#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using OpenRA.Mods.Common.Traits; namespace OpenRA.Mods.Common.Pathfinder { /// /// Represents a graph with nodes and edges /// /// The type of node used in the graph public interface IGraph : IDisposable { /// /// Gets all the Connections for a given node in the graph /// IEnumerable GetConnections(CPos position); /// /// Retrieves an object given a node in the graph /// T this[CPos pos] { get; set; } Func CustomBlock { get; set; } Func CustomCost { get; set; } int LaneBias { get; set; } bool InReverse { get; set; } Actor IgnoredActor { get; set; } World World { get; } Actor Actor { get; } } public struct GraphConnection { public readonly CPos Source; public readonly CPos Destination; public readonly int Cost; public GraphConnection(CPos source, CPos destination, int cost) { Source = source; Destination = destination; Cost = cost; } } public class PathGraph : IGraph { public Actor Actor { get; private set; } public World World { get; private set; } public Func CustomBlock { get; set; } public Func CustomCost { get; set; } public int LaneBias { get; set; } public bool InReverse { get; set; } public Actor IgnoredActor { get; set; } readonly CellConditions checkConditions; readonly MobileInfo mobileInfo; CellLayer cellInfo; public PathGraph(CellLayer cellInfo, MobileInfo mobileInfo, Actor actor, World world, bool checkForBlocked) { this.cellInfo = cellInfo; World = world; this.mobileInfo = mobileInfo; Actor = actor; LaneBias = 1; checkConditions = checkForBlocked ? CellConditions.TransientActors : CellConditions.None; } // Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed // to be reached more cheaply by a path through our parent cell which does not include the current cell. // For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set // is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if // the cell directly between them and our parent is passable. static readonly CVec[][] DirectedNeighbors = { new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) }, new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) }, new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) }, CVec.Directions, new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, }; public IEnumerable GetConnections(CPos position) { var previousPos = cellInfo[position].PreviousPos; var dx = position.X - previousPos.X; var dy = position.Y - previousPos.Y; var index = dy * 3 + dx + 4; var validNeighbors = new LinkedList(); var directions = DirectedNeighbors[index]; for (var i = 0; i < directions.Length; i++) { var neighbor = position + directions[i]; var movementCost = GetCostToNode(neighbor, directions[i]); if (movementCost != Constants.InvalidNode) validNeighbors.AddLast(new GraphConnection(position, neighbor, movementCost)); } return validNeighbors; } int GetCostToNode(CPos destNode, CVec direction) { int movementCost; if (mobileInfo.CanEnterCell( World, Actor, destNode, out movementCost, IgnoredActor, checkConditions) && !(CustomBlock != null && CustomBlock(destNode))) { return CalculateCellCost(destNode, direction, movementCost); } return Constants.InvalidNode; } int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost) { var cellCost = movementCost; if (direction.X * direction.Y != 0) cellCost = (cellCost * 34) / 24; if (CustomCost != null) { var customCost = CustomCost(neighborCPos); if (customCost == Constants.InvalidNode) return Constants.InvalidNode; cellCost += customCost; } // directional bonuses for smoother flow! if (LaneBias != 0) { var ux = neighborCPos.X + (InReverse ? 1 : 0) & 1; var uy = neighborCPos.Y + (InReverse ? 1 : 0) & 1; if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0)) cellCost += LaneBias; if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0)) cellCost += LaneBias; } return cellCost; } bool disposed; public void Dispose() { if (disposed) return; disposed = true; CellInfoLayerManager.Instance.PutBackIntoPool(cellInfo); cellInfo = null; GC.SuppressFinalize(this); } ~PathGraph() { Dispose(); } public CellInfo this[CPos pos] { get { return cellInfo[pos]; } set { cellInfo[pos] = value; } } } }