Commit Graph

64 Commits

Author SHA1 Message Date
RoosterDragon
1cd3e1bf3f Fix PathFinder.FindPathToTargetCells.
When this hits the case that "As both ends are accessible, we can freely swap them." - we must note that we are reversing the path search and pass the information into the HierarchicalPathFinder. When a normal path search occurs, the actor trying to pathfind will never check its own location - and thus never gets blocked by itself. When a search is reversed, the search will check the actors location. If we inform the search it is doing done in reverse, it will special case this scenario and avoid the actor blocking itself. But if it is not told about this scenario, then this special case is not applied and no path will be found when in fact a path is possible.
2024-08-07 19:17:00 +03:00
RoosterDragon
d05b07a5b0 AI uses better rally point placement
- AI places rally points at pathable locations. A pathable location isn't strictly required, but avoids the AI setting rally points at seemingly dumb locations. This is an addtional check on top of the existing buildability check.
- AI now evaluates rally points every AssignRallyPointsInterval (default 100 ticks). Invalid rally points aren't that harmful, so no need to check them every tick. Additionally we do a rolling update so rally points for multiple locations are spread across multiple ticks to reduce any potential lag spikes.
2024-08-03 20:08:03 +03:00
RoosterDragon
93a97d5d6f Fix CA1851, assume_method_enumerates_parameters = true 2023-08-20 20:41:27 +02:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
RoosterDragon
4ec5a4b34a Fix reversed path searches from inaccessible locations.
The Harvester trait and MoveAdjacentTo activity called the pathfinder but had a single source and multiple targets. The pathfinder interface only allows for the opposite: multiple sources and a single target. To work around this they would swap the inputs. This works in most cases but not all cases. One aspect of asymmetry is that an actor may move out of an inaccessible source cell, but not onto an inaccessible target cell.

Searches that involved an inaccessible source cell and that applied this swapping method would therefore fail to return a path, when a valid path was possible. Although a rare case, once good way to reproduce is to use a production building that spawns actors on inaccessible cells around it, such as the RA naval yard. A move order uses the pathfinder correctly and the unit will move out. Using a force attack causes the unit to use the broken "swapped" mechanism in MoveAdjacentTo and it will be stuck.

This asymmetry has been longstanding but the pathfinding infrastructure only sporadically accounted for it. It is now documented and applied consistently. Create a new overload on the pathfinder trait that allows a single source and multiple targets, so callers have an overload that does what they need and won't be tempted to swap the positions and run into this issue.

Internally, this requires us to teach Locomotor to ignore the self actor when performing movement cost checks for these "in reverse" searches so the unit doesn't consider the cell blocked by itself.
2023-04-07 16:38:37 +01:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
RoosterDragon
a85ac26367 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.
2022-11-13 19:59:36 +01:00
RoosterDragon
2d45e67bca Teach HierarchicalPathFinder about Immovable actors.
By tracking updates on the ActorMap the HierarchicalPathFinder can be aware of actors moving around the map. We track a subset of immovable actors that always block. These actors can be treated as impassable obstacles just like terrain. When a path needs to be found the abstract path will guide the search around this subset of immovable actors just like it can guide the search around impassable terrain. For path searches that were previously imperformant because some immovable actors created a bottleneck that needed to be routed around, these will now be performant instead. Path searches with bottlenecks created by items such as trees, walls and buildings should see a performance improvement. Bottlenecks created by other units will not benefit.

We now maintain two sets of HPFs. One is aware of immovable actors and will be used for path searches that request BlockedByActor.Immovable, BlockedByActor.Stationary and BlockedByActor.All to guide that around the immovable obstacles. The other is aware of terrain only and will be used for searches that request BlockedByActor.None, or if an ignoreActor is provided. A new UI dropdown when using the `/hpf` command will allow switching between the visuals of the two sets.
2022-08-31 23:12:42 +02:00
RoosterDragon
2599cb26d8 Allow custom cost to exclude source locations in path searches.
During the refactoring to introduce HierarchicalPathFinder, custom costs were no longer applied to source locations. The logic being that if we are already in the source location, then there should be no cost added to it to get there - we are already there!

Path searches support the ability to go from multiple sources to a single target, but the reverse is not supported. Some callers that require a search from a single source to one of multiple targets perform their search in reverse, swapping the source and targets so they can run the search, then reversing the path they are given so things are the correct way around again. For callers that also use a custom cost like the harvester code that do this in order to find free refineries, they might want the custom cost to be applied to the source location. The harvester code uses this to filter out overloaded refineries. It wants to search from a harvester to multiple refineries, and thus reverses this in order to perform the path search. Without the custom cost being applied to the "source" locations, this filtering logic never gets applied.

To fix this, we now apply the custom cost to source locations. If the custom cost provides an invalid path, then the source location is excluded entirely. Although this seems unintuitive on its own, this allows searches done "in reverse" to work again.
2022-08-13 11:58:45 +03:00
RoosterDragon
93998dc4a7 Add a PathFinderOverlay to visualize path searches.
Activated with the '/path-debug' chat command, this displays the explored search space and costs when searching for paths. It supports custom movement layers, bi-directional searches as well as visualizing searches over the abstract graph of the HierarchicalPathFinder. The most recent search among selected units is shown.
2022-08-03 23:12:42 +02:00
RoosterDragon
aef65d353d Replace DomainIndex internals with a lookup from HierarchicalPathFinder instead
Teach HierarchicalPathFinder to keep a cache of domain indices, refreshing them only on demand and when invalidated by terrain changes. This provides an accurate and quick determination for checking if paths exist between given locations.

By exposing PathExistsForLocomotor on the IPathFinder interface, we can remove the DomainIndex trait entirely.
2022-08-03 23:12:42 +02:00
RoosterDragon
5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
RoosterDragon
89042014bd Gracefully handle trying to find paths outside the map.
Rather than crashing, return no path instead.
2022-05-22 17:39:44 -05:00
RoosterDragon
3e5666ca53 Return an empty path when a search with no locations is made.
The restores the previous behaviour before FindUnitPathToTargetCell was introduced. This prevents callers such as the harvester code crashing when a harvester tries to route home to a refinery, but there are no refineries.
2022-04-24 12:52:18 +02:00
RoosterDragon
d2935672ca Fix the shape of the IPathFinder interface, ensure all path searches use it.
Some path searches, using PathSearch, were created directly at the callsite rather than using the pathfinder trait. This means some searches did not not benefit from the performance checks done in the pathfinder trait. It also means the pathfinder trait was not responsible for all pathing done in the game. Fix this with the following changes:
- Create a sensible shape for the IPathFinder interface and promote it to a trait interface, allowing theoretical replacements of the implementation. Ensure none of the concrete classes in OpenRA.Mods.Common.Pathfinder are exposed in the interface to ensure this is possible.
- Update the PathFinder class to implement the interface, and update several callsites manually running pathfinding code to instead call the IPathFinder interface.
- Overall, this allows any implementation of the IPathFinder interface to intercept and control all path searching performed by the game. Previously some searches would not have used it, and no alternate implementations were possible as the existing implementation was hardcoded into the interface shape.

Additionally:
- Move the responsibility of finding paths on completed path searches from pathfinder to path search, which is a more sensible location.
- Clean up the pathfinder pre-search optimizations.
2022-04-18 11:18:43 +01:00
RoosterDragon
6dc189b7d1 Rearrange various API surfaces related to pathfinding.
The existing APIs surfaces for pathfinding are in a wonky shape. We rearrange various responsibilities to better locations and simplify some abstractions that aren't providing value.

- IPathSearch, BasePathSearch and PathSearch are combined into only PathSearch. Its role is now to run a search space over a graph, maintaining the open queue and evaluating the provided heuristic function. The builder-like methods (WithHeuristic, Reverse, FromPoint, etc) are removed in favour of optional parameters in static creation methods. This removes confusion between the builder-aspect and the search function itself. It also becomes responsible for applying the heuristic weight to the heuristic. This fixes an issue where an externally provided heuristic ignored the weighting adjustment, as previously the weight was baked into the default heuristic only.
- Reduce the IGraph interface to the concepts of nodes and edges. Make it non-generic as it is specifically for pathfinding, and rename to IPathGraph accordingly. This is sufficient for a PathSearch to perform a search over any given IGraph. The various customization options are concrete properties of PathGraph only.
- PathFinder does not need to deal with disposal of the search/graph, that is the caller's responsibility.
- Remove CustomBlock from PathGraph as it was unused.
- Remove FindUnitPathToRange as it was unused.
- Use PathFinder.NoPath as the single helper to represent no/empty paths.
2022-01-30 11:47:52 +01:00
RoosterDragon
137d384304 Remove path caching.
The path cache was originally a moderate benefit, but over time a couple of things have conspired against it:

- Only paths with BlockedByActor.None are cached. Originally all paths regardless of blocking were cached but this was deemed unacceptable due to potentially returning outdated paths as actors move about. Paths with BlockedByActor.None are only invalidated if terrain conditions change, which are rarer.
- Move will try and find a path 4 times, trying with a different BlockedByActor check each time. BlockedByActor.None is the last check and only reached if the other searches fail. This is a rare scenario.

Overall, this means the hit rate for the cache is almost non-existent. Given the constraints on path validity it seems unlikely that the hit rate could be improved significantly, therefore it seems reasonable to remove the cache entirely to remove the overhead of cache management.
2021-11-29 01:03:14 +01:00
RoosterDragon
290ed17c9d Adjust some naming and order of parameters in CellInfo
- Make Status the first field.
- Rename EstimatedTotal to EstimatedTotalCost to make it clearer it has the same unit as the CostSoFar field.
- Rename PreviousPos to PreviousNode as node terminology is a better match for usage.
2021-11-20 12:13:42 +01:00
RoosterDragon
df9398a871 Use named pathfinding constants.
- Rename CostForInvalidCell to PathCostForInvalidPath
- Add MovementCostForUnreachableCell
- Update usages of int.MaxValue and short.Maxvalue to use named constants where relevant.
- Update costs on ICustomMovementLayer to return short, for consistency with costs from Locomotor.
- Rename some methods to distinguish between path/movement cost.
2021-10-10 17:09:38 +02:00
Vapre
573a6cf645 FindAndDeliverResources, trivial optimizations. 2021-08-10 23:59:43 +03:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
Matthias Mailänder
5a0bcc01a6 Add a lint check for trait placement on hardcoded actor names. 2021-04-11 20:20:00 +02:00
Paul Chote
5a7dc385a3 Remove obsolete LocomotorInfo caching. 2020-10-18 18:19:56 +02:00
Andre Mohren
006a87692a Removed unused imports. 2020-07-28 18:22:51 +02:00
reaperrr
e1b7df8b6a Use OccupiesSpace to avoid Mobile look-ups
in PathFinder.FindUnitPath and FindUnitPathToRange.
2020-05-30 04:05:29 -05:00
Paul Chote
86f61298e6 Replace ITraitInfo interface with TraitInfo class. 2020-05-21 13:01:04 +02:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
tovl
4a609bbee8 Allow units to give way when path is blocked by oncoming unit. 2019-09-15 17:51:34 +01:00
teinarss
cc84daacea Added cache for cell cost and blocking 2019-07-26 15:54:22 +02:00
teinarss
2ddf9fa826 Using Locomotor instead of Info for pathfinding 2019-07-26 15:54:22 +02:00
Oliver Brakmann
0bd00d3b7c Add a ReturnToGroundLayerOnIdle flag to CustomMovementLayers
Co-authored-by: Mazar Farran <farranmazar@gmail.com>
Co-authored-by: Paul Chote <paul@chote.net>
2019-03-10 18:20:01 +01:00
reaperrr
117dde32ba Removed unused sanity checks from pathfinding
These haven't been active and used in years.
2019-02-22 19:59:41 +00:00
abcdefg30
cadbd0d9ab Change the year number in all cs headers from 2018 to 2019 2019-01-26 23:15:21 +01:00
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
reaperrr
adc03c41b1 Cache DomainIndex in PathFinder
Should save a trait look-up for each path search. Also ditch bogus null checks (this trait is a must-have anyway, so we *want* to crash if it's missing).
2018-09-30 14:34:05 +02:00
teinarss
25a8de8a47 Fixing pathfinding calc when the distance was to small for the bidirectional logic to work. 2018-07-12 10:06:55 +02:00
reaperrr
5364515004 Don't pass movement class via IsPassable directly
Let IsPassable get that info from the locomotor instead.
2018-05-03 10:49:21 +02:00
reaperrr
81343926b6 Split Locomotor trait from Mobile
Add GrantConditionOn*Layer traits

This allows to
- drop some booleans from Locomotor
- drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile
- grant more than 1 condition per layer type (via multiple traits)
- easily add more traits of this kind for other layers
2018-05-03 10:49:21 +02:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
rob-v
fb1d8d780f Fix Service Depot Rally point path finding (+rename ignoredActor) 2017-05-06 19:49:40 +02:00
Paul Chote
572c1cb89f Implement subterranean units. 2017-01-29 18:58:33 +00:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Paul Chote
32eb98c17d Remove legacy A* visualisation. 2016-08-26 16:55:46 +01:00
Paul Chote
e79fbe1bb9 Reference SubCells directly from MapGrid. 2016-03-16 18:57:07 +00:00
Paul Chote
602acabe47 Remove World.TileSet. 2016-03-12 19:47:07 +00:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
atlimit8
09984683a7 Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types 2015-09-19 09:56:14 -05:00
RoosterDragon
519be4374c Fixed pooling of layers used for pathfinding.
The previous implementation:
- Was failing to dispose of pooled layers.
- Was using a finalizer to allow undisposed layers to be reused.

This means all pooled layers are kept alive indefinitely until the map changes. If the finalizer is slow for any reason then the pathfiinder will allocate new layers when the pool runs out. Since these new layers are eventually stuffed back into the pool when the finalizer does run, this can theoretically leak unbounded memory until the pool goes out of scope. In practice it would leak tens of megabytes.

The new implementation ensures layers are disposed and pooled correctly to allow proper memory reuse. It also introduces some safeguards against memory leaks:
- A cap is set on the number of pooled layers. If more concurrent layers are needed than this, then the excess layers will not be pooled but instead be allowed to be garbage collected.
- No finalizer. An implementation that fails to call dispose simply allows the layer to be garbage collected instead.
2015-09-16 21:25:46 +01:00