Commit Graph

7 Commits

Author SHA1 Message Date
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
RoosterDragon
8a4303cc94 Rework PriorityQueue for performance.
- Providing the comparer as a type argument that is a struct allows the calls to be devirtualised, leading to approx a 3x performance improvement.
- Use a single backing array, rather than a list of arrays.
2023-03-25 18:50:09 +01:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +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
e22b6de4e8 Rename PathGraph to MapPathGraph.
Move PathCostForInvalidPath and MovementCostForUnreachableCell constants into a new static class, PathGraph.
2022-04-27 23:19:59 +02:00
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