197 lines
5.9 KiB
C#
Executable File
197 lines
5.9 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.FileFormats;
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using OpenRA.Traits;
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using OpenRA.GameRules;
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namespace OpenRA
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{
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public class PathSearch
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{
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World world;
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ResourceLayer resources;
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public CellInfo[ , ] cellInfo;
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public PriorityQueue<PathDistance> queue;
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public Func<int2, float> heuristic;
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public UnitMovementType umt;
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Func<int2, bool> customBlock;
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public bool checkForBlocked;
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public Actor ignoreBuilding;
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BuildingInfluence buildingInfluence;
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UnitInfluence unitInfluence;
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public PathSearch(World world)
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{
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this.world = world;
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cellInfo = InitCellInfo();
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queue = new PriorityQueue<PathDistance>();
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buildingInfluence = world.WorldActor.traits.Get<BuildingInfluence>();
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unitInfluence = world.WorldActor.traits.Get<UnitInfluence>();
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resources = world.WorldActor.traits.Get<ResourceLayer>();
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}
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public PathSearch WithCustomBlocker(Func<int2, bool> customBlock)
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{
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this.customBlock = customBlock;
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return this;
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}
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public PathSearch WithIgnoredBuilding(Actor b)
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{
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ignoreBuilding = b;
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return this;
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}
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public int2 Expand( World world, float[][ , ] passableCost )
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{
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var p = queue.Pop();
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cellInfo[ p.Location.X, p.Location.Y ].Seen = true;
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var thisCost = passableCost[(int)umt][p.Location.X, p.Location.Y]*
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world.WorldActor.traits.WithInterface<ICustomTerrain>().Aggregate(1f, (a, x) => a * x.GetCost(p.Location,umt));
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if (thisCost == float.PositiveInfinity)
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return p.Location;
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foreach( int2 d in directions )
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{
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int2 newHere = p.Location + d;
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if (!world.Map.IsInMap(newHere.X, newHere.Y)) continue;
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if( cellInfo[ newHere.X, newHere.Y ].Seen )
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continue;
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var costHere = passableCost[(int)umt][newHere.X, newHere.Y]*
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world.WorldActor.traits.WithInterface<ICustomTerrain>().Aggregate(1f, (a, x) => a * x.GetCost(p.Location,umt));
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if (costHere == float.PositiveInfinity)
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continue;
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if (!buildingInfluence.CanMoveHere(newHere, ignoreBuilding))
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continue;
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// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
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if (checkForBlocked && (unitInfluence.GetUnitsAt(newHere).Any(a => !world.IsActorPathableToCrush(a, umt))))
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continue;
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if (customBlock != null && customBlock(newHere))
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continue;
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var est = heuristic( newHere );
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if( est == float.PositiveInfinity )
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continue;
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float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere;
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// directional bonuses for smoother flow!
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if (((newHere.X & 1) == 0) && d.Y < 0) cellCost -= .1f;
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else if (((newHere.X & 1) == 1) && d.Y > 0) cellCost -= .1f;
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if (((newHere.Y & 1) == 0) && d.X < 0) cellCost -= .1f;
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else if (((newHere.Y & 1) == 1) && d.X > 0) cellCost -= .1f;
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float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
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if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
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continue;
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cellInfo[ newHere.X, newHere.Y ].Path = p.Location;
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cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
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queue.Add( new PathDistance( newCost + est, newHere ) );
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}
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return p.Location;
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}
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static readonly int2[] directions =
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{
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new int2( -1, -1 ),
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new int2( -1, 0 ),
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new int2( -1, 1 ),
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new int2( 0, -1 ),
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new int2( 0, 1 ),
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new int2( 1, -1 ),
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new int2( 1, 0 ),
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new int2( 1, 1 ),
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};
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public void AddInitialCell( World world, int2 location )
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{
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if (!world.Map.IsInMap(location.X, location.Y))
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return;
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cellInfo[ location.X, location.Y ] = new CellInfo( 0, location, false );
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queue.Add( new PathDistance( heuristic( location ), location ) );
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}
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public static PathSearch FromPoint( World world, int2 from, int2 target, UnitMovementType umt, bool checkForBlocked )
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{
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var search = new PathSearch(world) {
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heuristic = DefaultEstimator( target ),
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umt = umt,
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checkForBlocked = checkForBlocked };
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search.AddInitialCell( world, from );
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return search;
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}
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public static PathSearch FromPoints(World world, IEnumerable<int2> froms, int2 target, UnitMovementType umt, bool checkForBlocked)
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{
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var search = new PathSearch(world)
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{
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heuristic = DefaultEstimator(target),
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umt = umt,
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checkForBlocked = checkForBlocked
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};
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foreach (var sl in froms)
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search.AddInitialCell(world, sl);
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return search;
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}
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CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ world.Map.MapSize.X, world.Map.MapSize.Y ];
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for( int x = 0 ; x < world.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < world.Map.MapSize.Y ; y++ )
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cellInfo[ x, y ] = new CellInfo( float.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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public static Func<int2, float> DefaultEstimator( int2 destination )
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{
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return here =>
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{
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int2 d = ( here - destination ).Abs();
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int diag = Math.Min( d.X, d.Y );
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int straight = Math.Abs( d.X - d.Y );
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return 1.5f * diag + straight;
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};
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}
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}
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}
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