Previously, the ClosestTo and PositionClosestTo existed to perform a simple distance based check to choose the closest location from a choice of locations to a single other location. For some functions this is sufficient, but for many functions we want to then move between the locations. If the location selected is in fact unreachable (e.g. on another island) then we would not want to consider it. We now introduce ClosestToIgnoringPath for checks where we don't care about a path existing, e.g. weapons hitting nearby targets. When we do care about paths, we introduce ClosestToWithPathFrom and ClosestToWithPathTo which will check that a path exists. The PathFrom check will make sure one of the actors from the list can make it to the single target location. The PathTo check will make sure the single actor can make it to one of the target locations. This difference allows us to specify which actor will be doing the moving. This is important as a path might exists for one actor, but not another. Consider two islands with a hovercraft on one and a tank on the other. The hovercraft can path to the tank, but the tank cannot path to the hovercraft. We also introduce WithPathFrom and WithPathTo. These will perform filtering by checking for valid paths, but won't select the closest location. By employing the new methods that filter for paths, we fix various behaviour that would cause actors to get confused. Imagine an islands map, by checking for paths we ensure logic will locate reachable locations on the island, rather than considering a location on a nearby island that is physically closer but unreachable. This fixes AI squad automation, and other automated behaviours such as rearming.
301 lines
14 KiB
C#
301 lines
14 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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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namespace OpenRA.Mods.Common
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{
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public static class WorldExtensions
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{
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/// <summary>
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/// Filters <paramref name="actors"/> by only returning those that can be reached as the target of a path from
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/// <paramref name="sourceActor"/>. Only terrain is taken into account, i.e. as if
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/// <see cref="BlockedByActor.None"/> was given.
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/// <paramref name="targetOffsets"/> is used to define locations around each actor in <paramref name="actors"/>
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/// of which one must be reachable.
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/// </summary>
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public static IEnumerable<(Actor Actor, WVec[] ReachableOffsets)> WithPathFrom(this IEnumerable<Actor> actors, Actor sourceActor, Func<Actor, WVec[]> targetOffsets)
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{
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if (sourceActor.Info.HasTraitInfo<AircraftInfo>())
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return actors.Select<Actor, (Actor Actor, WVec[] ReachableOffsets)>(a => (a, targetOffsets(a)));
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var mobile = sourceActor.TraitOrDefault<Mobile>();
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if (mobile == null)
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return Enumerable.Empty<(Actor Actor, WVec[] ReachableOffsets)>();
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var pathFinder = sourceActor.World.WorldActor.Trait<PathFinder>();
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var locomotor = mobile.Locomotor;
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var map = sourceActor.World.Map;
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return actors
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.Select<Actor, (Actor Actor, WVec[] ReachableOffsets)>(a =>
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{
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return (a, targetOffsets(a).Where(offset =>
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pathFinder.PathExistsForLocomotor(
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mobile.Locomotor,
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map.CellContaining(sourceActor.CenterPosition),
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map.CellContaining(a.CenterPosition + offset)))
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.ToArray());
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})
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.Where(x => x.ReachableOffsets.Length > 0);
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}
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/// <summary>
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/// Filters <paramref name="actors"/> by only returning those that can be reached as the target of a path from
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/// <paramref name="sourceActor"/>. Only terrain is taken into account, i.e. as if
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/// <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static IEnumerable<Actor> WithPathFrom(this IEnumerable<Actor> actors, Actor sourceActor)
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{
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return actors.WithPathFrom(sourceActor, _ => new[] { WVec.Zero }).Select(x => x.Actor);
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}
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/// <summary>
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/// Of <paramref name="actors"/> that can be reached as the target of a path from
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/// <paramref name="sourceActor"/>, returns the nearest by comparing their <see cref="Actor.CenterPosition"/>.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// <paramref name="targetOffsets"/> is used to define locations around each actor in <paramref name="actors"/>
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/// of which one must be reachable.
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/// </summary>
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public static Actor ClosestToWithPathFrom(this IEnumerable<Actor> actors, Actor sourceActor, Func<Actor, WVec[]> targetOffsets = null)
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{
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return actors
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.WithPathFrom(sourceActor, targetOffsets ?? (_ => new[] { WVec.Zero }))
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.Select(x => x.Actor)
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.ClosestToIgnoringPath(sourceActor);
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}
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/// <summary>
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/// Of <paramref name="positions"/> that can be reached as the target of a path from
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/// <paramref name="sourceActor"/>, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static WPos? ClosestToWithPathFrom(this IEnumerable<WPos> positions, Actor sourceActor)
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{
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if (sourceActor.Info.HasTraitInfo<AircraftInfo>())
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return positions.ClosestToIgnoringPath(sourceActor.CenterPosition);
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var mobile = sourceActor.TraitOrDefault<Mobile>();
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if (mobile == null)
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return null;
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var pathFinder = sourceActor.World.WorldActor.Trait<PathFinder>();
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var locomotor = mobile.Locomotor;
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var map = sourceActor.World.Map;
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return positions
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.Where(p => pathFinder.PathExistsForLocomotor(
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locomotor,
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map.CellContaining(sourceActor.CenterPosition),
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map.CellContaining(p)))
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.ClosestToIgnoringPath(sourceActor.CenterPosition);
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}
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/// <summary>
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/// Filters <paramref name="actors"/> by only returning those where the <paramref name="targetPosition"/> can
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/// be reached as the target of a path from the actor. Only terrain is taken into account, i.e. as if
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/// <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static IEnumerable<Actor> WithPathTo(this IEnumerable<Actor> actors, World world, WPos targetPosition)
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{
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var pathFinder = world.WorldActor.Trait<PathFinder>();
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var map = world.Map;
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return actors
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.Where(a =>
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{
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if (a.Info.HasTraitInfo<AircraftInfo>())
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return true;
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var mobile = a.TraitOrDefault<Mobile>();
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if (mobile == null)
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return false;
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return pathFinder.PathExistsForLocomotor(
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mobile.Locomotor,
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map.CellContaining(targetPosition),
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map.CellContaining(a.CenterPosition));
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});
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}
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/// <summary>
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/// Filters <paramref name="actors"/> by only returning those where any of the
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/// <paramref name="targetPositions"/> can be reached as the target of a path from the actor.
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/// Returns the reachable target positions for each actor.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static IEnumerable<(Actor Actor, WPos[] ReachablePositions)> WithPathToAny(
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this IEnumerable<Actor> actors, World world, Func<Actor, WPos[]> targetPositions)
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{
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var pathFinder = world.WorldActor.Trait<PathFinder>();
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var map = world.Map;
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return actors
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.Select<Actor, (Actor Actor, WPos[] ReachablePositions)>(a =>
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{
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if (a.Info.HasTraitInfo<AircraftInfo>())
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return (a, targetPositions(a).ToArray());
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var mobile = a.TraitOrDefault<Mobile>();
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if (mobile == null)
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return (a, Array.Empty<WPos>());
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return (a, targetPositions(a).Where(targetPosition =>
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pathFinder.PathExistsForLocomotor(
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mobile.Locomotor,
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map.CellContaining(targetPosition),
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map.CellContaining(a.CenterPosition)))
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.ToArray());
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})
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.Where(x => x.ReachablePositions.Length > 0);
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}
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/// <summary>
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/// Filters <paramref name="actors"/> by only returning those where the <paramref name="targetActor"/> can be
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/// reached as the target of a path from the actor. Only terrain is taken into account, i.e. as if
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/// <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static IEnumerable<Actor> WithPathTo(this IEnumerable<Actor> actors, Actor targetActor)
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{
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return actors.WithPathTo(targetActor.World, targetActor.CenterPosition);
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}
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/// <summary>
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/// Of <paramref name="actors"/> where the <paramref name="targetPosition"/> can be reached as the target of a
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/// path from the actor, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static Actor ClosestToWithPathTo(this IEnumerable<Actor> actors, World world, WPos targetPosition)
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{
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return actors
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.WithPathTo(world, targetPosition)
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.ClosestToIgnoringPath(targetPosition);
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}
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/// <summary>
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/// Of <paramref name="actors"/> where any of the <paramref name="targetPositions"/> can be reached as the
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/// target of a path from the actor, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static Actor ClosestToWithPathToAny(this IEnumerable<Actor> actors, World world, Func<Actor, WPos[]> targetPositions)
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{
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return actors
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.WithPathToAny(world, targetPositions)
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.MinByOrDefault(x => x.ReachablePositions.Min(pos => (x.Actor.CenterPosition - pos).LengthSquared))
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.Actor;
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}
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/// <summary>
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/// Of <paramref name="actors"/> where the <paramref name="targetActor"/> can be reached as the target of a
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/// path from the actor, returns the nearest by comparing their <see cref="Actor.CenterPosition"/>.
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/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
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/// </summary>
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public static Actor ClosestToWithPathTo(this IEnumerable<Actor> actors, Actor targetActor)
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{
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return actors.ClosestToWithPathTo(targetActor.World, targetActor.CenterPosition);
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}
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/// <summary>
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/// Finds all the actors of which their health radius is intersected by a line (with a definable width) between two points.
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/// </summary>
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/// <param name="world">The engine world the line intersection is to be done in.</param>
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/// <param name="lineStart">The position the line should start at.</param>
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/// <param name="lineEnd">The position the line should end at.</param>
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/// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line.</param>
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/// <param name="onlyBlockers">If set, only considers the size of actors that have an <see cref="IBlocksProjectiles"/>
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/// trait which may improve search performance. However does NOT filter the returned actors on this trait.</param>
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/// <returns>A list of all the actors intersected by the line.</returns>
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public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth, bool onlyBlockers = false)
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{
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// This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target.
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// Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line.
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// For actors without a health radius, we simply check their center point.
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// The square in which we select all actors must be large enough to encompass the entire line's width.
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// xDir and yDir must never be 0, otherwise the overscan will be 0 in the respective direction.
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var xDiff = lineEnd.X - lineStart.X;
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var yDiff = lineEnd.Y - lineStart.Y;
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var xDir = xDiff < 0 ? -1 : 1;
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var yDir = yDiff < 0 ? -1 : 1;
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var dir = new WVec(xDir, yDir, 0);
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var largestValidActorRadius = onlyBlockers ? world.ActorMap.LargestBlockingActorRadius.Length : world.ActorMap.LargestActorRadius.Length;
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var overselect = dir * (1024 + lineWidth.Length + largestValidActorRadius);
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var finalTarget = lineEnd + overselect;
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var finalSource = lineStart - overselect;
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var actorsInSquare = world.ActorMap.ActorsInBox(finalTarget, finalSource);
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var intersectedActors = new List<Actor>();
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foreach (var currActor in actorsInSquare)
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{
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var actorWidth = 0;
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// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
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foreach (var targetPos in currActor.EnabledTargetablePositions)
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if (targetPos is HitShape hitshape)
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actorWidth = Math.Max(actorWidth, hitshape.Info.Type.OuterRadius.Length);
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var projection = lineStart.MinimumPointLineProjection(lineEnd, currActor.CenterPosition);
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var distance = (currActor.CenterPosition - projection).HorizontalLength;
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var maxReach = actorWidth + lineWidth.Length;
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if (distance <= maxReach)
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intersectedActors.Add(currActor);
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}
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return intersectedActors;
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}
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public static IEnumerable<Actor> FindBlockingActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth)
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{
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return world.FindActorsOnLine(lineStart, lineEnd, lineWidth, true);
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}
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/// <summary>
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/// Finds all the actors of which their health radius might be intersected by a specified circle.
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/// </summary>
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public static IEnumerable<Actor> FindActorsOnCircle(this World world, WPos origin, WDist r)
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{
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return world.FindActorsInCircle(origin, r + world.ActorMap.LargestActorRadius);
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}
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/// <summary>
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/// Find the point (D) on a line (A-B) that is closest to the target point (C).
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/// </summary>
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/// <param name="lineStart">The source point (tail) of the line.</param>
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/// <param name="lineEnd">The target point (head) of the line.</param>
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/// <param name="point">The target point that the minimum distance should be found to.</param>
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/// <returns>The WPos that is the point on the line that is closest to the target point.</returns>
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public static WPos MinimumPointLineProjection(this WPos lineStart, WPos lineEnd, WPos point)
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{
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var squaredLength = (lineEnd - lineStart).HorizontalLengthSquared;
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// Line has zero length, so just use the lineEnd position as the closest position.
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if (squaredLength == 0)
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return lineEnd;
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// Consider the line extending the segment, parameterized as target + t (source - target).
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// We find projection of point onto the line.
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// It falls where t = [(point - target) . (source - target)] / |source - target|^2
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// The normal DotProduct math would be (xDiff + yDiff) / dist, where dist = (target - source).LengthSquared;
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// But in order to avoid floating points, we do not divide here, but rather work with the large numbers as far as possible.
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// We then later divide by dist, only AFTER we have multiplied by the dot product.
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var xDiff = ((long)point.X - lineEnd.X) * (lineStart.X - lineEnd.X);
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var yDiff = ((long)point.Y - lineEnd.Y) * (lineStart.Y - lineEnd.Y);
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var t = xDiff + yDiff;
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// Beyond the 'target' end of the segment
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if (t < 0)
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return lineEnd;
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// Beyond the 'source' end of the segment
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if (t > squaredLength)
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return lineStart;
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// Projection falls on the segment
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return WPos.Lerp(lineEnd, lineStart, t, squaredLength);
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}
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}
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}
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