Replace Constants.CellCost and Constants.DiagonalCellCost with a dynamically calculated value based on the lowest cost terrain to traverse. Using a fixed value meant the pathfinder heuristics would be incorrect. In the four default mods, the minimum cost is in fact 100, not 125. This increase would essentially allow the pathfinder to return suboptimal paths up to 25% longer in the worst case, but it would be quicker to do so. This is exactly what Weighted A* does - overestimate the heuristic by some factor in order to speed up the search by checking fewer routes. This makes the heuristic inadmissible and it may now return suboptimal paths, but their worst case length is bounded by the weight. A weight of 125% will never produce paths more than 25% longer than the shortest, optimal, path. We set the default weight to 25% to effectively maintain the existing, suboptimal, behaviour due to the choice of the old constant - in future it may prove a useful tuning knob for performance.
239 lines
7.6 KiB
C#
239 lines
7.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Pathfinder
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{
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/// <summary>
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/// Represents a graph with nodes and edges
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/// </summary>
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/// <typeparam name="T">The type of node used in the graph</typeparam>
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public interface IGraph<T> : IDisposable
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{
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/// <summary>
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/// Gets all the Connections for a given node in the graph
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/// </summary>
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List<GraphConnection> GetConnections(CPos position);
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/// <summary>
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/// Retrieves an object given a node in the graph
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/// </summary>
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T this[CPos pos] { get; set; }
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Func<CPos, bool> CustomBlock { get; set; }
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Func<CPos, int> CustomCost { get; set; }
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int LaneBias { get; set; }
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bool InReverse { get; set; }
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Actor IgnoreActor { get; set; }
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World World { get; }
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Actor Actor { get; }
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}
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public struct GraphConnection
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{
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public static readonly CostComparer ConnectionCostComparer = CostComparer.Instance;
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public sealed class CostComparer : IComparer<GraphConnection>
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{
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public static readonly CostComparer Instance = new CostComparer();
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CostComparer() { }
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public int Compare(GraphConnection x, GraphConnection y)
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{
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return x.Cost.CompareTo(y.Cost);
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}
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}
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public readonly CPos Destination;
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public readonly int Cost;
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public GraphConnection(CPos destination, int cost)
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{
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Destination = destination;
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Cost = cost;
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}
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}
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sealed class PathGraph : IGraph<CellInfo>
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{
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public const int CostForInvalidCell = int.MaxValue;
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public Actor Actor { get; private set; }
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public World World { get; private set; }
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public Func<CPos, bool> CustomBlock { get; set; }
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public Func<CPos, int> CustomCost { get; set; }
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public int LaneBias { get; set; }
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public bool InReverse { get; set; }
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public Actor IgnoreActor { get; set; }
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readonly BlockedByActor checkConditions;
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readonly Locomotor locomotor;
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readonly LocomotorInfo.WorldMovementInfo worldMovementInfo;
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readonly CellInfoLayerPool.PooledCellInfoLayer pooledLayer;
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readonly bool checkTerrainHeight;
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CellLayer<CellInfo> groundInfo;
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readonly Dictionary<byte, Pair<ICustomMovementLayer, CellLayer<CellInfo>>> customLayerInfo =
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new Dictionary<byte, Pair<ICustomMovementLayer, CellLayer<CellInfo>>>();
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public PathGraph(CellInfoLayerPool layerPool, Locomotor locomotor, Actor actor, World world, BlockedByActor check)
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{
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pooledLayer = layerPool.Get();
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groundInfo = pooledLayer.GetLayer();
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var locomotorInfo = locomotor.Info;
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this.locomotor = locomotor;
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var layers = world.GetCustomMovementLayers().Values
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.Where(cml => cml.EnabledForActor(actor.Info, locomotorInfo));
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foreach (var cml in layers)
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customLayerInfo[cml.Index] = Pair.New(cml, pooledLayer.GetLayer());
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World = world;
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worldMovementInfo = locomotorInfo.GetWorldMovementInfo(world);
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Actor = actor;
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LaneBias = 1;
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checkConditions = check;
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checkTerrainHeight = world.Map.Grid.MaximumTerrainHeight > 0;
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}
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// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
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// to be reached more cheaply by a path through our parent cell which does not include the current cell.
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// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
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// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
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// the cell directly between them and our parent is passable.
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static readonly CVec[][] DirectedNeighbors =
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{
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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CVec.Directions,
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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};
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public List<GraphConnection> GetConnections(CPos position)
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{
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var info = position.Layer == 0 ? groundInfo : customLayerInfo[position.Layer].Second;
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var previousPos = info[position].PreviousPos;
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var dx = position.X - previousPos.X;
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var dy = position.Y - previousPos.Y;
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var index = dy * 3 + dx + 4;
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var directions = DirectedNeighbors[index];
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var validNeighbors = new List<GraphConnection>(directions.Length);
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for (var i = 0; i < directions.Length; i++)
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{
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var neighbor = position + directions[i];
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var movementCost = GetCostToNode(neighbor, directions[i]);
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if (movementCost != CostForInvalidCell)
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validNeighbors.Add(new GraphConnection(neighbor, movementCost));
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}
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if (position.Layer == 0)
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{
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foreach (var cli in customLayerInfo.Values)
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{
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var layerPosition = new CPos(position.X, position.Y, cli.First.Index);
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var entryCost = cli.First.EntryMovementCost(Actor.Info, locomotor.Info, layerPosition);
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if (entryCost != CostForInvalidCell)
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validNeighbors.Add(new GraphConnection(layerPosition, entryCost));
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}
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}
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else
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{
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var layerPosition = new CPos(position.X, position.Y, 0);
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var exitCost = customLayerInfo[position.Layer].First.ExitMovementCost(Actor.Info, locomotor.Info, layerPosition);
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if (exitCost != CostForInvalidCell)
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validNeighbors.Add(new GraphConnection(layerPosition, exitCost));
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}
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return validNeighbors;
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}
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int GetCostToNode(CPos destNode, CVec direction)
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{
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var movementCost = locomotor.MovementCostToEnterCell(Actor, destNode, checkConditions, IgnoreActor);
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if (movementCost != short.MaxValue && !(CustomBlock != null && CustomBlock(destNode)))
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return CalculateCellCost(destNode, direction, movementCost);
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return CostForInvalidCell;
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}
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int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost)
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{
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var cellCost = movementCost;
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if (direction.X * direction.Y != 0)
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cellCost = (cellCost * 34) / 24;
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if (CustomCost != null)
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{
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var customCost = CustomCost(neighborCPos);
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if (customCost == CostForInvalidCell)
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return CostForInvalidCell;
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cellCost += customCost;
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}
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// Prevent units from jumping over height discontinuities
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if (checkTerrainHeight && neighborCPos.Layer == 0)
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{
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var from = neighborCPos - direction;
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if (Math.Abs(World.Map.Height[neighborCPos] - World.Map.Height[from]) > 1)
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return CostForInvalidCell;
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}
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// Directional bonuses for smoother flow!
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if (LaneBias != 0)
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{
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var ux = neighborCPos.X + (InReverse ? 1 : 0) & 1;
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var uy = neighborCPos.Y + (InReverse ? 1 : 0) & 1;
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if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
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cellCost += LaneBias;
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if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
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cellCost += LaneBias;
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}
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return cellCost;
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}
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public CellInfo this[CPos pos]
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{
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get { return (pos.Layer == 0 ? groundInfo : customLayerInfo[pos.Layer].Second)[pos]; }
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set { (pos.Layer == 0 ? groundInfo : customLayerInfo[pos.Layer].Second)[pos] = value; }
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}
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public void Dispose()
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{
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groundInfo = null;
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customLayerInfo.Clear();
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pooledLayer.Dispose();
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}
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}
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}
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