Target.Invalid acts like a NaN, and will not compare equal with itself. Compare against the TargetType instead, which performs the intended comparison.
This allows actor.Info.HasTraitInfo to be used when checking if an actor needs to be added to the index, which is a cheaper call than actor.TraitsImplementing.
When HarvesterBotModule is ordering idle harvesters to nearby resources, it previously scanned from the harvester's current location. Instead, it now scans from the location of the nearest refinery. As the harvester will likely make many runs between the resource and the refinery, it is better to choose a location near the refinery. This will minimise overall distance travelled to harvest the resource patch.
The AI uses HarvesterBotModule to check for idle harvesters, and give them harvest orders. By default it scans every 50 ticks (2 seconds at normal speed), and for any idle harvesters locates an ore patch and issues a harvest order. This FindNextResource to scan for a suitable ore path is quite expensive. If the AI has to scan for ore patches for several harvesters, then this can produce a noticeable lag spike. Additionally, when there are no available ore patches, the scan will just keep repeating since the harvesters will always be idle - thus the lag spikes repeat every 50 ticks.
To reduce the impact, there already exists a randomization on the first scan interval so that multiple different AIs scan on different ticks. By ensuring the AI players scan at different times, we avoid a huge lag spike where they all operate on the same tick.
To reduce the impact even more, we make four additional changes:
- Scans continue to be done every 50 ticks to detect harvesters. But we spread out the searches for ore patches over multiple later ticks. We'll only perform one ore patch search per tick. This means instead of ordering e.g. 30 harvesters on a single tick and creating a spike, we order one on each tick over the next 30 ticks instead. This spreads out the performance impact.
- When a harvester fails to locate any suitable ore patch, we put it on a longer cooldown, by default 5x the regular cooldown. We don't need to scan as often for these harvesters, since it'll take time for new resources to appear.
- We change the path search in FindNextResource from FindPathToTargetCellByPredicate to FindPathToTargetCells. The format in an undirected path search that must flood fill from the start location. If ore is on the other side of the map, this entails searching the whole map which is very expensive. By maintaining a lookup of resource types per cell, we can instead give the target locations directly to the path search. This lookup requires a small overhead to maintain, but allows for a far more efficient path search to be carried out. The search can be directed towards the target locations, and the hierarchical path finder can be employed resulting in a path search that explores far fewer cells. A few tweaks are made to ResourceClaimLayer to avoid it creating empty list entries when this can be avoided.
- We adjust how the enemy avoidance cost is done. Previously, this search used world.FindActorsInCircle to check for nearby enemies, but this check was done for every cell that was searched, and is itself quite expensive. Now, we create a series of "bins" and cache the additional cost for that bin. This is a less fine grained approach but is sufficient for our intended goal of "avoid resource patches with too many enemies nearby". The customCost function is now less expensive so we can reuse the avoidance cost stored for each bin, rather than calculating fresh for every cell.
Several parts of bot module logic, often through the AIUtils helper class, will query or count over all actors in the world. This is not a fast operation and the AI tends to repeat it often.
Introduce some ActorIndex classes that can maintain an index of actors in the world that match a query based on a mix of actor name, owner or trait. These indexes introduce some overhead to maintain, but allow the queries or counts that bot modules needs to perform to be greatly sped up, as the index means there is a much smaller starting set of actors to consider. This is beneficial to the bot logic as the TraitDictionary index maintained by the world works only in terms of traits and doesn't allow the bot logic to perform a sufficiently selective lookup. This is because the bot logic is usually defined in terms of actor names rather than traits.
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.
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.
- When a path search is being performed the path search will not attempt route to inaccessible cells, so domain index checks to avoid inaccessible cells in the search predicate are redundant and can be removed.
- DomainIndex is a required world trait, so we don't need to use TraitOrDefault and therefore can avoid dealing with the null case.
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.