Pathing considers reachability of source cells consistently.

Using the local pathfinder, you could not find a path to an unreachable destination cell, but it was possible to find a path from an unreachable source cell if there was a reachable cells adjacent to it.

The hierarchical pathfinder did not have this behaviour and considering an unreachable source cell to block attempts to find a path.

Now, we unify the pathfinders to use a consistent behaviour, allowing paths from unreachable source cells to be found.
This commit is contained in:
RoosterDragon
2022-10-25 20:23:53 +01:00
committed by abcdefg30
parent bedfa622d7
commit a85ac26367
6 changed files with 145 additions and 60 deletions

View File

@@ -93,11 +93,9 @@ namespace OpenRA.Mods.Common.Traits
var locomotor = GetActorLocomotor(self);
// If the target cell is inaccessible, bail early.
var inaccessible =
!world.Map.Contains(target) ||
!locomotor.CanMoveFreelyInto(self, target, check, ignoreActor) ||
(customCost != null && customCost(target) == PathGraph.PathCostForInvalidPath);
if (inaccessible)
// The destination cell must allow movement and also have a reachable movement cost.
if (!PathSearch.CellAllowsMovement(self.World, locomotor, target, customCost)
|| locomotor.MovementCostToEnterCell(self, target, check, ignoreActor) == PathGraph.MovementCostForUnreachableCell)
return NoPath;
// When searching from only one source cell, some optimizations are possible.
@@ -109,8 +107,8 @@ namespace OpenRA.Mods.Common.Traits
if (source.Layer == target.Layer && (source - target).LengthSquared < 3)
{
// If the source cell is inaccessible, there is no path.
if (!world.Map.Contains(source) ||
(customCost != null && customCost(source) == PathGraph.PathCostForInvalidPath))
// Unlike the destination cell, the source cell is allowed to have an unreachable movement cost.
if (!PathSearch.CellAllowsMovement(self.World, locomotor, source, customCost))
return NoPath;
return new List<CPos>(2) { target, source };
}