Files
OpenRA/OpenRA.Mods.RA/World/DomainIndex.cs
Andrew Aldridge 3fed98fcb1 Add support for bridge construction
Each movement class is given a crude transientDomain graph.  Whenever a bridge state
changes, the domain index rebuilds the relevant cells, setting its domain and creating
a transient domain connection.

This graph is searched as a fallback if the straightforward domain comparison is false.
Behavior needs to be double-checked, and ideally destructing connections would be supported,
but so far performance and behavior on allies-02 seems good.
2013-07-12 09:40:59 -04:00

231 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
using OpenRA.Mods.RA.Move;
namespace OpenRA.Mods.RA
{
// Identify untraversable regions of the map for faster pathfinding, especially with AI
class DomainIndexInfo : TraitInfo<DomainIndex> {}
public class DomainIndex : IWorldLoaded
{
Dictionary<uint, MovementClassDomainIndex> domainIndexes;
public void WorldLoaded(World world)
{
domainIndexes = new Dictionary<uint, MovementClassDomainIndex>();
var movementClasses = new HashSet<uint>(
Rules.Info.Where(ai => ai.Value.Traits.Contains<MobileInfo>())
.Select(ai => (uint)ai.Value.Traits.Get<MobileInfo>().GetMovementClass(world.TileSet)));
foreach (var mc in movementClasses) domainIndexes[mc] = new MovementClassDomainIndex(world, mc);
}
public bool IsPassable(CPos p1, CPos p2, uint movementClass)
{
return domainIndexes[movementClass].IsPassable(p1, p2);
}
/// Regenerate the domain index for a group of cells
public void UpdateCells(World world, IEnumerable<CPos> cells)
{
var dirty = new HashSet<CPos>(cells);
foreach (var index in domainIndexes) index.Value.UpdateCells(world, dirty);
}
}
class MovementClassDomainIndex
{
Rectangle bounds;
uint movementClass;
int[,] domains;
Dictionary<int, HashSet<int>> transientConnections;
public MovementClassDomainIndex(World world, uint movementClass)
{
bounds = world.Map.Bounds;
this.movementClass = movementClass;
domains = new int[(bounds.Width + bounds.X), (bounds.Height + bounds.Y)];
transientConnections = new Dictionary<int, HashSet<int>>();
BuildDomains(world);
}
public bool IsPassable(CPos p1, CPos p2)
{
if (domains[p1.X, p1.Y] == domains[p2.X, p2.Y]) return true;
// Even though p1 and p2 are in different domains, it's possible
// that some dynamic terrain (i.e. bridges) may connect them.
return HasConnection(GetDomainOf(p1), GetDomainOf(p2));
}
public void UpdateCells(World world, HashSet<CPos> dirtyCells)
{
var neighborDomains = new List<int>();
foreach (var cell in dirtyCells)
{
// Select all neighbors inside the map boundries
var neighbors = CVec.directions.Select(d => d + cell)
.Where(c => bounds.Contains(c.X, c.Y));
bool found = false;
foreach (var neighbor in neighbors)
{
if (!dirtyCells.Contains(neighbor))
{
int neighborDomain = GetDomainOf(neighbor);
bool match = CanTraverseTile(world, neighbor);
if (match) neighborDomains.Add(neighborDomain);
// Set ourselves to the first non-dirty neighbor we find.
if (!found)
{
SetDomain(cell, neighborDomain);
found = true;
}
}
}
}
foreach (var c1 in neighborDomains)
{
foreach (var c2 in neighborDomains)
{
CreateConnection(c1, c2);
}
}
}
int GetDomainOf(CPos p)
{
return domains[p.X, p.Y];
}
void SetDomain(CPos p, int domain)
{
domains[p.X, p.Y] = domain;
}
bool HasConnection(int d1, int d2)
{
// Search our connections graph for a possible route
var visited = new HashSet<int>();
var toProcess = new Stack<int>();
toProcess.Push(d1);
int i = 0;
while (toProcess.Count() > 0)
{
int current = toProcess.Pop();
if (!transientConnections.ContainsKey(current)) continue;
foreach (int neighbor in transientConnections[current])
{
if (neighbor == d2) return true;
if (!visited.Contains(neighbor)) toProcess.Push(neighbor);
}
visited.Add(current);
i += 1;
}
return false;
}
void CreateConnection(int d1, int d2)
{
if (!transientConnections.ContainsKey(d1)) transientConnections[d1] = new HashSet<int>();
if (!transientConnections.ContainsKey(d2)) transientConnections[d2] = new HashSet<int>();
transientConnections[d1].Add(d2);
transientConnections[d2].Add(d1);
}
bool CanTraverseTile(World world, CPos p)
{
string currentTileType = WorldUtils.GetTerrainType(world, p);
int terrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == currentTileType);
return (movementClass & (1 << terrainOffset)) > 0;
}
void BuildDomains(World world)
{
Map map = world.Map;
int i = 1;
var unassigned = new HashSet<CPos>();
// Fill up our set of yet-unassigned map cells
for (int x = map.Bounds.Left; x < bounds.Right; x += 1)
{
for (int y = bounds.Top; y < bounds.Bottom; y += 1)
{
unassigned.Add(new CPos(x, y));
}
}
while (unassigned.Count != 0)
{
var start = unassigned.First();
unassigned.Remove(start);
// Wander around looking for water transitions
bool currentPassable = CanTraverseTile(world, start);
var toProcess = new Queue<CPos>();
var seen = new HashSet<CPos>();
toProcess.Enqueue(start);
do
{
CPos p = toProcess.Dequeue();
if (seen.Contains(p)) continue;
seen.Add(p);
bool candidatePassable = CanTraverseTile(world, p);
// Check if we're still in one contiguous domain
if (currentPassable == candidatePassable)
{
SetDomain(p, i);
unassigned.Remove(p);
// Visit our neighbors, if we haven't already
foreach (var d in CVec.directions)
{
CPos nextPos = p + d;
if (nextPos.X >= map.Bounds.Left && nextPos.Y >= map.Bounds.Top &&
nextPos.X < map.Bounds.Right && nextPos.Y < map.Bounds.Bottom)
{
if (!seen.Contains(nextPos)) toProcess.Enqueue(nextPos);
}
}
}
} while (toProcess.Count != 0);
i += 1;
}
Log.Write("debug", "{0}: Found {1} domains", map.Title, i-1);
}
}
}