compare(At(downLevel, downIndex), At(downLevel, downIndex + 1)) >= 0)
++downIndex;
if (val.CompareTo(At(downLevel, downIndex)) <= 0)
if (comparer.Compare(val, At(downLevel, downIndex)) <= 0)
{
items[intoLevel][intoIndex] = val;
return;

View File

@@ -24,7 +24,15 @@ namespace OpenRA
{
public enum WorldType { Regular, Shellmap }
public class World
public interface IWorld
{
IActor WorldActor { get; }
int WorldTick { get; }
IMap Map { get; }
TileSet TileSet { get; }
}
public class World : IWorld
{
class ActorIDComparer : IComparer<Actor>
{
@@ -114,8 +122,14 @@ namespace OpenRA
}
public readonly Actor WorldActor;
IActor IWorld.WorldActor { get { return WorldActor; } }
public readonly Map Map;
IMap IWorld.Map { get { return Map; } }
public readonly TileSet TileSet;
TileSet IWorld.TileSet { get { return TileSet; } }
public readonly ActorMap ActorMap;
public readonly ScreenMap ScreenMap;
public readonly WorldType Type;

View File

@@ -12,6 +12,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -51,31 +52,34 @@ namespace OpenRA.Mods.Common.Activities
var searchRadiusSquared = searchRadius * searchRadius;
// Find harvestable resources nearby:
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
var path = self.World.WorldActor.Trait<IPathFinder>().FindPath(
PathSearch.Search(self.World, mobileInfo, self, true)
.WithHeuristic(loc =>
{
// Avoid this cell:
if (avoidCell.HasValue && loc == avoidCell.Value) return 1;
if (avoidCell.HasValue && loc == avoidCell.Value)
return Constants.CellCost;
// Don't harvest out of range:
var distSquared = (loc - searchFromLoc).LengthSquared;
if (distSquared > searchRadiusSquared)
return int.MaxValue;
return Constants.CellCost * 2;
// Get the resource at this location:
var resType = resLayer.GetResource(loc);
if (resType == null) return 1;
if (resType == null)
return Constants.CellCost;
// Can the harvester collect this kind of resource?
if (!harvInfo.Resources.Contains(resType.Info.Name)) return 1;
if (!harvInfo.Resources.Contains(resType.Info.Name))
return Constants.CellCost;
if (territory != null)
{
// Another harvester has claimed this resource:
ResourceClaim claim;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim)) return 1;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim))
return Constants.CellCost;
}
return 0;

View File

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

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -22,7 +23,7 @@ namespace OpenRA.Mods.Common.Activities
static readonly List<CPos> NoPath = new List<CPos>();
readonly Mobile mobile;
readonly PathFinder pathFinder;
readonly IPathFinder pathFinder;
readonly DomainIndex domainIndex;
readonly uint movementClass;
@@ -36,7 +37,7 @@ namespace OpenRA.Mods.Common.Activities
Target = target;
mobile = self.Trait<Mobile>();
pathFinder = self.World.WorldActor.Trait<PathFinder>();
pathFinder = self.World.WorldActor.Trait<IPathFinder>();
domainIndex = self.World.WorldActor.Trait<DomainIndex>();
movementClass = (uint)mobile.Info.GetMovementClass(self.World.TileSet);

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@@ -175,6 +175,7 @@
<Compile Include="Orders\GlobalButtonOrderGenerator.cs" />
<Compile Include="Orders\PlaceBuildingOrderGenerator.cs" />
<Compile Include="Orders\UnitOrderTargeter.cs" />
<Compile Include="Pathfinder\CellInfo.cs" />
<Compile Include="PlayerExtensions.cs" />
<Compile Include="ServerTraits\ColorValidator.cs" />
<Compile Include="ServerTraits\LobbyCommands.cs" />
@@ -435,9 +436,15 @@
<Compile Include="Traits\World\PaletteFromCurrentTileset.cs" />
<Compile Include="Traits\World\PaletteFromFile.cs" />
<Compile Include="Traits\World\PaletteFromRGBA.cs" />
<Compile Include="Pathfinder\CellInfoLayerManager.cs" />
<Compile Include="Pathfinder\Constants.cs" />
<Compile Include="Pathfinder\PathGraph.cs" />
<Compile Include="Pathfinder\PathFinderCacheDecorator.cs" />
<Compile Include="Pathfinder\PathCacheStorage.cs" />
<Compile Include="Traits\World\PathFinder.cs" />
<Compile Include="Traits\World\PathfinderDebugOverlay.cs" />
<Compile Include="Traits\World\PathSearch.cs" />
<Compile Include="Pathfinder\PathSearch.cs" />
<Compile Include="Pathfinder\BasePathSearch.cs" />
<Compile Include="Traits\World\PlayerPaletteFromCurrentTileset.cs" />
<Compile Include="Traits\World\RadarPings.cs" />
<Compile Include="Traits\World\ResourceClaim.cs" />

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@@ -0,0 +1,203 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Pathfinder
{
public interface IPathSearch
{
string Id { get; }
/// <summary>
/// The Graph used by the A*
/// </summary>
IGraph<CellInfo> Graph { get; }
/// <summary>
/// The open queue where nodes that are worth to consider are stored by their estimator
/// </summary>
IPriorityQueue<CPos> OpenQueue { get; }
/// <summary>
/// Stores the analyzed nodes by the expand function
/// </summary>
IEnumerable<Pair<CPos, int>> Considered { get; }
bool Debug { get; set; }
Player Owner { get; }
int MaxCost { get; }
IPathSearch Reverse();
IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock);
IPathSearch WithIgnoredActor(Actor b);
IPathSearch WithHeuristic(Func<CPos, int> h);
IPathSearch WithCustomCost(Func<CPos, int> w);
IPathSearch WithoutLaneBias();
IPathSearch FromPoint(CPos from);
/// <summary>
/// Decides whether a location is a target based on its estimate
/// (An estimate of 0 means that the location and the unit's goal
/// are the same. There could be multiple goals).
/// </summary>
/// <param name="location">The location to assess</param>
/// <returns>Whether the location is a target</returns>
bool IsTarget(CPos location);
CPos Expand();
}
public abstract class BasePathSearch : IPathSearch
{
public IGraph<CellInfo> Graph { get; set; }
// The Id of a Pathsearch is computed by its properties.
// So two PathSearch instances with the same parameters will
// Compute the same Id. This is used for caching purposes.
public string Id
{
get
{
if (string.IsNullOrEmpty(id))
{
var builder = new StringBuilder();
builder.Append(this.Graph.Actor.ActorID);
while (!startPoints.Empty)
{
var startpoint = startPoints.Pop();
builder.Append(startpoint.X);
builder.Append(startpoint.Y);
builder.Append(Graph[startpoint].EstimatedTotal);
}
builder.Append(Graph.InReverse);
if (Graph.IgnoredActor != null) builder.Append(Graph.IgnoredActor.ActorID);
builder.Append(Graph.LaneBias);
id = builder.ToString();
}
return id;
}
}
public IPriorityQueue<CPos> OpenQueue { get; protected set; }
public abstract IEnumerable<Pair<CPos, int>> Considered { get; }
public Player Owner { get { return this.Graph.Actor.Owner; } }
public int MaxCost { get; protected set; }
public bool Debug { get; set; }
string id;
protected Func<CPos, int> heuristic;
// This member is used to compute the ID of PathSearch.
// Essentially, it represents a collection of the initial
// points considered and their Heuristics to reach
// the target. It pretty match identifies, in conjunction of the Actor,
// a deterministic set of calculations
protected IPriorityQueue<CPos> startPoints;
protected BasePathSearch(IGraph<CellInfo> graph)
{
Graph = graph;
OpenQueue = new PriorityQueue<CPos>(new PositionComparer(Graph));
startPoints = new PriorityQueue<CPos>(new PositionComparer(Graph));
Debug = false;
MaxCost = 0;
}
/// <summary>
/// Default: Diagonal distance heuristic. More information:
/// http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
/// </summary>
/// <returns>A delegate that calculates the estimation for a node</returns>
protected static Func<CPos, int> DefaultEstimator(CPos destination)
{
return here =>
{
var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
// According to the information link, this is the shape of the function.
// We just extract factors to simplify.
// Possible simplification: var h = Constants.CellCost * (straight + (Constants.Sqrt2 - 2) * diag);
return Constants.CellCost * straight + (Constants.DiagonalCellCost - 2 * Constants.CellCost) * diag;
};
}
public IPathSearch Reverse()
{
Graph.InReverse = true;
return this;
}
public IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock)
{
Graph.CustomBlock = customBlock;
return this;
}
public IPathSearch WithIgnoredActor(Actor b)
{
Graph.IgnoredActor = b;
return this;
}
public IPathSearch WithHeuristic(Func<CPos, int> h)
{
heuristic = h;
return this;
}
public IPathSearch WithCustomCost(Func<CPos, int> w)
{
Graph.CustomCost = w;
return this;
}
public IPathSearch WithoutLaneBias()
{
Graph.LaneBias = 0;
return this;
}
public IPathSearch FromPoint(CPos from)
{
if (this.Graph.World.Map.Contains(from))
AddInitialCell(from);
return this;
}
protected abstract void AddInitialCell(CPos cell);
public bool IsTarget(CPos location)
{
var locInfo = Graph[location];
return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
}
public abstract CPos Expand();
}
}

View File

@@ -0,0 +1,78 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// Describes the three states that a node in the graph can have.
/// Based on A* algorithm specification
/// </summary>
public enum CellStatus
{
Unvisited,
Open,
Closed
}
/// <summary>
/// Stores information about nodes in the pathfinding graph
/// </summary>
public struct CellInfo
{
/// <summary>
/// The cost to move from the start up to this node
/// </summary>
public readonly int CostSoFar;
/// <summary>
/// The estimation of how far is the node from our goal
/// </summary>
public readonly int EstimatedTotal;
/// <summary>
/// The previous node of this one that follows the shortest path
/// </summary>
public readonly CPos PreviousPos;
/// <summary>
/// The status of this node
/// </summary>
public readonly CellStatus Status;
public CellInfo(int costSoFar, int estimatedTotal, CPos previousPos, CellStatus status)
{
CostSoFar = costSoFar;
PreviousPos = previousPos;
Status = status;
EstimatedTotal = estimatedTotal;
}
}
/// <summary>
/// Compares two nodes according to their estimations
/// </summary>
public class PositionComparer : IComparer<CPos>
{
readonly IGraph<CellInfo> graph;
public PositionComparer(IGraph<CellInfo> graph)
{
this.graph = graph;
}
public int Compare(CPos x, CPos y)
{
return Math.Sign(graph[x].EstimatedTotal - graph[y].EstimatedTotal);
}
}
}

View File

@@ -0,0 +1,111 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
public interface ICellInfoLayerManager
{
/// <summary>
/// Gets a CellLayer of Nodes from the pool
/// </summary>
CellLayer<CellInfo> GetFromPool();
/// <summary>
/// Puts a CellLayer into the pool
/// </summary>
void PutBackIntoPool(CellLayer<CellInfo> ci);
/// <summary>
/// Creates (or obtains from the pool) a CellLayer given a map
/// </summary>
CellLayer<CellInfo> NewLayer(IMap map);
}
public sealed class CellInfoLayerManager : ICellInfoLayerManager
{
readonly Queue<CellLayer<CellInfo>> cellInfoPool = new Queue<CellLayer<CellInfo>>();
readonly object defaultCellInfoLayerSync = new object();
CellLayer<CellInfo> defaultCellInfoLayer;
static ICellInfoLayerManager instance = new CellInfoLayerManager();
public static ICellInfoLayerManager Instance
{
get
{
return instance;
}
}
public static void SetInstance(ICellInfoLayerManager cellInfoLayerManager)
{
instance = cellInfoLayerManager;
}
public CellLayer<CellInfo> GetFromPool()
{
lock (cellInfoPool)
return cellInfoPool.Dequeue();
}
public void PutBackIntoPool(CellLayer<CellInfo> ci)
{
lock (cellInfoPool)
cellInfoPool.Enqueue(ci);
}
public CellLayer<CellInfo> NewLayer(IMap map)
{
CellLayer<CellInfo> result = null;
var mapSize = new Size(map.MapSize.X, map.MapSize.Y);
// HACK: Uses a static cache so that double-ended searches (which have two PathSearch instances)
// can implicitly share data. The PathFinder should allocate the CellInfo array and pass it
// explicitly to the things that need to share it.
while (cellInfoPool.Count > 0)
{
var cellInfo = GetFromPool();
if (cellInfo.Size != mapSize || cellInfo.Shape != map.TileShape)
{
Log.Write("debug", "Discarding old pooled CellInfo of wrong size.");
continue;
}
result = cellInfo;
break;
}
if (result == null)
result = new CellLayer<CellInfo>(map);
lock (defaultCellInfoLayerSync)
{
if (defaultCellInfoLayer == null ||
defaultCellInfoLayer.Size != mapSize ||
defaultCellInfoLayer.Shape != map.TileShape)
{
defaultCellInfoLayer =
CellLayer<CellInfo>.CreateInstance(
mpos => new CellInfo(int.MaxValue, int.MaxValue, mpos.ToCPos(map as Map), CellStatus.Unvisited),
new Size(map.MapSize.X, map.MapSize.Y),
map.TileShape);
}
result.CopyValuesFrom(defaultCellInfoLayer);
}
return result;
}
}
}

View File

@@ -0,0 +1,29 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
namespace OpenRA.Mods.Common.Pathfinder
{
public static class Constants
{
/// <summary>
/// Min cost to arrive from once cell to an adjacent one
/// (125 according to runtime tests where we could assess the cost
/// a unit took to move one cell horizontally)
/// </summary>
public const int CellCost = 125;
/// <summary>
/// Min cost to arrive from once cell to a diagonal adjacent one
/// (125 * Sqrt(2) according to runtime tests where we could assess the cost
/// a unit took to move one cell diagonally)
/// </summary>
public const int DiagonalCellCost = 177;
}
}

View File

@@ -0,0 +1,75 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.Pathfinder
{
public class PathCacheStorage : ICacheStorage<List<CPos>>
{
class CachedPath
{
public List<CPos> Result;
public int Tick;
}
const int MaxPathAge = 50;
readonly IWorld world;
Dictionary<string, CachedPath> cachedPaths = new Dictionary<string, CachedPath>(100);
public PathCacheStorage(IWorld world)
{
this.world = world;
}
public void Remove(string key)
{
cachedPaths.Remove(key);
}
public void Store(string key, List<CPos> data)
{
// Eventually clean up the cachedPaths dictionary
if (cachedPaths.Count >= 100)
foreach (var cachedPath in cachedPaths.Where(p => IsExpired(p.Value)).ToList())
cachedPaths.Remove(cachedPath.Key);
cachedPaths.Add(key, new CachedPath
{
Tick = world.WorldTick,
Result = data
});
}
public List<CPos> Retrieve(string key)
{
CachedPath cached;
if (cachedPaths.TryGetValue(key, out cached))
{
if (IsExpired(cached))
{
cachedPaths.Remove(key);
return null;
}
cached.Tick = world.WorldTick;
return cached.Result;
}
return null;
}
bool IsExpired(CachedPath path)
{
return world.WorldTick - path.Tick > MaxPathAge;
}
}
}

View File

@@ -0,0 +1,104 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// A decorator used to cache the pathfinder (Decorator design pattern)
/// </summary>
public class PathFinderCacheDecorator : IPathFinder
{
readonly IPathFinder pathFinder;
readonly ICacheStorage<List<CPos>> cacheStorage;
public PathFinderCacheDecorator(IPathFinder pathFinder, ICacheStorage<List<CPos>> cacheStorage)
{
this.pathFinder = pathFinder;
this.cacheStorage = cacheStorage;
}
public List<CPos> FindUnitPath(CPos source, CPos target, IActor self)
{
using (new PerfSample("Pathfinder"))
{
var key = "FindUnitPath" + self.ActorID + source.X + source.Y + target.X + target.Y;
var cachedPath = cacheStorage.Retrieve(key);
if (cachedPath != null)
return cachedPath;
var pb = pathFinder.FindUnitPath(source, target, self);
cacheStorage.Store(key, pb);
return pb;
}
}
public List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WRange range, IActor self)
{
using (new PerfSample("Pathfinder"))
{
var key = "FindUnitPathToRange" + self.ActorID + source.X + source.Y + target.X + target.Y;
var cachedPath = cacheStorage.Retrieve(key);
if (cachedPath != null)
return cachedPath;
var pb = pathFinder.FindUnitPathToRange(source, srcSub, target, range, self);
cacheStorage.Store(key, pb);
return pb;
}
}
public List<CPos> FindPath(IPathSearch search)
{
using (new PerfSample("Pathfinder"))
{
var key = "FindPath" + search.Id;
var cachedPath = cacheStorage.Retrieve(key);
if (cachedPath != null)
return cachedPath;
var pb = pathFinder.FindPath(search);
cacheStorage.Store(key, pb);
return pb;
}
}
public List<CPos> FindBidiPath(IPathSearch fromSrc, IPathSearch fromDest)
{
using (new PerfSample("Pathfinder"))
{
var key = "FindBidiPath" + fromSrc.Id + fromDest.Id;
var cachedPath = cacheStorage.Retrieve(key);
if (cachedPath != null)
return cachedPath;
var pb = pathFinder.FindBidiPath(fromSrc, fromDest);
cacheStorage.Store(key, pb);
return pb;
}
}
}
}

View File

@@ -0,0 +1,198 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// Represents a graph with nodes and edges
/// </summary>
/// <typeparam name="T">The type of node used in the graph</typeparam>
public interface IGraph<T> : IDisposable
{
/// <summary>
/// Gets all the Connections for a given node in the graph
/// </summary>
ICollection<GraphConnection> GetConnections(CPos position);
/// <summary>
/// Retrieves an object given a node in the graph
/// </summary>
T this[CPos pos] { get; set; }
Func<CPos, bool> CustomBlock { get; set; }
Func<CPos, int> CustomCost { get; set; }
int LaneBias { get; set; }
bool InReverse { get; set; }
IActor IgnoredActor { get; set; }
IWorld World { get; }
IActor Actor { get; }
}
public struct GraphConnection
{
public readonly CPos Source;
public readonly CPos Destination;
public readonly int Cost;
public GraphConnection(CPos source, CPos destination, int cost)
{
Source = source;
Destination = destination;
Cost = cost;
}
}
public class PathGraph : IGraph<CellInfo>
{
public IActor Actor { get; private set; }
public IWorld World { get; private set; }
public Func<CPos, bool> CustomBlock { get; set; }
public Func<CPos, int> CustomCost { get; set; }
public int LaneBias { get; set; }
public bool InReverse { get; set; }
public IActor IgnoredActor { get; set; }
readonly CellConditions checkConditions;
readonly IMobileInfo mobileInfo;
CellLayer<CellInfo> cellInfo;
public const int InvalidNode = int.MaxValue;
public PathGraph(CellLayer<CellInfo> cellInfo, IMobileInfo mobileInfo, IActor actor, IWorld world, bool checkForBlocked)
{
this.cellInfo = cellInfo;
World = world;
this.mobileInfo = mobileInfo;
Actor = actor;
LaneBias = 1;
checkConditions = checkForBlocked ? CellConditions.TransientActors : CellConditions.None;
}
// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
// to be reached more cheaply by a path through our parent cell which does not include the current cell.
// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
// the cell directly between them and our parent is passable.
static readonly CVec[][] DirectedNeighbors = {
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
CVec.Directions,
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
};
public ICollection<GraphConnection> GetConnections(CPos position)
{
var previousPos = cellInfo[position].PreviousPos;
var dx = position.X - previousPos.X;
var dy = position.Y - previousPos.Y;
var index = dy * 3 + dx + 4;
var validNeighbors = new LinkedList<GraphConnection>();
var directions = DirectedNeighbors[index];
for (var i = 0; i < directions.Length; i++)
{
var neighbor = position + directions[i];
var movementCost = GetCostToNode(neighbor, directions[i]);
if (movementCost != InvalidNode)
validNeighbors.AddLast(new GraphConnection(position, neighbor, movementCost));
}
return validNeighbors;
}
int GetCostToNode(CPos destNode, CVec direction)
{
int movementCost;
if (mobileInfo.CanEnterCell(
World as World,
Actor as Actor,
destNode,
out movementCost,
IgnoredActor as Actor,
checkConditions) && !(CustomBlock != null && CustomBlock(destNode)))
{
return CalculateCellCost(destNode, direction, movementCost);
}
return InvalidNode;
}
int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost)
{
var cellCost = movementCost;
if (direction.X * direction.Y != 0)
cellCost = (cellCost * 34) / 24;
if (CustomCost != null)
cellCost += CustomCost(neighborCPos);
// directional bonuses for smoother flow!
if (LaneBias != 0)
{
var ux = neighborCPos.X + (InReverse ? 1 : 0) & 1;
var uy = neighborCPos.Y + (InReverse ? 1 : 0) & 1;
if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
cellCost += LaneBias;
if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
cellCost += LaneBias;
}
return cellCost;
}
bool disposed;
public void Dispose()
{
if (disposed)
return;
disposed = true;
CellInfoLayerManager.Instance.PutBackIntoPool(cellInfo);
cellInfo = null;
GC.SuppressFinalize(this);
}
~PathGraph() { Dispose(); }
public CellInfo this[CPos pos]
{
get
{
return cellInfo[pos];
}
set
{
cellInfo[pos] = value;
}
}
}
}

View File

@@ -0,0 +1,129 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Pathfinder
{
public sealed class PathSearch : BasePathSearch
{
public override IEnumerable<Pair<CPos, int>> Considered
{
get { return considered; }
}
LinkedList<Pair<CPos, int>> considered;
#region Constructors
private PathSearch(IGraph<CellInfo> graph)
: base(graph)
{
considered = new LinkedList<Pair<CPos, int>>();
}
public static IPathSearch Search(IWorld world, IMobileInfo mi, IActor self, bool checkForBlocked)
{
var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
return new PathSearch(graph);
}
public static IPathSearch FromPoint(IWorld world, IMobileInfo mi, IActor self, CPos from, CPos target, bool checkForBlocked)
{
var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
var search = new PathSearch(graph)
{
heuristic = DefaultEstimator(target)
};
if (world.Map.Contains(from))
search.AddInitialCell(from);
return search;
}
public static IPathSearch FromPoints(IWorld world, IMobileInfo mi, IActor self, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
{
var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
var search = new PathSearch(graph)
{
heuristic = DefaultEstimator(target)
};
foreach (var sl in froms.Where(sl => world.Map.Contains(sl)))
search.AddInitialCell(sl);
return search;
}
protected override void AddInitialCell(CPos location)
{
Graph[location] = new CellInfo(0, heuristic(location), location, CellStatus.Open);
OpenQueue.Add(location);
startPoints.Add(location);
considered.AddLast(new Pair<CPos, int>(location, 0));
}
#endregion
/// <summary>
/// This function analyzes the neighbors of the most promising node in the Pathfinding graph
/// using the A* algorithm (A-star) and returns that node
/// </summary>
/// <returns>The most promising node of the iteration</returns>
public override CPos Expand()
{
var currentMinNode = OpenQueue.Pop();
var currentCell = Graph[currentMinNode];
Graph[currentMinNode] = new CellInfo(currentCell.CostSoFar, currentCell.EstimatedTotal, currentCell.PreviousPos, CellStatus.Closed);
foreach (var connection in Graph.GetConnections(currentMinNode))
{
// Calculate the cost up to that point
var gCost = currentCell.CostSoFar + connection.Cost;
var neighborCPos = connection.Destination;
var neighborCell = Graph[neighborCPos];
// Cost is even higher; next direction:
if (gCost >= neighborCell.CostSoFar)
continue;
// Now we may seriously consider this direction using heuristics. If the cell has
// already been processed, we can reuse the result (just the difference between the
// estimated total and the cost so far
int hCost;
if (neighborCell.Status == CellStatus.Open || neighborCell.Status == CellStatus.Closed)
hCost = neighborCell.EstimatedTotal - neighborCell.CostSoFar;
else
hCost = heuristic(neighborCPos);
Graph[neighborCPos] = new CellInfo(gCost, gCost + hCost, currentMinNode, CellStatus.Open);
if (neighborCell.Status != CellStatus.Open)
OpenQueue.Add(neighborCPos);
if (Debug)
{
if (gCost > MaxCost)
MaxCost = gCost;
considered.AddLast(new Pair<CPos, int>(neighborCPos, gCost));
}
}
return currentMinNode;
}
}
}

View File

@@ -14,6 +14,7 @@ using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -115,12 +116,12 @@ namespace OpenRA.Mods.Common.Traits
var refs = (
from r in self.World.ActorsWithTrait<IAcceptResources>()
where r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor)
let linkedHarvs = self.World.ActorsWithTrait<Harvester>().Where(a => a.Trait.LinkedProc == r.Actor).Count()
let linkedHarvs = self.World.ActorsWithTrait<Harvester>().Count(a => a.Trait.LinkedProc == r.Actor)
select new { Location = r.Actor.Location + r.Trait.DeliveryOffset, Actor = r.Actor, Occupancy = linkedHarvs }).ToDictionary(r => r.Location);
// Start a search from each refinery's delivery location:
var mi = self.Info.Traits.Get<MobileInfo>();
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
var path = self.World.WorldActor.Trait<IPathFinder>().FindPath(
PathSearch.FromPoints(self.World, mi, self, refs.Values.Select(r => r.Location), self.Location, false)
.WithCustomCost((loc) =>
{
@@ -374,23 +375,25 @@ namespace OpenRA.Mods.Common.Traits
var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
// Find any harvestable resources:
var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
var path = self.World.WorldActor.Trait<IPathFinder>().FindPath(
PathSearch.Search(self.World, mobileInfo, self, true)
.WithHeuristic(loc =>
{
// Get the resource at this location:
var resType = resLayer.GetResource(loc);
if (resType == null) return 1;
if (resType == null)
return Constants.CellCost;
// Can the harvester collect this kind of resource?
if (!harvInfo.Resources.Contains(resType.Info.Name)) return 1;
if (!harvInfo.Resources.Contains(resType.Info.Name))
return Constants.CellCost;
// Another harvester has claimed this resource:
if (territory != null)
{
ResourceClaim claim;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim)) return 1;
if (territory.IsClaimedByAnyoneElse(self, loc, out claim))
return Constants.CellCost;
}
return 0;

View File

@@ -29,8 +29,16 @@ namespace OpenRA.Mods.Common.Traits
All = TransientActors | BlockedByMovers
}
public interface IMobileInfo : IMoveInfo
{
int MovementCostForCell(World world, CPos cell);
bool CanEnterCell(World world, Actor self, CPos cell, out int movementCost, Actor ignoreActor = null, CellConditions check = CellConditions.All);
bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All);
int GetMovementClass(TileSet tileset);
}
[Desc("Unit is able to move.")]
public class MobileInfo : ITraitInfo, IOccupySpaceInfo, IFacingInfo, IMoveInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
public class MobileInfo : IMobileInfo, IOccupySpaceInfo, IFacingInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
{
[FieldLoader.LoadUsing("LoadSpeeds")]
[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
@@ -165,11 +173,61 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public int TileSetMovementHash(TileSet tileSet)
{
var terrainInfos = TilesetTerrainInfo[tileSet];
// Compute and return the hash using aggregate
return terrainInfos.Aggregate(terrainInfos.Length,
(current, terrainInfo) => unchecked(current * 31 + terrainInfo.Cost));
}
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
{
if (MovementCostForCell(world, cell) == int.MaxValue)
return false;
return CanMoveFreelyInto(world, self, cell, ignoreActor, check);
}
// Determines whether the actor is blocked by other Actors
public bool CanMoveFreelyInto(World world, Actor self, CPos cell, Actor ignoreActor, CellConditions check)
{
if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
return true;
if (check.HasFlag(CellConditions.TransientActors))
{
var canIgnoreMovingAllies = self != null && !check.HasFlag(CellConditions.BlockedByMovers);
var needsCellExclusively = self == null || Crushes == null || !Crushes.Any();
foreach (var a in world.ActorMap.GetUnitsAt(cell))
{
if (a == ignoreActor)
continue;
// Neutral/enemy units are blockers. Allied units that are moving are not blockers.
if (canIgnoreMovingAllies && self.Owner.Stances[a.Owner] == Stance.Ally && IsMovingInMyDirection(self, a)) continue;
// Non-sharable unit can enter a cell with shareable units only if it can crush all of them.
if (needsCellExclusively)
return false;
var crushables = a.TraitsImplementing<ICrushable>();
if (!crushables.Any())
return false;
foreach (var crushable in crushables)
if (!crushable.CrushableBy(Crushes, self.Owner))
return false;
}
}
return true;
}
public bool CanEnterCell(World world, Actor self, CPos cell, out int movementCost, Actor ignoreActor = null, CellConditions check = CellConditions.All)
{
if ((movementCost = MovementCostForCell(world, cell)) == int.MaxValue)
return false;
if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
return true;
@@ -506,6 +564,11 @@ namespace OpenRA.Mods.Common.Traits
return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
}
public bool CanMoveFreelyInto(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
{
return Info.CanMoveFreelyInto(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
}
public void EnteringCell(Actor self)
{
var crushables = self.World.ActorMap.GetUnitsAt(ToCell).Where(a => a != self)

View File

@@ -12,9 +12,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -22,222 +20,221 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Calculates routes for mobile units based on the A* search algorithm.", " Attach this to the world actor.")]
public class PathFinderInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new PathFinder(init.World); }
public object Create(ActorInitializer init)
{
return new PathFinderCacheDecorator(new PathFinder(init.World), new PathCacheStorage(init.World));
}
}
public class PathFinder
public interface IPathFinder
{
/// <summary>
/// Calculates a path for the actor from source to destination
/// </summary>
/// <returns>A path from start to target</returns>
List<CPos> FindUnitPath(CPos source, CPos target, IActor self);
List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WRange range, IActor self);
/// <summary>
/// Calculates a path given a search specification
/// </summary>
List<CPos> FindPath(IPathSearch search);
/// <summary>
/// Calculates a path given two search specifications, and
/// then returns a path when both search intersect each other
/// TODO: This should eventually disappear
/// </summary>
List<CPos> FindBidiPath(IPathSearch fromSrc, IPathSearch fromDest);
}
public class PathFinder : IPathFinder
{
const int MaxPathAge = 50; /* x 40ms ticks */
static readonly List<CPos> EmptyPath = new List<CPos>(0);
readonly IWorld world;
readonly World world;
public PathFinder(World world) { this.world = world; }
class CachedPath
public PathFinder(IWorld world)
{
public CPos From;
public CPos To;
public List<CPos> Result;
public int Tick;
public Actor Actor;
this.world = world;
}
List<CachedPath> cachedPaths = new List<CachedPath>();
public List<CPos> FindUnitPath(CPos from, CPos target, Actor self)
public List<CPos> FindUnitPath(CPos source, CPos target, IActor self)
{
using (new PerfSample("Pathfinder"))
var mi = self.Info.Traits.Get<IMobileInfo>();
// If a water-land transition is required, bail early
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var cached = cachedPaths.FirstOrDefault(p => p.From == from && p.To == target && p.Actor == self);
if (cached != null)
{
Log.Write("debug", "Actor {0} asked for a path from {1} tick(s) ago", self.ActorID, world.WorldTick - cached.Tick);
if (world.WorldTick - cached.Tick > MaxPathAge)
cachedPaths.Remove(cached);
return new List<CPos>(cached.Result);
}
var mi = self.Info.Traits.Get<MobileInfo>();
// If a water-land transition is required, bail early
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var passable = mi.GetMovementClass(world.TileSet);
if (!domainIndex.IsPassable(from, target, (uint)passable))
return EmptyPath;
}
var fromPoint = PathSearch.FromPoint(world, mi, self, target, from, true)
.WithIgnoredActor(self);
var fromPointReverse = PathSearch.FromPoint(world, mi, self, from, target, true)
.WithIgnoredActor(self)
.Reverse();
var pb = FindBidiPath(
fromPoint,
fromPointReverse);
CheckSanePath2(pb, from, target);
cachedPaths.RemoveAll(p => world.WorldTick - p.Tick > MaxPathAge);
cachedPaths.Add(new CachedPath { From = from, To = target, Actor = self, Result = pb, Tick = world.WorldTick });
return new List<CPos>(pb);
var passable = mi.GetMovementClass(world.TileSet);
if (!domainIndex.IsPassable(source, target, (uint)passable))
return EmptyPath;
}
var pb = FindBidiPath(
PathSearch.FromPoint(world, mi, self, target, source, true),
PathSearch.FromPoint(world, mi, self, source, target, true).Reverse());
CheckSanePath2(pb, source, target);
return pb;
}
public List<CPos> FindUnitPathToRange(CPos src, SubCell srcSub, WPos target, WRange range, Actor self)
public List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WRange range, IActor self)
{
using (new PerfSample("Pathfinder"))
var mi = self.Info.Traits.Get<MobileInfo>();
var targetCell = world.Map.CellContaining(target);
var rangeSquared = range.Range * range.Range;
// Correct for SubCell offset
target -= world.Map.OffsetOfSubCell(srcSub);
// Select only the tiles that are within range from the requested SubCell
// This assumes that the SubCell does not change during the path traversal
var tilesInRange = world.Map.FindTilesInCircle(targetCell, range.Range / 1024 + 1)
.Where(t => (world.Map.CenterOfCell(t) - target).LengthSquared <= rangeSquared
&& mi.CanEnterCell(self.World as World, self as Actor, t));
// See if there is any cell within range that does not involve a cross-domain request
// Really, we only need to check the circle perimeter, but it's not clear that would be a performance win
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var mi = self.Info.Traits.Get<MobileInfo>();
var targetCell = self.World.Map.CellContaining(target);
var rangeSquared = range.Range * range.Range;
var passable = mi.GetMovementClass(world.TileSet);
tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, (uint)passable)));
if (!tilesInRange.Any())
return EmptyPath;
}
// Correct for SubCell offset
target -= self.World.Map.OffsetOfSubCell(srcSub);
var path = FindBidiPath(
PathSearch.FromPoints(world, mi, self, tilesInRange, source, true),
PathSearch.FromPoint(world, mi, self, source, targetCell, true).Reverse());
// Select only the tiles that are within range from the requested SubCell
// This assumes that the SubCell does not change during the path traversal
var tilesInRange = world.Map.FindTilesInCircle(targetCell, range.Range / 1024 + 1)
.Where(t => (world.Map.CenterOfCell(t) - target).LengthSquared <= rangeSquared &&
mi.CanEnterCell(self.World, self, t));
return path;
}
// See if there is any cell within range that does not involve a cross-domain request
// Really, we only need to check the circle perimeter, but it's not clear that would be a performance win
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
public List<CPos> FindPath(IPathSearch search)
{
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null && dbg.Visible)
search.Debug = true;
List<CPos> path = null;
while (!search.OpenQueue.Empty)
{
var p = search.Expand();
if (search.IsTarget(p))
{
var passable = mi.GetMovementClass(world.TileSet);
tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(src, t, (uint)passable)));
if (!tilesInRange.Any())
return EmptyPath;
path = MakePath(search.Graph, p);
break;
}
}
var path = FindBidiPath(
PathSearch.FromPoints(world, mi, self, tilesInRange, src, true),
PathSearch.FromPoint(world, mi, self, src, targetCell, true).Reverse());
if (dbg != null && dbg.Visible)
dbg.AddLayer(search.Considered, search.MaxCost, search.Owner);
search.Graph.Dispose();
if (path != null)
return path;
}
// no path exists
return EmptyPath;
}
public List<CPos> FindPath(PathSearch search)
// Searches from both ends toward each other. This is used to prevent blockings in case we find
// units in the middle of the path that prevent us to continue.
public List<CPos> FindBidiPath(IPathSearch fromSrc, IPathSearch fromDest)
{
using (new PerfSample("Pathfinder"))
List<CPos> path = null;
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null && dbg.Visible)
{
using (search)
fromSrc.Debug = true;
fromDest.Debug = true;
}
while (!fromSrc.OpenQueue.Empty && !fromDest.OpenQueue.Empty)
{
// make some progress on the first search
var p = fromSrc.Expand();
if (fromDest.Graph[p].Status == CellStatus.Closed &&
fromDest.Graph[p].CostSoFar < int.MaxValue)
{
List<CPos> path = null;
while (!search.Queue.Empty)
{
var p = search.Expand(world);
if (search.Heuristic(p) == 0)
{
path = MakePath(search.CellInfo, p);
break;
}
}
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null)
dbg.AddLayer(search.Considered.Select(p => new Pair<CPos, int>(p, search.CellInfo[p].MinCost)), search.MaxCost, search.Owner);
if (path != null)
return path;
path = MakeBidiPath(fromSrc, fromDest, p);
break;
}
// no path exists
return EmptyPath;
// make some progress on the second search
var q = fromDest.Expand();
if (fromSrc.Graph[q].Status == CellStatus.Closed &&
fromSrc.Graph[q].CostSoFar < int.MaxValue)
{
path = MakeBidiPath(fromSrc, fromDest, q);
break;
}
}
if (dbg != null && dbg.Visible)
{
dbg.AddLayer(fromSrc.Considered, fromSrc.MaxCost, fromSrc.Owner);
dbg.AddLayer(fromDest.Considered, fromDest.MaxCost, fromDest.Owner);
}
fromSrc.Graph.Dispose();
fromDest.Graph.Dispose();
if (path != null)
return path;
return EmptyPath;
}
static List<CPos> MakePath(CellLayer<CellInfo> cellInfo, CPos destination)
// Build the path from the destination. When we find a node that has the same previous
// position than itself, that node is the source node.
static List<CPos> MakePath(IGraph<CellInfo> cellInfo, CPos destination)
{
var ret = new List<CPos>();
var pathNode = destination;
var currentNode = destination;
while (cellInfo[pathNode].Path != pathNode)
while (cellInfo[currentNode].PreviousPos != currentNode)
{
ret.Add(pathNode);
pathNode = cellInfo[pathNode].Path;
ret.Add(currentNode);
currentNode = cellInfo[currentNode].PreviousPos;
}
ret.Add(pathNode);
ret.Add(currentNode);
CheckSanePath(ret);
return ret;
}
// Searches from both ends toward each other
public List<CPos> FindBidiPath(PathSearch fromSrc, PathSearch fromDest)
static List<CPos> MakeBidiPath(IPathSearch a, IPathSearch b, CPos confluenceNode)
{
using (new PerfSample("Pathfinder"))
{
using (fromSrc)
using (fromDest)
{
List<CPos> path = null;
while (!fromSrc.Queue.Empty && !fromDest.Queue.Empty)
{
/* make some progress on the first search */
var p = fromSrc.Expand(world);
if (fromDest.CellInfo[p].Seen &&
fromDest.CellInfo[p].MinCost < float.PositiveInfinity)
{
path = MakeBidiPath(fromSrc, fromDest, p);
break;
}
/* make some progress on the second search */
var q = fromDest.Expand(world);
if (fromSrc.CellInfo[q].Seen &&
fromSrc.CellInfo[q].MinCost < float.PositiveInfinity)
{
path = MakeBidiPath(fromSrc, fromDest, q);
break;
}
}
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null)
{
dbg.AddLayer(fromSrc.Considered.Select(p => new Pair<CPos, int>(p, fromSrc.CellInfo[p].MinCost)), fromSrc.MaxCost, fromSrc.Owner);
dbg.AddLayer(fromDest.Considered.Select(p => new Pair<CPos, int>(p, fromDest.CellInfo[p].MinCost)), fromDest.MaxCost, fromDest.Owner);
}
if (path != null)
return path;
}
return EmptyPath;
}
}
static List<CPos> MakeBidiPath(PathSearch a, PathSearch b, CPos p)
{
var ca = a.CellInfo;
var cb = b.CellInfo;
var ca = a.Graph;
var cb = b.Graph;
var ret = new List<CPos>();
var q = p;
while (ca[q].Path != q)
var q = confluenceNode;
while (ca[q].PreviousPos != q)
{
ret.Add(q);
q = ca[q].Path;
q = ca[q].PreviousPos;
}
ret.Add(q);
ret.Reverse();
q = p;
while (cb[q].Path != q)
q = confluenceNode;
while (cb[q].PreviousPos != q)
{
q = cb[q].Path;
q = cb[q].PreviousPos;
ret.Add(q);
}
@@ -246,22 +243,22 @@ namespace OpenRA.Mods.Common.Traits
}
[Conditional("SANITY_CHECKS")]
static void CheckSanePath(List<CPos> path)
static void CheckSanePath(IList<CPos> path)
{
if (path.Count == 0)
return;
var prev = path[0];
for (var i = 0; i < path.Count; i++)
foreach (var cell in path)
{
var d = path[i] - prev;
var d = cell - prev;
if (Math.Abs(d.X) > 1 || Math.Abs(d.Y) > 1)
throw new InvalidOperationException("(PathFinder) path sanity check failed");
prev = path[i];
prev = cell;
}
}
[Conditional("SANITY_CHECKS")]
static void CheckSanePath2(List<CPos> path, CPos src, CPos dest)
static void CheckSanePath2(IList<CPos> path, CPos src, CPos dest)
{
if (path.Count == 0)
return;
@@ -272,35 +269,4 @@ namespace OpenRA.Mods.Common.Traits
throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't come from src");
}
}
public struct CellInfo
{
public int MinCost;
public CPos Path;
public bool Seen;
public CellInfo(int minCost, CPos path, bool seen)
{
MinCost = minCost;
Path = path;
Seen = seen;
}
}
public struct PathDistance : IComparable<PathDistance>
{
public readonly int EstTotal;
public readonly CPos Location;
public PathDistance(int estTotal, CPos location)
{
EstTotal = estTotal;
Location = location;
}
public int CompareTo(PathDistance other)
{
return Math.Sign(EstTotal - other.EstTotal);
}
}
}

View File

@@ -1,362 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Traits
{
public sealed class PathSearch : IDisposable
{
public CellLayer<CellInfo> CellInfo;
public PriorityQueue<PathDistance> Queue;
public Func<CPos, int> Heuristic;
public bool CheckForBlocked;
public Actor IgnoredActor;
public bool InReverse;
public HashSet<CPos> Considered;
public Player Owner { get { return self.Owner; } }
public int MaxCost;
Actor self;
MobileInfo mobileInfo;
Func<CPos, int> customCost;
Func<CPos, bool> customBlock;
int laneBias = 1;
public PathSearch(World world, MobileInfo mobileInfo, Actor self)
{
this.self = self;
CellInfo = InitCellInfo();
this.mobileInfo = mobileInfo;
this.self = self;
customCost = null;
Queue = new PriorityQueue<PathDistance>();
Considered = new HashSet<CPos>();
MaxCost = 0;
}
public static PathSearch Search(World world, MobileInfo mi, Actor self, bool checkForBlocked)
{
var search = new PathSearch(world, mi, self)
{
CheckForBlocked = checkForBlocked
};
return search;
}
public static PathSearch FromPoint(World world, MobileInfo mi, Actor self, CPos from, CPos target, bool checkForBlocked)
{
var search = new PathSearch(world, mi, self)
{
Heuristic = DefaultEstimator(target),
CheckForBlocked = checkForBlocked
};
search.AddInitialCell(from);
return search;
}
public static PathSearch FromPoints(World world, MobileInfo mi, Actor self, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
{
var search = new PathSearch(world, mi, self)
{
Heuristic = DefaultEstimator(target),
CheckForBlocked = checkForBlocked
};
foreach (var sl in froms)
search.AddInitialCell(sl);
return search;
}
public static Func<CPos, int> DefaultEstimator(CPos destination)
{
return here =>
{
var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
// HACK: this relies on fp and cell-size assumptions.
var h = (3400 * diag / 24) + 100 * (straight - (2 * diag));
return (int)(h * 1.001);
};
}
public PathSearch Reverse()
{
InReverse = true;
return this;
}
public PathSearch WithCustomBlocker(Func<CPos, bool> customBlock)
{
this.customBlock = customBlock;
return this;
}
public PathSearch WithIgnoredActor(Actor b)
{
IgnoredActor = b;
return this;
}
public PathSearch WithHeuristic(Func<CPos, int> h)
{
Heuristic = h;
return this;
}
public PathSearch WithCustomCost(Func<CPos, int> w)
{
customCost = w;
return this;
}
public PathSearch WithoutLaneBias()
{
laneBias = 0;
return this;
}
public PathSearch FromPoint(CPos from)
{
AddInitialCell(from);
return this;
}
// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
// to be reached more cheaply by a path through our parent cell which does not include the current cell.
// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
// the cell directly between them and our parent is passable.
static CVec[][] directedNeighbors = {
new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new CVec[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
CVec.Directions,
new CVec[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new CVec[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new CVec[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new CVec[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
};
static CVec[] GetNeighbors(CPos p, CPos prev)
{
var dx = p.X - prev.X;
var dy = p.Y - prev.Y;
var index = dy * 3 + dx + 4;
return directedNeighbors[index];
}
public CPos Expand(World world)
{
var p = Queue.Pop();
while (CellInfo[p.Location].Seen)
{
if (Queue.Empty)
return p.Location;
p = Queue.Pop();
}
var pCell = CellInfo[p.Location];
pCell.Seen = true;
CellInfo[p.Location] = pCell;
var thisCost = mobileInfo.MovementCostForCell(world, p.Location);
if (thisCost == int.MaxValue)
return p.Location;
if (customCost != null)
{
var c = customCost(p.Location);
if (c == int.MaxValue)
return p.Location;
}
// This current cell is ok; check useful immediate directions:
Considered.Add(p.Location);
var directions = GetNeighbors(p.Location, pCell.Path);
for (var i = 0; i < directions.Length; ++i)
{
var d = directions[i];
var newHere = p.Location + d;
// Is this direction flat-out unusable or already seen?
if (!world.Map.Contains(newHere))
continue;
if (CellInfo[newHere].Seen)
continue;
// Now we may seriously consider this direction using heuristics:
var costHere = mobileInfo.MovementCostForCell(world, newHere);
if (costHere == int.MaxValue)
continue;
if (!mobileInfo.CanEnterCell(world, self, newHere, IgnoredActor, CheckForBlocked ? CellConditions.TransientActors : CellConditions.None))
continue;
if (customBlock != null && customBlock(newHere))
continue;
var est = Heuristic(newHere);
if (est == int.MaxValue)
continue;
var cellCost = costHere;
if (d.X * d.Y != 0)
cellCost = (cellCost * 34) / 24;
var userCost = 0;
if (customCost != null)
{
userCost = customCost(newHere);
cellCost += userCost;
}
// directional bonuses for smoother flow!
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;
}
var newCost = CellInfo[p.Location].MinCost + cellCost;
// Cost is even higher; next direction:
if (newCost > CellInfo[newHere].MinCost)
continue;
var hereCell = CellInfo[newHere];
hereCell.Path = p.Location;
hereCell.MinCost = newCost;
CellInfo[newHere] = hereCell;
Queue.Add(new PathDistance(newCost + est, newHere));
if (newCost > MaxCost)
MaxCost = newCost;
Considered.Add(newHere);
}
return p.Location;
}
public void AddInitialCell(CPos location)
{
if (!self.World.Map.Contains(location))
return;
CellInfo[location] = new CellInfo(0, location, false);
Queue.Add(new PathDistance(Heuristic(location), location));
}
static readonly Queue<CellLayer<CellInfo>> CellInfoPool = new Queue<CellLayer<CellInfo>>();
static readonly object DefaultCellInfoLayerSync = new object();
static CellLayer<CellInfo> defaultCellInfoLayer;
static CellLayer<CellInfo> GetFromPool()
{
lock (CellInfoPool)
return CellInfoPool.Dequeue();
}
static void PutBackIntoPool(CellLayer<CellInfo> ci)
{
lock (CellInfoPool)
CellInfoPool.Enqueue(ci);
}
CellLayer<CellInfo> InitCellInfo()
{
CellLayer<CellInfo> result = null;
var map = self.World.Map;
var mapSize = new Size(map.MapSize.X, map.MapSize.Y);
// HACK: Uses a static cache so that double-ended searches (which have two PathSearch instances)
// can implicitly share data. The PathFinder should allocate the CellInfo array and pass it
// explicitly to the things that need to share it.
while (CellInfoPool.Count > 0)
{
var cellInfo = GetFromPool();
if (cellInfo.Size != mapSize || cellInfo.Shape != map.TileShape)
{
Log.Write("debug", "Discarding old pooled CellInfo of wrong size.");
continue;
}
result = cellInfo;
break;
}
if (result == null)
result = new CellLayer<CellInfo>(map);
lock (DefaultCellInfoLayerSync)
{
if (defaultCellInfoLayer == null ||
defaultCellInfoLayer.Size != mapSize ||
defaultCellInfoLayer.Shape != map.TileShape)
{
defaultCellInfoLayer = new CellLayer<CellInfo>(map);
for (var v = 0; v < mapSize.Height; v++)
for (var u = 0; u < mapSize.Width; u++)
defaultCellInfoLayer[new MPos(u, v)] = new CellInfo(int.MaxValue, new MPos(u, v).ToCPos(map), false);
}
result.CopyValuesFrom(defaultCellInfoLayer);
}
return result;
}
bool disposed;
public void Dispose()
{
if (disposed)
return;
disposed = true;
PutBackIntoPool(CellInfo);
CellInfo = null;
GC.SuppressFinalize(this);
}
~PathSearch() { Dispose(); }
}
}

View File

@@ -11,7 +11,6 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using OpenRA;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;

8
OpenRA.Test/App.config Normal file
View File

@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<probing privatePath="mods/common"></probing>
</assemblyBinding>
</runtime>
</configuration>

206
OpenRA.Test/Fakes.cs Normal file
View File

@@ -0,0 +1,206 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Test
{
public class FakeActor : IActor
{
IWorld world;
public ActorInfo Info
{
get { throw new NotImplementedException("No need to implement this yet"); }
}
public IWorld World
{
get { return world; }
}
public uint ActorID
{
get { return 1; }
}
public Player Owner
{
get { return null; }
set { }
}
public T TraitOrDefault<T>()
{
return default(T);
}
public T Trait<T>()
{
return default(T);
}
public IEnumerable<T> TraitsImplementing<T>()
{
throw new NotImplementedException("No need to implement this yet");
}
public T TraitInfo<T>()
{
return default(T);
}
public IEnumerable<Graphics.IRenderable> Render(Graphics.WorldRenderer wr)
{
throw new NotImplementedException("No need to implement this yet");
}
public FakeActor(IWorld world)
{
// TODO: Complete member initialization
this.world = world;
}
public FakeActor()
{
// TODO: Complete member initialization
}
}
public class FakeWorld : IWorld
{
FakeActor worldactor;
IMap map;
public IActor WorldActor
{
get { return worldactor; }
}
public int WorldTick
{
get { return 50; }
}
public IMap Map
{
get { return map; }
}
public TileSet TileSet
{
get { throw new NotImplementedException("No need to implement this yet"); }
}
public FakeWorld(IMap map)
{
// TODO: Complete member initialization
this.map = map;
}
public FakeWorld(IMap map, FakeActor worldactor)
{
// TODO: Complete member initialization
this.map = map;
this.worldactor = worldactor;
}
}
public class FakeMobileInfo : IMobileInfo
{
Func<CPos, bool> conditions;
public int MovementCostForCell(World world, CPos cell)
{
if (conditions(cell))
return 125;
return int.MaxValue;
}
public bool CanEnterCell(World world, Actor self, CPos cell, out int movementCost, Actor ignoreActor = null, CellConditions check = CellConditions.All)
{
movementCost = MovementCostForCell(world, cell);
return conditions(cell);
}
public int GetMovementClass(TileSet tileset)
{
throw new NotImplementedException("No need to implement this yet");
}
public FakeMobileInfo(Func<CPos, bool> conditions)
{
this.conditions = conditions;
}
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
{
return conditions(cell);
}
public object Create(ActorInitializer init)
{
throw new NotImplementedException();
}
}
public class FakeMap : IMap
{
int width;
int height;
public FakeMap(int width, int height)
{
// TODO: Complete member initialization
this.width = width;
this.height = height;
}
public TileShape TileShape
{
get { return TileShape.Rectangle; }
}
public int2 MapSize
{
get { return new int2(width, height); }
set { throw new NotImplementedException("No need to implement this yet"); }
}
public bool Contains(CPos cell)
{
return cell.X >= 0 && cell.X < width && cell.Y >= 0 && cell.Y < height;
}
public CPos CellContaining(WPos pos)
{
throw new NotImplementedException("No need to implement this yet");
}
public WVec OffsetOfSubCell(Traits.SubCell subCell)
{
throw new NotImplementedException("No need to implement this yet");
}
public IEnumerable<CPos> FindTilesInCircle(CPos center, int maxRange)
{
throw new NotImplementedException("No need to implement this yet");
}
public WPos CenterOfCell(CPos cell)
{
throw new NotImplementedException("No need to implement this yet");
}
}
}

View File

@@ -27,19 +27,30 @@
<HintPath>..\thirdparty\Eluant.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Moq, Version=4.2.1502.911, Culture=neutral, PublicKeyToken=69f491c39445e920, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\thirdparty\Moq.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="nunit.framework, Version=2.6.3.13283, Culture=neutral, PublicKeyToken=96d09a1eb7f44a77, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\thirdparty\nunit.framework.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="OpenRA.Mods.Common">
<HintPath>..\OpenRA.Mods.Common\bin\Debug\OpenRA.Mods.Common.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />
</ItemGroup>
<ItemGroup>
<Compile Include="Fakes.cs" />
<Compile Include="OpenRA.Game\MiniYamlTest.cs" />
<Compile Include="OpenRA.Game\ActorInfoTest.cs" />
<Compile Include="OpenRA.Game\OrderTest.cs" />
<Compile Include="OpenRA.Game\PlatformTest.cs" />
<Compile Include="PathfinderTests.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
@@ -51,6 +62,9 @@
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

View File

@@ -0,0 +1,273 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using Moq;
using NUnit.Framework;
using OpenRA;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Test;
namespace PathfinderTests
{
[TestFixture]
public class PathfinderTests
{
const int Width = 128;
const int Height = 128;
IWorld world;
IMap map;
IActor actor;
[SetUp]
public void Setup()
{
map = new FakeMap(Width, Height);
var worldactor = new FakeActor();
world = new FakeWorld(map, worldactor);
actor = new FakeActor(world);
}
IMap BuildFakeMap(int mapWidth, int mapHeight)
{
var map = new Mock<IMap>();
map.SetupGet(m => m.TileShape).Returns(TileShape.Rectangle);
map.Setup(m => m.MapSize).Returns(new int2(mapWidth, mapHeight));
map.Setup(m => m.Contains(It.Is<CPos>(pos => pos.X >= 0 && pos.X < mapWidth && pos.Y >= 0 && pos.Y < mapHeight))).Returns(true);
return map.Object;
}
IWorld BuildFakeWorld(IMap map)
{
var world = new Mock<IWorld>();
world.SetupGet(m => m.Map).Returns(map);
world.SetupGet(m => m.WorldActor).Returns(new Mock<IActor>().Object);
return world.Object;
}
static bool IsValidPos(CPos pos, int mapWidth, int mapHeight)
{
return pos.X >= 0 && pos.X < mapWidth && pos.Y >= 0 && pos.Y < mapHeight;
}
[Test]
[Ignore]
public void FindPathOnRoughTerrainTest()
{
// Arrange
// Create the MobileInfo Mock. Playing with this can help to
// check the different paths and points a unit can walk into
var mi = new FakeMobileInfo(pos => !(!IsValidPos(pos, Width, Height) ||
(pos.X == 50 && pos.Y < 100) ||
(pos.X == 100 && pos.Y > 50)));
var from = new CPos(1, 1);
var target = new CPos(125, 75);
IPathSearch search;
Stopwatch stopwatch;
List<CPos> path1 = null;
List<CPos> path2 = null;
List<CPos> path3 = null;
List<CPos> path4 = null;
List<CPos> path5 = null;
List<CPos> path6 = null;
List<CPos> path7 = null;
List<CPos> path8 = null;
var pathfinder = new PathFinder(world);
// Act
stopwatch = new Stopwatch();
foreach (var a in Enumerable.Range(1, 50))
{
search = PathSearch.FromPoint(world, mi, actor, from, target, true);
stopwatch.Start();
path5 = pathfinder.FindPath(search);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(51, 100), true);
stopwatch.Start();
path6 = pathfinder.FindPath(search);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(49, 50), true);
stopwatch.Start();
path7 = pathfinder.FindPath(search);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(127, 0), new CPos(50, 101), true);
stopwatch.Start();
path8 = pathfinder.FindPath(search);
}
Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms with new pathfinder");
IPathSearch search2;
stopwatch = new Stopwatch();
foreach (var a in Enumerable.Range(1, 50))
{
search = PathSearch.FromPoint(world, mi, actor, from, target, true);
search2 = PathSearch.FromPoint(world, mi, actor, target, from, true).Reverse();
stopwatch.Start();
path5 = pathfinder.FindBidiPath(search, search2);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(51, 100), true);
search2 = PathSearch.FromPoint(world, mi, actor, new CPos(51, 100), new CPos(0, 0), true).Reverse();
stopwatch.Start();
path6 = pathfinder.FindBidiPath(search, search2);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(49, 50), true);
search2 = PathSearch.FromPoint(world, mi, actor, new CPos(49, 50), new CPos(0, 0), true).Reverse();
stopwatch.Start();
path7 = pathfinder.FindBidiPath(search, search2);
stopwatch.Stop();
search = PathSearch.FromPoint(world, mi, actor, new CPos(127, 0), new CPos(50, 101), true);
search2 = PathSearch.FromPoint(world, mi, actor, new CPos(50, 101), new CPos(127, 0), true).Reverse();
stopwatch.Start();
path8 = pathfinder.FindBidiPath(search, search2);
}
Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms with new FindBidipathfinder");
}
/// <summary>
/// We can't rely on floating point math to be deterministic across all runtimes.
/// The cases that use this will need to be changed to use integer math
/// </summary>
public const double Sqrt2 = 1.414;
static int Est1(CPos here, CPos destination)
{
var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
// Min cost to arrive from once cell to an adjacent one
// (125 according to tests)
const int D = 100;
// According to the information link, this is the shape of the function.
// We just extract factors to simplify.
var h = D * straight + (D * Sqrt2 - 2 * D) * diag;
return (int)(h * 1.001);
}
static int Est2(CPos here, CPos destination)
{
var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
// HACK: this relies on fp and cell-size assumptions.
var h = (100 * diag * Sqrt2) + 100 * (straight - (2 * diag));
return (int)(h * 1.001);
}
/// <summary>
/// Tests the refactor of the default heuristic for pathFinder
/// </summary>
[Test]
public void EstimatorsTest()
{
Assert.AreEqual(Est1(new CPos(0, 0), new CPos(20, 30)), Est2(new CPos(0, 0), new CPos(20, 30)));
}
[Test]
public void Remove1000StoredPaths()
{
var world = new Mock<IWorld>();
world.SetupGet(m => m.WorldTick).Returns(50);
var pathCacheStorage = new PathCacheStorage(world.Object);
var stopwatch = new Stopwatch();
for (var i = 0; i < 1100; i++)
{
if (i == 100)
{
// Let's make the world tick further so we can trigger the removals
// when storing more stuff
world.SetupGet(m => m.WorldTick).Returns(110);
stopwatch.Start();
}
pathCacheStorage.Store(i.ToString(), new List<CPos>());
if (i == 100)
{
stopwatch.Stop();
Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms to remove 1000 stored paths");
}
}
}
/// <summary>
/// Test for the future feature of path smoothing for Pathfinder
/// </summary>
[Test]
public void RayCastingTest()
{
// Arrange
var sut = new RayCaster();
CPos source = new CPos(1, 3);
CPos target = new CPos(3, 0);
// Act
var valid = sut.RayCast(source, target);
// Assert
}
}
public class RayCaster
{
// Algorithm obtained in http://playtechs.blogspot.co.uk/2007/03/raytracing-on-grid.html
public IEnumerable<CPos> RayCast(CPos source, CPos target)
{
int dx = Math.Abs(target.X - source.X);
int dy = Math.Abs(target.Y - source.Y);
int x = source.X;
int y = source.Y;
int x_inc = (target.X > source.X) ? 1 : -1;
int y_inc = (target.Y > source.Y) ? 1 : -1;
int error = dx - dy;
dx *= 2;
dy *= 2;
for (int n = 1 + dx + dy; n > 0; --n)
{
yield return new CPos(x, y);
if (error > 0)
{
x += x_inc;
error -= dy;
}
else
{
y += y_inc;
error += dx;
}
}
}
public bool RayClear()
{
return true;
}
}
}

View File

@@ -105,3 +105,11 @@ if (!(Test-Path "windows/soft_oal.dll"))
cp OpenAL-Soft.1.16.0/bin/Win32/soft_oal.dll windows/soft_oal.dll
rmdir OpenAL-Soft.1.16.0 -Recurse
}
if (!(Test-Path "Moq.dll"))
{
echo "Fetching Moq from NuGet."
./nuget.exe install Moq -Version 4.2.1502.0911
cp Moq.4.2.1502.0911/lib/net40/Moq.dll .
rmdir Moq.4.2.1502.0911 -Recurse
}

View File

@@ -57,4 +57,11 @@ if [ ! -f Mono.Nat.dll ]; then
nuget install Mono.Nat -Version 1.2.21
cp ./Mono.Nat.1.2.21.0/lib/net40/Mono.Nat.dll .
rm -rf Mono.Nat.1.2.21.0
fi
if [ ! -f Moq.dll ]; then
echo "Fetching Moq from NuGet."
nuget install Moq -Version 4.2.1502.0911
cp ./Moq.4.2.1502.0911/lib/net40/Moq.dll .
rm -rf Moq.4.2.1502.0911
fi