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
204 lines
5.2 KiB
C#
204 lines
5.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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.Text;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Pathfinder
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{
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public interface IPathSearch
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{
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string Id { get; }
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/// <summary>
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/// The Graph used by the A*
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/// </summary>
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IGraph<CellInfo> Graph { get; }
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/// <summary>
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/// The open queue where nodes that are worth to consider are stored by their estimator
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/// </summary>
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IPriorityQueue<CPos> OpenQueue { get; }
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/// <summary>
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/// Stores the analyzed nodes by the expand function
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/// </summary>
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IEnumerable<Pair<CPos, int>> Considered { get; }
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bool Debug { get; set; }
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Player Owner { get; }
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int MaxCost { get; }
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IPathSearch Reverse();
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IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock);
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IPathSearch WithIgnoredActor(Actor b);
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IPathSearch WithHeuristic(Func<CPos, int> h);
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IPathSearch WithCustomCost(Func<CPos, int> w);
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IPathSearch WithoutLaneBias();
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IPathSearch FromPoint(CPos from);
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/// <summary>
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/// Decides whether a location is a target based on its estimate
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/// (An estimate of 0 means that the location and the unit's goal
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/// are the same. There could be multiple goals).
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/// </summary>
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/// <param name="location">The location to assess</param>
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/// <returns>Whether the location is a target</returns>
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bool IsTarget(CPos location);
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CPos Expand();
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}
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public abstract class BasePathSearch : IPathSearch
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{
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public IGraph<CellInfo> Graph { get; set; }
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// The Id of a Pathsearch is computed by its properties.
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// So two PathSearch instances with the same parameters will
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// Compute the same Id. This is used for caching purposes.
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public string Id
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{
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get
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{
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if (string.IsNullOrEmpty(id))
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{
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var builder = new StringBuilder();
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builder.Append(this.Graph.Actor.ActorID);
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while (!startPoints.Empty)
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{
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var startpoint = startPoints.Pop();
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builder.Append(startpoint.X);
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builder.Append(startpoint.Y);
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builder.Append(Graph[startpoint].EstimatedTotal);
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}
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builder.Append(Graph.InReverse);
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if (Graph.IgnoredActor != null) builder.Append(Graph.IgnoredActor.ActorID);
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builder.Append(Graph.LaneBias);
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id = builder.ToString();
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}
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return id;
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}
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}
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public IPriorityQueue<CPos> OpenQueue { get; protected set; }
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public abstract IEnumerable<Pair<CPos, int>> Considered { get; }
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public Player Owner { get { return this.Graph.Actor.Owner; } }
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public int MaxCost { get; protected set; }
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public bool Debug { get; set; }
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string id;
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protected Func<CPos, int> heuristic;
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// This member is used to compute the ID of PathSearch.
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// Essentially, it represents a collection of the initial
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// points considered and their Heuristics to reach
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// the target. It pretty match identifies, in conjunction of the Actor,
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// a deterministic set of calculations
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protected IPriorityQueue<CPos> startPoints;
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protected BasePathSearch(IGraph<CellInfo> graph)
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{
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Graph = graph;
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OpenQueue = new PriorityQueue<CPos>(new PositionComparer(Graph));
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startPoints = new PriorityQueue<CPos>(new PositionComparer(Graph));
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Debug = false;
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MaxCost = 0;
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}
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/// <summary>
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/// Default: Diagonal distance heuristic. More information:
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/// http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
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/// </summary>
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/// <returns>A delegate that calculates the estimation for a node</returns>
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protected static Func<CPos, int> DefaultEstimator(CPos destination)
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{
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return here =>
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{
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var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
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var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
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// According to the information link, this is the shape of the function.
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// We just extract factors to simplify.
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// Possible simplification: var h = Constants.CellCost * (straight + (Constants.Sqrt2 - 2) * diag);
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return Constants.CellCost * straight + (Constants.DiagonalCellCost - 2 * Constants.CellCost) * diag;
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};
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}
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public IPathSearch Reverse()
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{
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Graph.InReverse = true;
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return this;
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}
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public IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock)
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{
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Graph.CustomBlock = customBlock;
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return this;
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}
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public IPathSearch WithIgnoredActor(Actor b)
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{
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Graph.IgnoredActor = b;
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return this;
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}
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public IPathSearch WithHeuristic(Func<CPos, int> h)
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{
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heuristic = h;
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return this;
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}
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public IPathSearch WithCustomCost(Func<CPos, int> w)
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{
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Graph.CustomCost = w;
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return this;
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}
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public IPathSearch WithoutLaneBias()
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{
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Graph.LaneBias = 0;
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return this;
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}
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public IPathSearch FromPoint(CPos from)
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{
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if (this.Graph.World.Map.Contains(from))
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AddInitialCell(from);
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return this;
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}
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protected abstract void AddInitialCell(CPos cell);
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public bool IsTarget(CPos location)
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{
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var locInfo = Graph[location];
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return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
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}
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public abstract CPos Expand();
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}
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}
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