Units heading in generally opposite directions are now considered blockers; this fixes pathing deadlocks.

This commit is contained in:
James Dunne
2012-07-05 23:35:59 -05:00
parent 9c9a16d80e
commit ba1a36f26e
9 changed files with 47 additions and 28 deletions

View File

@@ -77,7 +77,25 @@ namespace OpenRA.Mods.RA.Move
{SubCell.FullCell, new PVecInt(0,0)},
};
public bool CanEnterCell(World world, Player owner, CPos cell, Actor ignoreActor, bool checkTransientActors, bool blockedByMovers)
static bool IsMovingInMyDirection(Actor self, Actor other)
{
if (!other.IsMoving()) return false;
if (self == null) return true;
var selfMobile = self.TraitOrDefault<Mobile>();
if (selfMobile == null) return false;
var otherMobile = other.TraitOrDefault<Mobile>();
if (otherMobile == null) return false;
// Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions:
var dp = CVec.Dot((selfMobile.toCell - self.Location), (otherMobile.toCell - other.Location));
if (dp <= 0) return false;
return true;
}
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor, bool checkTransientActors, bool blockedByMovers)
{
if (MovementCostForCell(world, cell) == int.MaxValue)
return false;
@@ -88,7 +106,7 @@ namespace OpenRA.Mods.RA.Move
var blockingActors = world.ActorMap.GetUnitsAt(cell)
.Where(x => x != ignoreActor)
// Neutral/enemy units are blockers. Allied units that are moving are not blockers.
.Where(x => blockedByMovers || ((owner.Stances[x.Owner] != Stance.Ally) || !x.IsMoving()))
.Where(x => blockedByMovers || ((self.Owner.Stances[x.Owner] != Stance.Ally) || !IsMovingInMyDirection(self, x)))
.ToList();
if (checkTransientActors && blockingActors.Count > 0)
@@ -98,7 +116,7 @@ namespace OpenRA.Mods.RA.Move
return false;
if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
a.TraitsImplementing<ICrushable>().Any(b => b.CrushableBy(Crushes, owner)))))
a.TraitsImplementing<ICrushable>().Any(b => b.CrushableBy(Crushes, self.Owner)))))
return false;
}
@@ -347,7 +365,7 @@ namespace OpenRA.Mods.RA.Move
public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
{
return Info.CanEnterCell(self.World, self.Owner, cell, ignoreActor, checkTransientActors, true);
return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors, true);
}
public void EnteringCell(Actor self)

View File

@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Move
{
this.getPath = (self,mobile) =>
self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.FromPoint( self.World, mobile.Info, self.Owner, mobile.toCell, destination, false )
PathSearch.FromPoint( self.World, mobile.Info, self, mobile.toCell, destination, false )
.WithoutLaneBias());
this.destination = destination;
this.nearEnough = 0;
@@ -49,7 +49,7 @@ namespace OpenRA.Mods.RA.Move
{
this.getPath = (self,mobile) =>
self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.FromPoint( self.World, mobile.Info, self.Owner, mobile.toCell, destination, false )
PathSearch.FromPoint( self.World, mobile.Info, self, mobile.toCell, destination, false )
.WithIgnoredBuilding( ignoreBuilding ));
this.destination = destination;

View File

@@ -55,8 +55,8 @@ namespace OpenRA.Mods.RA.Move
var mi = self.Info.Traits.Get<MobileInfo>();
var pb = FindBidiPath(
PathSearch.FromPoint(world, mi, self.Owner, target, from, true),
PathSearch.FromPoint(world, mi, self.Owner, from, target, true).InReverse()
PathSearch.FromPoint(world, mi, self, target, from, true),
PathSearch.FromPoint(world, mi, self, from, target, true).InReverse()
);
CheckSanePath2(pb, from, target);
@@ -73,11 +73,11 @@ namespace OpenRA.Mods.RA.Move
{
var mi = self.Info.Traits.Get<MobileInfo>();
var tilesInRange = world.FindTilesInCircle(target, range)
.Where(t => mi.CanEnterCell(self.World, self.Owner, t, null, true, true));
.Where(t => mi.CanEnterCell(self.World, self, t, null, true, true));
var path = FindBidiPath(
PathSearch.FromPoints(world, mi, self.Owner, tilesInRange, src, true),
PathSearch.FromPoint(world, mi, self.Owner, src, target, true).InReverse()
PathSearch.FromPoints(world, mi, self, tilesInRange, src, true),
PathSearch.FromPoint(world, mi, self, src, target, true).InReverse()
);
return path;

View File

@@ -28,14 +28,15 @@ namespace OpenRA.Mods.RA.Move
public bool inReverse;
MobileInfo mobileInfo;
Player owner;
Actor self;
public Player owner { get { return self.Owner; } }
public PathSearch(World world, MobileInfo mobileInfo, Player owner)
public PathSearch(World world, MobileInfo mobileInfo, Actor self)
{
this.world = world;
cellInfo = InitCellInfo();
this.mobileInfo = mobileInfo;
this.owner = owner;
this.self = self;
customCost = null;
queue = new PriorityQueue<PathDistance>();
}
@@ -120,7 +121,7 @@ namespace OpenRA.Mods.RA.Move
if (costHere == int.MaxValue)
continue;
if (!mobileInfo.CanEnterCell(world, owner, newHere, ignoreBuilding, checkForBlocked, false))
if (!mobileInfo.CanEnterCell(world, self, newHere, ignoreBuilding, checkForBlocked, false))
continue;
if (customBlock != null && customBlock(newHere))
@@ -182,18 +183,18 @@ namespace OpenRA.Mods.RA.Move
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, Actor self, bool checkForBlocked)
{
var search = new PathSearch(world, mi, owner)
var search = new PathSearch(world, mi, self)
{
checkForBlocked = checkForBlocked
};
return search;
}
public static PathSearch FromPoint(World world, MobileInfo mi, Player owner, CPos from, CPos target, bool checkForBlocked)
public static PathSearch FromPoint(World world, MobileInfo mi, Actor self, CPos from, CPos target, bool checkForBlocked)
{
var search = new PathSearch(world, mi, owner)
var search = new PathSearch(world, mi, self)
{
heuristic = DefaultEstimator(target),
checkForBlocked = checkForBlocked
@@ -203,9 +204,9 @@ namespace OpenRA.Mods.RA.Move
return search;
}
public static PathSearch FromPoints(World world, MobileInfo mi, Player owner, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
public static PathSearch FromPoints(World world, MobileInfo mi, Actor self, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
{
var search = new PathSearch(world, mi, owner)
var search = new PathSearch(world, mi, self)
{
heuristic = DefaultEstimator(target),
checkForBlocked = checkForBlocked