Files
OpenRA/OpenRA.Game/PathFinder.cs

250 lines
6.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.GameRules;
namespace OpenRA
{
public class PathFinder
{
readonly World world;
public PathFinder( World world )
{
this.world = world;
var map = world.Map;
}
class CachedPath
{
public int2 from;
public int2 to;
public UnitMovementType umt;
public List<int2> result;
public int tick;
}
List<CachedPath> CachedPaths = new List<CachedPath>();
const int MaxPathAge = 50; /* x 40ms ticks */
public List<int2> FindUnitPath(int2 from, int2 target, Actor self)
{
// Todo: Reenable cache on something that isn't umt
//var umt = self.traits.Get<Mobile>().GetMovementType();
using (new PerfSample("find_unit_path"))
{
//var cached = CachedPaths.FirstOrDefault(p => p.from == from && p.to == target && p.umt == umt);
//if (cached != null)
//{
// cached.tick = Game.LocalTick;
// return new List<int2>(cached.result);
//}
var pb = FindBidiPath(
PathSearch.FromPoint(self, target, from, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4, self)),
PathSearch.FromPoint(self, from, target, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4, self))
.InReverse());
CheckSanePath2(pb, from, target);
//CachedPaths.RemoveAll(p => Game.LocalTick - p.tick > MaxPathAge);
//CachedPaths.Add(new CachedPath { from = from, to = target, umt = umt, result = pb, tick = Game.LocalTick });
return new List<int2>(pb);
}
}
public List<int2> FindUnitPathToRange( int2 src, int2 target, int range, Actor self )
{
using( new PerfSample( "find_unit_path_multiple_src" ) )
{
var mobile = self.traits.Get<Mobile>();
var tilesInRange = world.FindTilesInCircle(target, range)
.Where( t => mobile.CanEnterCell(t));
var path = FindPath( PathSearch.FromPoints( self, tilesInRange, src, false )
.WithCustomBlocker(AvoidUnitsNear(src, 4, self))
.InReverse());
path.Reverse();
return path;
}
}
public Func<int2, bool> AvoidUnitsNear(int2 p, int dist, Actor self)
{
return q =>
p != q &&
((p - q).LengthSquared < dist * dist) &&
(world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(q).Any(a => a.Group != self.Group));
}
public List<int2> FindPath( PathSearch search )
{
//using (new PerfSample("find_path_inner"))
{
while (!search.queue.Empty)
{
var p = search.Expand( world );
PerfHistory.Increment("nodes_expanded", .01);
if (search.heuristic(p) == 0)
return MakePath(search.cellInfo, p);
}
// no path exists
return new List<int2>();
}
}
static List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
{
List<int2> ret = new List<int2>();
int2 pathNode = destination;
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
{
ret.Add( pathNode );
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
}
ret.Add(pathNode);
CheckSanePath(ret);
return ret;
}
List<int2> FindBidiPath( /* searches from both ends toward each other */
PathSearch fromSrc,
PathSearch fromDest)
{
while (!fromSrc.queue.Empty && !fromDest.queue.Empty)
{
/* make some progress on the first search */
var p = fromSrc.Expand( world );
if (fromDest.cellInfo[p.X, p.Y].Seen && fromDest.cellInfo[p.X, p.Y].MinCost < float.PositiveInfinity)
return MakeBidiPath(fromSrc, fromDest, p);
/* make some progress on the second search */
var q = fromDest.Expand( world );
if (fromSrc.cellInfo[q.X, q.Y].Seen && fromSrc.cellInfo[q.X, q.Y].MinCost < float.PositiveInfinity)
return MakeBidiPath(fromSrc, fromDest, q);
}
return new List<int2>();
}
static List<int2> MakeBidiPath(PathSearch a, PathSearch b, int2 p)
{
var ca = a.cellInfo;
var cb = b.cellInfo;
var ret = new List<int2>();
var q = p;
while (ca[q.X, q.Y].Path != q)
{
ret.Add( q );
q = ca[ q.X, q.Y ].Path;
}
ret.Add(q);
ret.Reverse();
q = p;
while (cb[q.X, q.Y].Path != q)
{
q = cb[q.X, q.Y].Path;
ret.Add(q);
}
CheckSanePath( ret );
return ret;
}
[Conditional( "SANITY_CHECKS" )]
static void CheckSanePath( List<int2> path )
{
if( path.Count == 0 )
return;
var prev = path[ 0 ];
for( int i = 0 ; i < path.Count ; i++ )
{
var d = path[ i ] - prev;
if( Math.Abs( d.X ) > 1 || Math.Abs( d.Y ) > 1 )
throw new InvalidOperationException( "(PathFinder) path sanity check failed" );
prev = path[ i ];
}
}
[Conditional("SANITY_CHECKS")]
static void CheckSanePath2(List<int2> path, int2 src, int2 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");
}
}
public struct CellInfo
{
public float MinCost;
public int2 Path;
public bool Seen;
public CellInfo( float minCost, int2 path, bool seen )
{
MinCost = minCost;
Path = path;
Seen = seen;
}
}
public struct PathDistance : IComparable<PathDistance>
{
public float EstTotal;
public int2 Location;
public PathDistance(float estTotal, int2 location)
{
EstTotal = estTotal;
Location = location;
}
public int CompareTo(PathDistance other)
{
return Math.Sign(EstTotal - other.EstTotal);
}
}
}