Use DomainIndex to fix naval transport path perf.

This commit is contained in:
Paul Chote
2014-01-12 22:35:06 +13:00
parent 29e689178d
commit d2fa1a12f9

View File

@@ -20,6 +20,8 @@ namespace OpenRA.Mods.RA.Activities
readonly Target target; readonly Target target;
readonly Mobile mobile; readonly Mobile mobile;
readonly PathFinder pathFinder; readonly PathFinder pathFinder;
readonly DomainIndex domainIndex;
readonly int movementClass;
Activity inner; Activity inner;
CPos cachedTargetPosition; CPos cachedTargetPosition;
@@ -32,6 +34,8 @@ namespace OpenRA.Mods.RA.Activities
mobile = self.Trait<Mobile>(); mobile = self.Trait<Mobile>();
pathFinder = self.World.WorldActor.Trait<PathFinder>(); pathFinder = self.World.WorldActor.Trait<PathFinder>();
domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
movementClass = mobile.Info.GetMovementClass(self.World.TileSet);
repath = true; repath = true;
} }
@@ -50,26 +54,35 @@ namespace OpenRA.Mods.RA.Activities
adjacentCells = Util.AdjacentCells(target).ToArray(); adjacentCells = Util.AdjacentCells(target).ToArray();
repath = false; repath = false;
var ps1 = new PathSearch(self.World, mobile.Info, self)
{
checkForBlocked = true,
heuristic = location => 0,
inReverse = true
};
var loc = self.Location;
var searchCells = new List<CPos>();
foreach (var cell in adjacentCells) foreach (var cell in adjacentCells)
{ {
if (cell == self.Location) if (cell == loc)
return NextActivity; return NextActivity;
else else if (domainIndex == null || domainIndex.IsPassable(loc, cell, (uint)movementClass))
ps1.AddInitialCell(cell); searchCells.Add(cell);
} }
ps1.heuristic = PathSearch.DefaultEstimator(mobile.toCell); if (searchCells.Any())
var ps2 = PathSearch.FromPoint(self.World, mobile.Info, self, mobile.toCell, target.CenterPosition.ToCPos(), true); {
var ret = pathFinder.FindBidiPath(ps1, ps2); var ps1 = new PathSearch(self.World, mobile.Info, self)
{
checkForBlocked = true,
heuristic = location => 0,
inReverse = true
};
inner = mobile.MoveTo(() => ret); foreach (var cell in searchCells)
ps1.AddInitialCell(cell);
ps1.heuristic = PathSearch.DefaultEstimator(mobile.toCell);
var ps2 = PathSearch.FromPoint(self.World, mobile.Info, self, mobile.toCell, target.CenterPosition.ToCPos(), true);
var ret = pathFinder.FindBidiPath(ps1, ps2);
inner = mobile.MoveTo(() => ret);
}
} }
// Force a repath once the actor reaches the next cell // Force a repath once the actor reaches the next cell