Files
OpenRA/OpenRA.Mods.Common/Pathfinder/BasePathSearch.cs
Oliver Brakmann 1e7da8514a Merge pull request #8735 from reaperrr/safe-pf-changes
Minor pathfinder-related changes (preparation for mobile refactor)
2015-07-22 14:42:52 +02:00

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