Commit Graph

217 Commits

Author SHA1 Message Date
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
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
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
dnqbob
9049ae6f20 Add a backawrd moving option for mobile 2022-03-13 10:46:04 +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
penev92
bf332b6619 Fixed fields missing the readonly modifier 2022-01-22 18:47:06 +00:00
RoosterDragon
dd9d600ef9 Change GetCustomMovementLayers to expose an array, not a dictionary.
As there are few custom movement layers, using an array is good for improving lookup speed. Additionally, we can simplify some code by reserving index 0 of the array for the ground layer. Code that needs to maintain a state for the ground layer and every custom movement layer can now maintain a flat array of state using index 0 for the ground layer, and the the ICustomMovementLayer.Index for the custom movement layer. This removes a lot of ternary statements checking for the ground layer special case.
2021-11-13 12:15:48 +00:00
penev92
8ba6d13b2f Removed unused using directives 2021-10-15 13:12:33 +02:00
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
Paul Chote
68710e48a6 Add terrain orientation support for Mobile. 2021-08-21 13:45:41 +02:00
reaperrr
eff7e803bf Minor MoveOrderTargeter optimization
IsTraitPaused should be cheaper than Map.Contains,
so let's perform the cheaper check first.
2021-08-10 18:26:05 +02:00
reaperrr
58f55b808a Add comment in Mobile
This isn't obvious to people not entirely familiar
with the code.
2021-08-10 18:26:05 +02:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
teinarss
10676be377 Replace F extension with string interpolation 2021-05-08 22:20:59 +02:00
Paul Chote
8d2ec78713 Replace TerrainType.CustomCursor with Mobile.TerrainCursors. 2021-05-04 11:56:23 +02:00
Matthias Mailänder
5a0bcc01a6 Add a lint check for trait placement on hardcoded actor names. 2021-04-11 20:20:00 +02:00
teinarss
e12ff2c59d Remove our own ReadOnlyDictionary and update usages 2021-04-03 11:33:31 +02:00
reaperrr
441e18b898 Remove PathHash
This is 9(!) years old and we haven't had
pathfinding-related desyncs in quite a while.

We can still bring this back later if we ever
need it again.
2021-03-27 22:29:13 +00:00
Matthias Mailänder
bbbed49f82 Add a lint check for cursor definitions. 2021-03-20 17:37:16 +01:00
reaperrr
65c796dec7 Use Mobile.Pathfinder to reduce trait look-ups 2021-03-14 12:28:54 +00:00
Paul Chote
d52ba83f96 Replace terniary null checks with coalescing. 2021-03-08 18:11:25 +01:00
reaperrr
2473b8763b Rename methods/activities with Visual in them
While they may be only 'visual' in terms of influence/cell grid,
they all do update CenterPosition, which is essentially the
actual world position of the actor.
'Visual' would imply that it only affects the position where the
actor is drawn, which is inaccurate.
Furthermore, using the term 'Visual' here would make
naming future methods/properties related to visual interpolation
unnecessarily complicated, because that's where we might
need a real 'Visual(Only)Position'.
2021-03-08 11:19:11 +01:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
Paul Chote
8ded6dafd4 Add AvoidTerrainTypes to ScaredyCat. 2020-12-12 12:54:46 +01:00
Paul Chote
942f1e2d9e Fix infantry ignoring the default subcell when produced.
They were being created with the correct subcell, but was rejecting it
as invalid because it was already occupied (by the unit itself).
2020-12-01 22:39:11 +01:00
tovl
84eb3c54ef Expose targetline colors to yaml.
All targetlines can now be set to a custom color in yaml or set to be invisible.
All automated behaviours including scripted activities now have no visible target lines.
2020-11-14 12:04:19 +00:00
teinarss
13581c030d Use in parameter for Target 2020-11-06 22:02:24 +01:00
Paul Chote
5a7dc385a3 Remove obsolete LocomotorInfo caching. 2020-10-18 18:19:56 +02:00
RoosterDragon
2adee1e374 Use HasMovementType to avoid Enum.HasFlag allocations. 2020-10-17 23:48:48 +02:00
teinarss
27f1a7ab27 Use out var syntax 2020-08-19 18:11:07 +01:00
teinarss
19b02875c7 Use Tuple syntax 2020-08-15 10:37:10 +01:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +02:00
Paul Chote
a2269e7ee7 Convert (Dynamic)FacingInit, (Dynamic)TurretFacingInit to WAngle. 2020-07-08 20:38:30 +02:00
Paul Chote
e8f443f4a9 Remove TurretFacingsInit and PlugsInit. 2020-07-08 20:38:30 +02:00
abcdefg30
5e92915095 Fix the cargo unload regression with scripted transports
The activity is not interruptible, so we'd continue after the Move regardless
2020-07-02 21:14:35 +02:00
tovl
b79aa7eb6a Add AlwaysTurnInPlace option to Mobile. 2020-06-28 00:11:26 +02:00
Paul Chote
43717a89b5 Add Orientation getter to IFacing. 2020-06-21 18:05:40 +02:00
Paul Chote
c6c3a8c60d Make ActorPreview and EditorActorPreview wrap ActorReference. 2020-06-19 17:57:56 +02:00
Paul Chote
ae7cfa56b7 Restrict IActorPreviewInitInfo to ActorInit. 2020-06-19 17:57:56 +02:00
Paul Chote
b856613194 Add ISingleInstanceInit interface.
Inits that are logically singletons (e.g. actor
location or owner) should implement this interface
to avoid runtime inconsistencies.

Duplicate instances are rejected at init-time,
allowing simpler queries when they are used.
2020-06-19 17:57:56 +02:00
Paul Chote
803b930405 Change IFacing.TurnSpeed to WAngle. 2020-06-12 18:35:41 +02:00
Paul Chote
6adf45bcb4 Convert IFacing.Facing and TurnSpeed to WAngle. 2020-06-12 18:35:41 +02:00
Paul Chote
b38018af9c Replace IActorInit with an abstract class.
A shared ValueActorInit<T> is introduced to reduce duplication
in the most common init cases, and an ActorInitActorReference
allow actors to be referenced by map.yaml name.
2020-06-08 19:18:38 +02:00
Ivaylo Draganov
b8a9f41892 Add missing trait descriptions for cursors and unify the language 2020-05-31 00:12:04 +02:00
Paul Chote
7c6ec577dc Rewrite ActorInit queries. 2020-05-28 19:04:53 +02:00
Adam Mitchell
0a9eb1ff83 Fix units stuck on transit-only when resupplying 2020-04-17 11:13:46 +02:00
reaperrr
da4ed24064 Mobile ResolveOrder optimization
When the order is "Move", the other two 'if' checks
are redundant, so 'else if' makes more sense here.
2020-02-22 17:56:47 +00:00
Paul Chote
9dc4ea8541 Fix production door not closing if the actor stays on the exit cell. 2020-02-09 16:52:22 +01:00
Paul Chote
85a5b6cc17 Fix subcell crusher logic. 2020-02-09 13:18:57 +01:00