272 lines
9.5 KiB
C#
272 lines
9.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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.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 readonly 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 PathCostForInvalidPath = int.MaxValue;
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public const short MovementCostForUnreachableCell = short.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 CellInfoLayerPool.PooledCellInfoLayer pooledLayer;
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readonly bool checkTerrainHeight;
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readonly CellLayer<CellInfo>[] cellInfoForLayer;
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public PathGraph(CellInfoLayerPool layerPool, Locomotor locomotor, Actor actor, World world, BlockedByActor check)
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{
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this.locomotor = locomotor;
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// As we support a search over the whole map area,
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// use the pool to grab the CellInfos we need to track the graph state.
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// This allows us to avoid the cost of allocating large arrays constantly.
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// PERF: Avoid LINQ
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var cmls = world.GetCustomMovementLayers();
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pooledLayer = layerPool.Get();
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cellInfoForLayer = new CellLayer<CellInfo>[cmls.Length];
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cellInfoForLayer[0] = pooledLayer.GetLayer();
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foreach (var cml in cmls)
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if (cml != null && cml.EnabledForLocomotor(locomotor.Info))
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cellInfoForLayer[cml.Index] = pooledLayer.GetLayer();
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World = 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. Effectively, these are the cells left over
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// if you ignore the ones reachable from the parent cell.
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// We can do this because for any cell in range of both the current and parent location,
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// if we can reach it from one we are guaranteed to be able to reach it from the other.
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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) }, // TL
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) }, // T
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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) }, // TR
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) }, // L
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CVec.Directions,
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, // R
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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) }, // BL
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new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // B
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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) }, // BR
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};
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// With height discontinuities between the parent and current cell, we cannot optimize the possible neighbors.
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// It is no longer true that for any cell in range of both the current and parent location,
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// if we can reach it from one we are guaranteed to be able to reach it from the other.
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// This is because a height discontinuity may have prevented the parent location from reaching,
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// but our current cell on a new height may be able to reach as the height difference may be small enough.
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// Therefore, we can only exclude the parent cell in each set of directions.
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static readonly CVec[][] DirectedNeighborsConservative =
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{
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CVec.Directions.Exclude(new CVec(1, 1)).ToArray(), // TL
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CVec.Directions.Exclude(new CVec(0, 1)).ToArray(), // T
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CVec.Directions.Exclude(new CVec(-1, 1)).ToArray(), // TR
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CVec.Directions.Exclude(new CVec(1, 0)).ToArray(), // L
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CVec.Directions,
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CVec.Directions.Exclude(new CVec(-1, 0)).ToArray(), // R
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CVec.Directions.Exclude(new CVec(1, -1)).ToArray(), // BL
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CVec.Directions.Exclude(new CVec(0, -1)).ToArray(), // B
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CVec.Directions.Exclude(new CVec(-1, -1)).ToArray(), // BR
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};
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public List<GraphConnection> GetConnections(CPos position)
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{
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var layer = position.Layer;
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var info = cellInfoForLayer[layer];
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var previousNode = info[position].PreviousNode;
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var dx = position.X - previousNode.X;
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var dy = position.Y - previousNode.Y;
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var index = dy * 3 + dx + 4;
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var heightLayer = World.Map.Height;
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var directions =
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(checkTerrainHeight && layer == 0 && previousNode.Layer == 0 && heightLayer[position] != heightLayer[previousNode]
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? DirectedNeighborsConservative
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: DirectedNeighbors)[index];
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var validNeighbors = new List<GraphConnection>(directions.Length + (layer == 0 ? cellInfoForLayer.Length : 1));
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for (var i = 0; i < directions.Length; i++)
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{
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var dir = directions[i];
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var neighbor = position + dir;
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var pathCost = GetPathCostToNode(position, neighbor, dir);
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// PERF: Skip closed cells already, 15% of all cells
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if (pathCost != PathCostForInvalidPath && info[neighbor].Status != CellStatus.Closed)
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validNeighbors.Add(new GraphConnection(neighbor, pathCost));
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}
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var cmls = World.GetCustomMovementLayers();
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if (layer == 0)
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{
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foreach (var cml in cmls)
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{
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if (cml == null || !cml.EnabledForLocomotor(locomotor.Info))
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continue;
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var layerPosition = new CPos(position.X, position.Y, cml.Index);
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var entryCost = cml.EntryMovementCost(locomotor.Info, layerPosition);
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if (entryCost != MovementCostForUnreachableCell &&
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CanEnterNode(position, layerPosition) &&
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this[layerPosition].Status != CellStatus.Closed)
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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 = cmls[layer].ExitMovementCost(locomotor.Info, layerPosition);
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if (exitCost != MovementCostForUnreachableCell &&
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CanEnterNode(position, layerPosition) &&
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this[layerPosition].Status != CellStatus.Closed)
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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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bool CanEnterNode(CPos srcNode, CPos destNode)
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{
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return
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locomotor.MovementCostToEnterCell(Actor, srcNode, destNode, checkConditions, IgnoreActor)
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!= MovementCostForUnreachableCell;
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}
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int GetPathCostToNode(CPos srcNode, CPos destNode, CVec direction)
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{
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var movementCost = locomotor.MovementCostToEnterCell(Actor, srcNode, destNode, checkConditions, IgnoreActor);
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if (movementCost != MovementCostForUnreachableCell && !(CustomBlock != null && CustomBlock(destNode)))
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return CalculateCellPathCost(destNode, direction, movementCost);
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return PathCostForInvalidPath;
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}
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int CalculateCellPathCost(CPos neighborCPos, CVec direction, short movementCost)
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{
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var cellCost = direction.X * direction.Y != 0
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? Exts.MultiplyBySqrtTwo(movementCost)
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: movementCost;
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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 == PathCostForInvalidPath)
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return PathCostForInvalidPath;
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cellCost += customCost;
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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 => cellInfoForLayer[pos.Layer][pos];
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set => cellInfoForLayer[pos.Layer][pos] = value;
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}
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public void Dispose()
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{
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pooledLayer.Dispose();
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}
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}
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}
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