Commit Graph

681 Commits

Author SHA1 Message Date
Gustas
57143087d7 Fix Aircraft not updating influence when changing height
Occupied cells was defined by height yet we didn't update actor map on changing height. This in some scenarios could have caused the aircraft to forget to remove its influence from actor map
2022-10-30 14:01:32 +01:00
abcdefg30
d8349a429a Remove unnecessary uses of Exts.IsTraitEnabled 2022-10-14 13:50:57 +03:00
Gustas
5abbdc37cb Revert "Fix crushables and crates causing HPF to crash."
This reverts commit 5765e51c56.
2022-10-07 21:06:04 +02:00
Gustas
625dc1dd35 Fix subterranean units teleporting to surface and jump jets to ground 2022-10-06 23:03:33 +02:00
Matthias Mailänder
6bd631618c Remove unnecessary value assignment (IDE0059) 2022-10-01 14:15:33 +03:00
RoosterDragon
5765e51c56 Fix crushables and crates causing HPF to crash.
When crushables and crates change their Location/TopLeft, their crushability is cached, but when their CenterPosition is changed, their cached crushability is not refreshed. Since their CrushableBy functions depends on IsAtGroundLevel, which depends on the CenterPosition, this means that when the crushability is cached it will depend on the current height of the object. If the height of the object changes, the cache is not refreshed and now contains out of date information.

The Locomotor cache and the HPF both cache this same information, but at different times. HPF caches immediately, but Locomotor caches on demand which means there can be a delay. This means they can have inconsistent, differing views of the crushability information. This eventually surfaces in a "The abstract path should never be searched for an unreachable point." error from HPF when it detects the inconsistency.

The bug is that Locomotor was caching information without refreshing it when required. Fixing this to refresh the cache when the CenterPosition changes is likely to have negative performance impacts. As would removing crushability from the cache. These would both be fixes that address the underlying bug.

The high impacts of a proper fix lead us to a workaround instead. If we set the CenterPosition before setting the Location, then when the Location is set and the caches are refreshed, the new CenterPosition is available when caching the crushability information. This means logic depending on IsAtGroundLevel will get the new information and cache a more up-to-date view of things. This means when changing both the CenterPosition and Location together we now cache correct information. However calls that set only the CenterPosition and not the Location can still result in a bad cache state. Although this is imperfect it is an improvement over current affairs, and has less impact.
2022-09-24 15:15:53 +02:00
Matthias Mailänder
d3a8b07f05 Remove unread private member (IDE0052) 2022-09-13 10:36:57 +03:00
RoosterDragon
d2a3659078 Fix landed aircraft above ground level not removing influence on take off.
When the Land activity is run, the aircraft adds influence to the cell so it cannot be used by other actors. When the TakeOff activity runs, it removes the influence so the cell can be used by other actors.

However, when a Carryall picks up a unit, it is told to Land with a vertical offset - it never reaches ground level. When the TakeOff activity runs, it saw the aircraft was above ground level and bailed out. The means the influence is never removed. The cell is now unusable despite the fact the Carryall has left.

To fix this, TakeOff now checks if influence was applied instead of checking if the aircraft is above ground level. If so, we know the Land activity had decided that influence was required, even if the aircraft has not made it to ground level. When TakeOff runs, it will treat it as a proper take off event even though the aircraft is already above ground level. This means influence will be removed and the cell will become accessible as intended.

In ActorMap, we also fix a design flaw where disposed actors where excluded from queries. This caused cache inconsistencies with clients using ActorMap.CellUpdated event to rely on updates. This event will not get called when the actor was disposed, so the downsteam client may have cached the actors at that location, only for them to "change" when the actor is later disposed. This could cause the Locomotor and HierarchicalPathFInder to have inconsistent views of the actors on the map, causing crashes if the inconsistent state broken some internal invariants. The only reason to exclude disposed actors would be to cover up for the actors not being removed properly from the map, which is fixed now aircraft are handled correctly. If ever an actor isn't removed from the actor map, then the caller needs fixing rather than having the actor map exclude it.
2022-09-11 20:04:12 +03:00
Matthias Mailänder
aa14c9c570 Add VTOL landing exhaust animation. 2022-08-12 00:54:44 +03:00
Matthias Mailänder
1073a7124f Remove an unused field from TakeOff.cs 2022-08-12 00:54:44 +03:00
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
Eduardo Cáceres
b71402f64d Convert extension in real extension 2022-05-18 11:42:36 -05:00
Eduardo Cáceres
2677e9c013 Use pattern matching 2022-05-18 11:42:36 -05:00
Eduardo Cáceres
79f321cb44 .Any(), .Count() -> .Count or .Length 2022-05-18 11:42:36 -05:00
Ivaylo Draganov
24b9482cc1 Add support for transient text notifications matching speech notifications 2022-04-30 12:39:29 +01:00
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
penev92
57d3321d0f Make WithDockingAnimation optional
The `Refinery` trait has a hardcoded usage of `SpriteHarvesterDockSequence`, which requires the harvester to have `WithDockingAnimation`, making it inconvenient-at-best to NOT have a docking/unloading animation.
2022-02-23 22:06:07 +01:00
RoosterDragon
d67f696bd0 Move BlockedByActor, IPositionableInfo, IPositionable to Mods.Common.
Actor previously cached targetable locations for static actors as an optimization. As we can no longer reference the IPositionable interface, move this optimization to HitShape instead. Although we lose some of the efficiency of caching the final result on the actor, we gain some by allowing HitShape to cache the results as long as they have not changed. So instead of being limited to static actors, we can extend the caching to currently stationary actor.
2022-02-11 23:35:08 +01:00
RoosterDragon
2ab3917f29 Clean up usage of DomainIndex
- 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.
2022-01-30 16:22:26 +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
Ivaylo Draganov
7a93b9ea8c Make control group hotkeys configurable
- Split control groups management to its own interface
- Add hotkeys for selecting, creating, adding to and combining with control groups
- Add a ControlGroups widget to manage the player interaction
2022-01-28 18:38:18 +01:00
penev92
bf332b6619 Fixed fields missing the readonly modifier 2022-01-22 18:47:06 +00:00
penev92
0d24ccc47a Fixed unnecessary zero-length array allocations
Changed all currently present zero-length array allocations in the codebase to use `Array.Empty` instead.
2022-01-20 22:10:28 +01:00
Mustafa Alperen Seki
d149624b84 Add Lua Scripting for Carryall. 2022-01-12 14:24:13 +01:00
abcdefg30
8ac2815c9e Fix the first Land ctor not passing targetLineColor on 2022-01-07 01:22:16 +01:00
abcdefg30
942a0c8712 Update an outdated comment in Land.cs 2022-01-07 01:22:16 +01:00
Matthias Mailänder
9d905d8291 Remove unused parameters and variables. 2021-12-06 13:19:28 +01:00
Matthias Mailänder
07815143f1 Fix CA1825 warnings on empty array initialisation. 2021-12-06 13:19:28 +01:00
RoosterDragon
727084c5fc Run spell check over solution 2021-12-05 19:23:43 +01:00
RoosterDragon
3bde4ebbaf Fix Move.PathSearchOrder
Each successive value of BlockedByActor is a superset of the previous value. Having a mixed up order of values in PathSearchOrder is not useful.

In the previous ordering, if a search for Immovable failed to find a path, it would then attempt Stationary. However Stationary is *more* restrictive then Immovable. If Immovable failed, there is no way Stationary could succeed. This means the search for Stationary is wasted effort.

In the fixed ordering, we try Stationary first. In the fixed ordering there are no pointless searches. Every search might succeed where the previous one failed and is therefore useful to try.
2021-12-05 13:53:56 +01:00
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
RoosterDragon
9bcbbdd3fc Remove unused code in Move. 2021-10-09 00:02:00 +02:00
abcdefg30
dc11b82fc9 Fix a NRE in DeliverUnit.ReleaseUnit.OnFirstRun 2021-10-02 22:01:24 +01:00
Paul Chote
68710e48a6 Add terrain orientation support for Mobile. 2021-08-21 13:45:41 +02:00
Vapre
573a6cf645 FindAndDeliverResources, trivial optimizations. 2021-08-10 23:59:43 +03:00
reaperrr
777a927c04 Cache unchanging values for MoveWithinRange
In theory, CandidateMovementCells could be called
every tick, so let's avoid creating the vars
every time.
2021-08-10 18:26:05 +02:00
Paul Chote
7a93ff3258 Add support for TS-style tinted target flashes. 2021-08-02 21:50:32 +02:00
Mustafa Alperen Seki
dcb70d12e3 Make Harvester conditional. 2021-07-12 15:41:04 +02:00
reaperrr
df8295fa2c Make aircraft turn speed scale with speed modifiers 2021-07-04 21:26:45 +01:00
reaperrr
5a548d6acc Introduce IdleMovementSpeed
That actually factors in speed modifiers and trait pause/disable.
2021-07-04 21:26:45 +01:00
reaperrr
1262a9c6c9 Minor FlyIdle perf optimization
None of these prerequisites change on the fly,
so cache the result in the activity ctor.
2021-07-04 21:26:45 +01:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
reaperrr
acccb01c76 Fix Move regression
If progress == Distance, we must not move again on the same tick,
but still 'return true' to avoid losing a tick in the case
when this is the last Move tick followed by a different activity
(or a new queued Move, for example via waypoints).
2021-05-23 10:49:40 +02:00
reaperrr
27ddae3df9 Fix Move jumpy-ness on MovePart transitions
There were 2 issues at work here, both when progress
would overshoot Distance (which is the usual case,
rather than the exception):
- the overshot progress was passed on by MoveFirstHalf, however
  OnComplete would make the next MovePart start ticking the
  same tick on which the old MovePart reached Distance,
  but move by carryoverProgress +(!!!) terrain speed instead of moving
  by just the left-over carryoverProgress.
- MoveSecondHalf would not pass any overshot progress to the
  next MoveFirstHalf queued by parent Move, leading to
  the next MoveFirstHalf performing a full-speed move the same tick
  MoveSecondHalf finished its last move.
2021-04-15 18:03:42 +02:00
reaperrr
4c7e3d8f3a Rename fraction to distance/progress in MovePart 2021-04-15 18:03:42 +02:00
reaperrr
646495fc5f Simplify MovePart code
InnerActivity and UpdateCenterLocation made this
overly complex and hard to read & debug.

This also fixes a bug that would make an outdated
facing being passed during OnComplete (because
InnerActivity was cached before UpdateCenterLocation
could set the correct final facing).
2021-04-15 18:03:42 +02:00