Files
OpenRA/OpenRA.Mods.Common/Traits/World/PathFinder.cs
RoosterDragon 3e5666ca53 Return an empty path when a search with no locations is made.
The restores the previous behaviour before FindUnitPathToTargetCell was introduced. This prevents callers such as the harvester code crashing when a harvester tries to route home to a refinery, but there are no refineries.
2022-04-24 12:52:18 +02:00

122 lines
4.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("Calculates routes for mobile units with locomotors based on the A* search algorithm.", " Attach this to the world actor.")]
public class PathFinderInfo : TraitInfo, Requires<LocomotorInfo>
{
public override object Create(ActorInitializer init)
{
return new PathFinder(init.World);
}
}
public class PathFinder : IPathFinder
{
public static readonly List<CPos> NoPath = new List<CPos>(0);
readonly World world;
public PathFinder(World world)
{
this.world = world;
}
/// <summary>
/// Calculates a path for the actor from multiple possible sources to target.
/// Returned path is *reversed* and given target to source.
/// The shortest path between a source and the target is returned.
/// </summary>
/// <remarks>
/// Searches that provide a multiple source cells are slower than those than provide only a single source cell,
/// as optimizations are possible for the single source case. Use searches from multiple source cells
/// sparingly.
/// </remarks>
public List<CPos> FindUnitPathToTargetCell(
Actor self, IEnumerable<CPos> sources, CPos target, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
var sourcesList = sources.ToList();
if (sourcesList.Count == 0)
return NoPath;
var locomotor = GetLocomotor(self);
// If the target cell is inaccessible, bail early.
var inaccessible =
!locomotor.CanMoveFreelyInto(self, target, check, ignoreActor) ||
(!(customCost is null) && customCost(target) == PathGraph.PathCostForInvalidPath);
if (inaccessible)
return NoPath;
// When searching from only one source cell, some optimizations are possible.
if (sourcesList.Count == 1)
{
var source = sourcesList[0];
// For adjacent cells on the same layer, we can return the path without invoking a full search.
if (source.Layer == target.Layer && (source - target).LengthSquared < 3)
return new List<CPos>(2) { target, source };
// With one starting point, we can use a bidirectional search.
using (var fromTarget = PathSearch.ToTargetCell(
world, locomotor, self, new[] { target }, source, check, ignoreActor: ignoreActor))
using (var fromSource = PathSearch.ToTargetCell(
world, locomotor, self, new[] { source }, target, check, ignoreActor: ignoreActor, inReverse: true))
return PathSearch.FindBidiPath(fromTarget, fromSource);
}
// With multiple starting points, we can only use a unidirectional search.
using (var search = PathSearch.ToTargetCell(
world, locomotor, self, sourcesList, target, check, customCost, ignoreActor, laneBias))
return search.FindPath();
}
/// <summary>
/// Calculates a path for the actor from multiple possible sources, whilst searching for an acceptable target.
/// Returned path is *reversed* and given target to source.
/// The shortest path between a source and a discovered target is returned.
/// </summary>
/// <remarks>
/// Searches with this method are slower than <see cref="FindUnitPathToTargetCell"/> due to the need to search for
/// and discover an acceptable target cell. Use this search sparingly.
/// </remarks>
public List<CPos> FindUnitPathToTargetCellByPredicate(
Actor self, IEnumerable<CPos> sources, Func<CPos, bool> targetPredicate, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
// With no pre-specified target location, we can only use a unidirectional search.
using (var search = PathSearch.ToTargetCellByPredicate(
world, GetLocomotor(self), self, sources, targetPredicate, check, customCost, ignoreActor, laneBias))
return search.FindPath();
}
static Locomotor GetLocomotor(Actor self)
{
// PERF: This PathFinder trait requires the use of Mobile, so we can be sure that is in use.
// We can save some performance by avoiding querying for the Locomotor trait and retrieving it from Mobile.
return ((Mobile)self.OccupiesSpace).Locomotor;
}
}
}