oops, that was a bit expensive

This commit is contained in:
Chris Forbes
2009-11-06 22:25:24 +13:00
parent 1079924a4d
commit c174e65437

View File

@@ -60,7 +60,7 @@ namespace OpenRa.Game
using (new PerfSample("find_path_to_path"))
{
var cellInfo = InitCellInfo();
CellInfo[,] cellInfo = null;// var cellInfo = InitCellInfo();
var queue = new PriorityQueue<PathDistance>();
var estimator = DefaultEstimator(from);
@@ -72,12 +72,16 @@ namespace OpenRa.Game
if ( /*i == 0 || */(Game.BuildingInfluence.CanMoveHere(path[i]) && Game.UnitInfluence.GetUnitAt(path[i]) == null))
{
queue.Add(new PathDistance(estimator(sl), sl));
if (cellInfo == null)
cellInfo = InitCellInfo();
cellInfo[sl.X, sl.Y] = new CellInfo(cost, prev, false);
}
var d = sl - prev;
cost += ((d.X * d.Y != 0) ? 1.414213563 : 1.0) * passableCost[(int)umt][sl.X, sl.Y];
prev = sl;
}
if (queue.Empty) return new List<int2>();
var ret = FindPath(cellInfo, queue, estimator, umt, true);
ret.Reverse();
Game.PathToPathTime += sw.ElapsedTime();
@@ -107,48 +111,50 @@ namespace OpenRa.Game
List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
{
while( !queue.Empty )
using (new PerfSample("find_path_inner"))
{
while (!queue.Empty)
{
PathDistance p = queue.Pop();
int2 here = p.Location;
cellInfo[ here.X, here.Y ].Seen = true;
cellInfo[here.X, here.Y].Seen = true;
if( estimator( here ) == 0.0 )
return MakePath( cellInfo, here );
if (estimator(here) == 0.0)
return MakePath(cellInfo, here);
foreach( int2 d in Util.directions )
foreach (int2 d in Util.directions)
{
int2 newHere = here + d;
if( cellInfo[ newHere.X, newHere.Y ].Seen )
if (cellInfo[newHere.X, newHere.Y].Seen)
continue;
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
if (passableCost[(int)umt][newHere.X, newHere.Y] == double.PositiveInfinity)
continue;
if (!Game.BuildingInfluence.CanMoveHere(newHere))
continue;
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null )
if (checkForBlock && Game.UnitInfluence.GetUnitAt(newHere) != null)
continue;
var est = estimator( newHere );
if( est == double.PositiveInfinity )
var est = estimator(newHere);
if (est == double.PositiveInfinity)
continue;
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost;
double cellCost = ((d.X * d.Y != 0) ? 1.414213563 : 1.0) * passableCost[(int)umt][newHere.X, newHere.Y];
double newCost = cellInfo[here.X, here.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 = here;
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
cellInfo[newHere.X, newHere.Y].Path = here;
cellInfo[newHere.X, newHere.Y].MinCost = newCost;
queue.Add( new PathDistance( newCost + est, newHere ) );
queue.Add(new PathDistance(newCost + est, newHere));
}
}
// no path exists
return new List<int2>();
}
}
static CellInfo[ , ] InitCellInfo()
{