Files
OpenRA/OpenRA.Mods.Common/Traits/World/PathFinder.cs
David Jiménez 54ae572303 - Introduced Unit Testing capabilities to the PathFinder trait and algorithm.
Introduced also a small Unit test project to prove it.

- Separated caching capabilities from PathFinder class to increase cohesion and maintainability.
Refactored the pathfinding algorithm by extracting methods based on responsibilities like
calculating costs and reordering functions. These changes should provide a in average a small increase in
pathfinding performance and maintainability.

- Optimized the pathfinder algorithm to reuse calculations like the
MovementCost and heuristics.

- Introduced base classes, IPathSearch and IPriorityQueue interfaces,
and restructured code to ease readability and testability

- Renamed the PathFinder related classes to more appropriate names. Made the
traits rely on the interface IPathfinder instead of concrete PathFinder
implementation.

- Massive performance improvements

- Solved error with harvesters' Heuristic

- Updated the heuristic to ease redability and adjustability. D can be
adjusted to offer best paths by decreasing and more performance by
increasing it

- Refactored the CellLayer<CellInfo> creation in its own Singleton class

- Extracted the graph abstraction onto an IGraph interface, making the
Pathfinder agnostic to the definition of world and terrain. This
abstraction can help in the future to be able to cache graphs for similar
classes and their costs, speeding up the pathfinder and being able to feed
the A* algorithm with different types of graphs like Hierarchical graphs
2015-03-03 20:11:11 +01:00

273 lines
7.4 KiB
C#

#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 System.Diagnostics;
using System.Linq;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Calculates routes for mobile units based on the A* search algorithm.", " Attach this to the world actor.")]
public class PathFinderInfo : ITraitInfo
{
public object Create(ActorInitializer init)
{
return new PathFinderCacheDecorator(new PathFinder(init.World), new PathCacheStorage(init.World));
}
}
public interface IPathFinder
{
/// <summary>
/// Calculates a path for the actor from source to destination
/// </summary>
/// <returns>A path from start to target</returns>
List<CPos> FindUnitPath(CPos source, CPos target, IActor self);
List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WRange range, IActor self);
/// <summary>
/// Calculates a path given a search specification
/// </summary>
List<CPos> FindPath(IPathSearch search);
/// <summary>
/// Calculates a path given two search specifications, and
/// then returns a path when both search intersect each other
/// TODO: This should eventually disappear
/// </summary>
List<CPos> FindBidiPath(IPathSearch fromSrc, IPathSearch fromDest);
}
public class PathFinder : IPathFinder
{
static readonly List<CPos> EmptyPath = new List<CPos>(0);
readonly IWorld world;
public PathFinder(IWorld world)
{
this.world = world;
}
public List<CPos> FindUnitPath(CPos source, CPos target, IActor self)
{
var mi = self.Info.Traits.Get<IMobileInfo>();
// If a water-land transition is required, bail early
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var passable = mi.GetMovementClass(world.TileSet);
if (!domainIndex.IsPassable(source, target, (uint)passable))
return EmptyPath;
}
var pb = FindBidiPath(
PathSearch.FromPoint(world, mi, self, target, source, true),
PathSearch.FromPoint(world, mi, self, source, target, true).Reverse());
CheckSanePath2(pb, source, target);
return pb;
}
public List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WRange range, IActor self)
{
var mi = self.Info.Traits.Get<MobileInfo>();
var targetCell = world.Map.CellContaining(target);
var rangeSquared = range.Range * range.Range;
// Correct for SubCell offset
target -= world.Map.OffsetOfSubCell(srcSub);
// Select only the tiles that are within range from the requested SubCell
// This assumes that the SubCell does not change during the path traversal
var tilesInRange = world.Map.FindTilesInCircle(targetCell, range.Range / 1024 + 1)
.Where(t => (world.Map.CenterOfCell(t) - target).LengthSquared <= rangeSquared
&& mi.CanEnterCell(self.World as World, self as Actor, t));
// See if there is any cell within range that does not involve a cross-domain request
// Really, we only need to check the circle perimeter, but it's not clear that would be a performance win
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var passable = mi.GetMovementClass(world.TileSet);
tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, (uint)passable)));
if (!tilesInRange.Any())
return EmptyPath;
}
var path = FindBidiPath(
PathSearch.FromPoints(world, mi, self, tilesInRange, source, true),
PathSearch.FromPoint(world, mi, self, source, targetCell, true).Reverse());
return path;
}
public List<CPos> FindPath(IPathSearch search)
{
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null && dbg.Visible)
search.Debug = true;
List<CPos> path = null;
while (!search.OpenQueue.Empty)
{
var p = search.Expand();
if (search.IsTarget(p))
{
path = MakePath(search.Graph, p);
break;
}
}
if (dbg != null && dbg.Visible)
dbg.AddLayer(search.Considered, search.MaxCost, search.Owner);
search.Graph.Dispose();
if (path != null)
return path;
// no path exists
return EmptyPath;
}
// Searches from both ends toward each other. This is used to prevent blockings in case we find
// units in the middle of the path that prevent us to continue.
public List<CPos> FindBidiPath(IPathSearch fromSrc, IPathSearch fromDest)
{
List<CPos> path = null;
var dbg = world.WorldActor.TraitOrDefault<PathfinderDebugOverlay>();
if (dbg != null && dbg.Visible)
{
fromSrc.Debug = true;
fromDest.Debug = true;
}
while (!fromSrc.OpenQueue.Empty && !fromDest.OpenQueue.Empty)
{
// make some progress on the first search
var p = fromSrc.Expand();
if (fromDest.Graph[p].Status == CellStatus.Closed &&
fromDest.Graph[p].CostSoFar < int.MaxValue)
{
path = MakeBidiPath(fromSrc, fromDest, p);
break;
}
// make some progress on the second search
var q = fromDest.Expand();
if (fromSrc.Graph[q].Status == CellStatus.Closed &&
fromSrc.Graph[q].CostSoFar < int.MaxValue)
{
path = MakeBidiPath(fromSrc, fromDest, q);
break;
}
}
if (dbg != null && dbg.Visible)
{
dbg.AddLayer(fromSrc.Considered, fromSrc.MaxCost, fromSrc.Owner);
dbg.AddLayer(fromDest.Considered, fromDest.MaxCost, fromDest.Owner);
}
fromSrc.Graph.Dispose();
fromDest.Graph.Dispose();
if (path != null)
return path;
return EmptyPath;
}
// Build the path from the destination. When we find a node that has the same previous
// position than itself, that node is the source node.
static List<CPos> MakePath(IGraph<CellInfo> cellInfo, CPos destination)
{
var ret = new List<CPos>();
var currentNode = destination;
while (cellInfo[currentNode].PreviousPos != currentNode)
{
ret.Add(currentNode);
currentNode = cellInfo[currentNode].PreviousPos;
}
ret.Add(currentNode);
CheckSanePath(ret);
return ret;
}
static List<CPos> MakeBidiPath(IPathSearch a, IPathSearch b, CPos confluenceNode)
{
var ca = a.Graph;
var cb = b.Graph;
var ret = new List<CPos>();
var q = confluenceNode;
while (ca[q].PreviousPos != q)
{
ret.Add(q);
q = ca[q].PreviousPos;
}
ret.Add(q);
ret.Reverse();
q = confluenceNode;
while (cb[q].PreviousPos != q)
{
q = cb[q].PreviousPos;
ret.Add(q);
}
CheckSanePath(ret);
return ret;
}
[Conditional("SANITY_CHECKS")]
static void CheckSanePath(IList<CPos> path)
{
if (path.Count == 0)
return;
var prev = path[0];
foreach (var cell in path)
{
var d = cell - prev;
if (Math.Abs(d.X) > 1 || Math.Abs(d.Y) > 1)
throw new InvalidOperationException("(PathFinder) path sanity check failed");
prev = cell;
}
}
[Conditional("SANITY_CHECKS")]
static void CheckSanePath2(IList<CPos> path, CPos src, CPos dest)
{
if (path.Count == 0)
return;
if (path[0] != dest)
throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't go to dest");
if (path[path.Count - 1] != src)
throw new InvalidOperationException("(PathFinder) sanity check failed: doesn't come from src");
}
}
}