Pathfinder: Only consider useful neighbors
Depending on the direction we came from, many neighbors are completely useless. This is the first step to implementing the ideas in 'Jump Point Search' V2: Added comment describing what the array is for.
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@@ -138,6 +138,32 @@ namespace OpenRA.Mods.RA.Move
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return this;
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}
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// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
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// to be reached more cheaply by a path through our parent cell which does not include the current cell.
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// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
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// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
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// the cell directly between them and our parent is passable.
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static CVec[][] DirectedNeighbors = {
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new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
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new CVec[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new CVec[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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CVec.directions,
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new CVec[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new CVec[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new CVec[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new CVec[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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};
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static CVec[] GetNeighbors(CPos p, CPos prev)
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{
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var dx = p.X - prev.X;
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var dy = p.Y - prev.Y;
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var index = dy * 3 + dx + 4;
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return DirectedNeighbors[index];
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}
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public CPos Expand(World world)
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{
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var p = Queue.Pop();
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@@ -165,10 +191,10 @@ namespace OpenRA.Mods.RA.Move
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return p.Location;
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}
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// This current cell is ok; check all immediate directions:
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// This current cell is ok; check useful immediate directions:
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Considered.Add(p.Location);
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var directions = CVec.directions;
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var directions = GetNeighbors(p.Location, pCell.Path);
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for (var i = 0; i < directions.Length; ++i)
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{
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