#region Copyright & License Information /* * Copyright 2007-2022 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Pathfinder; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [TraitLocation(SystemActors.World)] [Desc("Calculates routes for mobile units with locomotors based on the A* search algorithm.", " Attach this to the world actor.")] public class PathFinderInfo : TraitInfo, Requires { public override object Create(ActorInitializer init) { return new PathFinder(init.Self); } } public class PathFinder : IPathFinder, IWorldLoaded { public static readonly List NoPath = new List(0); /// /// When searching for paths, use a default weight of 125% to reduce /// computation effort - even if this means paths may be sub-optimal. /// const int DefaultHeuristicWeightPercentage = 125; readonly World world; PathFinderOverlay pathFinderOverlay; Dictionary hierarchicalPathFindersByLocomotor; public PathFinder(Actor self) { world = self.World; } public ( IReadOnlyDictionary> AbstractGraph, IReadOnlyDictionary AbstractDomains) GetOverlayDataForLocomotor(Locomotor locomotor) { return hierarchicalPathFindersByLocomotor[locomotor].GetOverlayData(); } public void WorldLoaded(World w, WorldRenderer wr) { pathFinderOverlay = world.WorldActor.TraitOrDefault(); // Requires ensures all Locomotors have been initialized. hierarchicalPathFindersByLocomotor = w.WorldActor.TraitsImplementing().ToDictionary( locomotor => locomotor, locomotor => new HierarchicalPathFinder(world, locomotor)); } /// /// Calculates a path for the actor from multiple possible sources to target. /// Returned path is *reversed* and given target to source. /// The shortest path between a source and the target is returned. /// /// /// Searches that provide a multiple source cells are slower than those than provide only a single source cell, /// as optimizations are possible for the single source case. Use searches from multiple source cells /// sparingly. /// public List FindPathToTargetCell( Actor self, IEnumerable sources, CPos target, BlockedByActor check, Func customCost = null, Actor ignoreActor = null, bool laneBias = true) { var sourcesList = sources.ToList(); if (sourcesList.Count == 0) return NoPath; var locomotor = GetActorLocomotor(self); // If the target cell is inaccessible, bail early. var inaccessible = !world.Map.Contains(target) || !locomotor.CanMoveFreelyInto(self, target, check, ignoreActor) || (customCost != null && customCost(target) == PathGraph.PathCostForInvalidPath); if (inaccessible) return NoPath; // When searching from only one source cell, some optimizations are possible. if (sourcesList.Count == 1) { var source = sourcesList[0]; // For adjacent cells on the same layer, we can return the path without invoking a full search. if (source.Layer == target.Layer && (source - target).LengthSquared < 3) { // If the source cell is inaccessible, there is no path. if (!world.Map.Contains(source) || (customCost != null && customCost(source) == PathGraph.PathCostForInvalidPath)) return NoPath; return new List(2) { target, source }; } // Use a hierarchical path search, which performs a guided bidirectional search. return hierarchicalPathFindersByLocomotor[locomotor].FindPath( self, source, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias, pathFinderOverlay); } // Use a hierarchical path search, which performs a guided unidirectional search. return hierarchicalPathFindersByLocomotor[locomotor].FindPath( self, sourcesList, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias, pathFinderOverlay); } /// /// Calculates a path for the actor from multiple possible sources, whilst searching for an acceptable target. /// Returned path is *reversed* and given target to source. /// The shortest path between a source and a discovered target is returned. /// /// /// Searches with this method are slower than due to the need to search for /// and discover an acceptable target cell. Use this search sparingly. /// public List FindPathToTargetCellByPredicate( Actor self, IEnumerable sources, Func targetPredicate, BlockedByActor check, Func customCost = null, Actor ignoreActor = null, bool laneBias = true) { pathFinderOverlay?.NewRecording(self, sources, null); // With no pre-specified target location, we can only use a unidirectional search. using (var search = PathSearch.ToTargetCellByPredicate( world, GetActorLocomotor(self), self, sources, targetPredicate, check, customCost, ignoreActor, laneBias, pathFinderOverlay?.RecordLocalEdges(self))) return search.FindPath(); } /// /// Determines if a path exists between source and target. /// Only terrain is taken into account, i.e. as if was given. /// This would apply for any actor using the given . /// public bool PathExistsForLocomotor(Locomotor locomotor, CPos source, CPos target) { return hierarchicalPathFindersByLocomotor[locomotor].PathExists(source, target); } static Locomotor GetActorLocomotor(Actor self) { // PERF: This PathFinder trait requires the use of Mobile, so we can be sure that is in use. // We can save some performance by avoiding querying for the Locomotor trait and retrieving it from Mobile. return ((Mobile)self.OccupiesSpace).Locomotor; } } }